babylon.max.js 5.6 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. if (isFragment) {
  519. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  520. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/texture2D\s*\(/g, "texture(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /** Class used to store color4 gradient */
  1487. var ColorGradient = /** @class */ (function () {
  1488. function ColorGradient() {
  1489. }
  1490. /**
  1491. * Will get a color picked randomly between color1 and color2.
  1492. * If color2 is undefined then color1 will be used
  1493. * @param result defines the target Color4 to store the result in
  1494. */
  1495. ColorGradient.prototype.getColorToRef = function (result) {
  1496. if (!this.color2) {
  1497. result.copyFrom(this.color1);
  1498. return;
  1499. }
  1500. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1501. };
  1502. return ColorGradient;
  1503. }());
  1504. BABYLON.ColorGradient = ColorGradient;
  1505. /** Class used to store color 3 gradient */
  1506. var Color3Gradient = /** @class */ (function () {
  1507. function Color3Gradient() {
  1508. }
  1509. return Color3Gradient;
  1510. }());
  1511. BABYLON.Color3Gradient = Color3Gradient;
  1512. /** Class used to store factor gradient */
  1513. var FactorGradient = /** @class */ (function () {
  1514. function FactorGradient() {
  1515. }
  1516. /**
  1517. * Will get a number picked randomly between factor1 and factor2.
  1518. * If factor2 is undefined then factor1 will be used
  1519. * @returns the picked number
  1520. */
  1521. FactorGradient.prototype.getFactor = function () {
  1522. if (this.factor2 === undefined) {
  1523. return this.factor1;
  1524. }
  1525. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1526. };
  1527. return FactorGradient;
  1528. }());
  1529. BABYLON.FactorGradient = FactorGradient;
  1530. /**
  1531. * @ignore
  1532. * Application error to support additional information when loading a file
  1533. */
  1534. var LoadFileError = /** @class */ (function (_super) {
  1535. __extends(LoadFileError, _super);
  1536. /**
  1537. * Creates a new LoadFileError
  1538. * @param message defines the message of the error
  1539. * @param request defines the optional XHR request
  1540. */
  1541. function LoadFileError(message,
  1542. /** defines the optional XHR request */
  1543. request) {
  1544. var _this = _super.call(this, message) || this;
  1545. _this.request = request;
  1546. _this.name = "LoadFileError";
  1547. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1548. return _this;
  1549. }
  1550. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1551. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1552. // Polyfill for Object.setPrototypeOf if necessary.
  1553. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1554. return LoadFileError;
  1555. }(Error));
  1556. BABYLON.LoadFileError = LoadFileError;
  1557. /**
  1558. * Class used to define a retry strategy when error happens while loading assets
  1559. */
  1560. var RetryStrategy = /** @class */ (function () {
  1561. function RetryStrategy() {
  1562. }
  1563. /**
  1564. * Function used to defines an exponential back off strategy
  1565. * @param maxRetries defines the maximum number of retries (3 by default)
  1566. * @param baseInterval defines the interval between retries
  1567. * @returns the strategy function to use
  1568. */
  1569. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1570. if (maxRetries === void 0) { maxRetries = 3; }
  1571. if (baseInterval === void 0) { baseInterval = 500; }
  1572. return function (url, request, retryIndex) {
  1573. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1574. return -1;
  1575. }
  1576. return Math.pow(2, retryIndex) * baseInterval;
  1577. };
  1578. };
  1579. return RetryStrategy;
  1580. }());
  1581. BABYLON.RetryStrategy = RetryStrategy;
  1582. // Screenshots
  1583. var screenshotCanvas;
  1584. var cloneValue = function (source, destinationObject) {
  1585. if (!source) {
  1586. return null;
  1587. }
  1588. if (source instanceof BABYLON.Mesh) {
  1589. return null;
  1590. }
  1591. if (source instanceof BABYLON.SubMesh) {
  1592. return source.clone(destinationObject);
  1593. }
  1594. else if (source.clone) {
  1595. return source.clone();
  1596. }
  1597. return null;
  1598. };
  1599. /**
  1600. * Class containing a set of static utilities functions
  1601. */
  1602. var Tools = /** @class */ (function () {
  1603. function Tools() {
  1604. }
  1605. /**
  1606. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1607. * @param u defines the coordinate on X axis
  1608. * @param v defines the coordinate on Y axis
  1609. * @param width defines the width of the source data
  1610. * @param height defines the height of the source data
  1611. * @param pixels defines the source byte array
  1612. * @param color defines the output color
  1613. */
  1614. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1615. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1616. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1617. var position = (wrappedU + wrappedV * width) * 4;
  1618. color.r = pixels[position] / 255;
  1619. color.g = pixels[position + 1] / 255;
  1620. color.b = pixels[position + 2] / 255;
  1621. color.a = pixels[position + 3] / 255;
  1622. };
  1623. /**
  1624. * Interpolates between a and b via alpha
  1625. * @param a The lower value (returned when alpha = 0)
  1626. * @param b The upper value (returned when alpha = 1)
  1627. * @param alpha The interpolation-factor
  1628. * @return The mixed value
  1629. */
  1630. Tools.Mix = function (a, b, alpha) {
  1631. return a * (1 - alpha) + b * alpha;
  1632. };
  1633. /**
  1634. * Tries to instantiate a new object from a given class name
  1635. * @param className defines the class name to instantiate
  1636. * @returns the new object or null if the system was not able to do the instantiation
  1637. */
  1638. Tools.Instantiate = function (className) {
  1639. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1640. return Tools.RegisteredExternalClasses[className];
  1641. }
  1642. var arr = className.split(".");
  1643. var fn = (window || this);
  1644. for (var i = 0, len = arr.length; i < len; i++) {
  1645. fn = fn[arr[i]];
  1646. }
  1647. if (typeof fn !== "function") {
  1648. return null;
  1649. }
  1650. return fn;
  1651. };
  1652. /**
  1653. * Provides a slice function that will work even on IE
  1654. * @param data defines the array to slice
  1655. * @param start defines the start of the data (optional)
  1656. * @param end defines the end of the data (optional)
  1657. * @returns the new sliced array
  1658. */
  1659. Tools.Slice = function (data, start, end) {
  1660. if (data.slice) {
  1661. return data.slice(start, end);
  1662. }
  1663. return Array.prototype.slice.call(data, start, end);
  1664. };
  1665. /**
  1666. * Polyfill for setImmediate
  1667. * @param action defines the action to execute after the current execution block
  1668. */
  1669. Tools.SetImmediate = function (action) {
  1670. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1671. window.setImmediate(action);
  1672. }
  1673. else {
  1674. setTimeout(action, 1);
  1675. }
  1676. };
  1677. /**
  1678. * Function indicating if a number is an exponent of 2
  1679. * @param value defines the value to test
  1680. * @returns true if the value is an exponent of 2
  1681. */
  1682. Tools.IsExponentOfTwo = function (value) {
  1683. var count = 1;
  1684. do {
  1685. count *= 2;
  1686. } while (count < value);
  1687. return count === value;
  1688. };
  1689. /**
  1690. * Returns the nearest 32-bit single precision float representation of a Number
  1691. * @param value A Number. If the parameter is of a different type, it will get converted
  1692. * to a number or to NaN if it cannot be converted
  1693. * @returns number
  1694. */
  1695. Tools.FloatRound = function (value) {
  1696. if (Math.fround) {
  1697. return Math.fround(value);
  1698. }
  1699. return (Tools._tmpFloatArray[0] = value);
  1700. };
  1701. /**
  1702. * Find the next highest power of two.
  1703. * @param x Number to start search from.
  1704. * @return Next highest power of two.
  1705. */
  1706. Tools.CeilingPOT = function (x) {
  1707. x--;
  1708. x |= x >> 1;
  1709. x |= x >> 2;
  1710. x |= x >> 4;
  1711. x |= x >> 8;
  1712. x |= x >> 16;
  1713. x++;
  1714. return x;
  1715. };
  1716. /**
  1717. * Find the next lowest power of two.
  1718. * @param x Number to start search from.
  1719. * @return Next lowest power of two.
  1720. */
  1721. Tools.FloorPOT = function (x) {
  1722. x = x | (x >> 1);
  1723. x = x | (x >> 2);
  1724. x = x | (x >> 4);
  1725. x = x | (x >> 8);
  1726. x = x | (x >> 16);
  1727. return x - (x >> 1);
  1728. };
  1729. /**
  1730. * Find the nearest power of two.
  1731. * @param x Number to start search from.
  1732. * @return Next nearest power of two.
  1733. */
  1734. Tools.NearestPOT = function (x) {
  1735. var c = Tools.CeilingPOT(x);
  1736. var f = Tools.FloorPOT(x);
  1737. return (c - x) > (x - f) ? f : c;
  1738. };
  1739. /**
  1740. * Get the closest exponent of two
  1741. * @param value defines the value to approximate
  1742. * @param max defines the maximum value to return
  1743. * @param mode defines how to define the closest value
  1744. * @returns closest exponent of two of the given value
  1745. */
  1746. Tools.GetExponentOfTwo = function (value, max, mode) {
  1747. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1748. var pot;
  1749. switch (mode) {
  1750. case BABYLON.Engine.SCALEMODE_FLOOR:
  1751. pot = Tools.FloorPOT(value);
  1752. break;
  1753. case BABYLON.Engine.SCALEMODE_NEAREST:
  1754. pot = Tools.NearestPOT(value);
  1755. break;
  1756. case BABYLON.Engine.SCALEMODE_CEILING:
  1757. default:
  1758. pot = Tools.CeilingPOT(value);
  1759. break;
  1760. }
  1761. return Math.min(pot, max);
  1762. };
  1763. /**
  1764. * Extracts the filename from a path
  1765. * @param path defines the path to use
  1766. * @returns the filename
  1767. */
  1768. Tools.GetFilename = function (path) {
  1769. var index = path.lastIndexOf("/");
  1770. if (index < 0) {
  1771. return path;
  1772. }
  1773. return path.substring(index + 1);
  1774. };
  1775. /**
  1776. * Extracts the "folder" part of a path (everything before the filename).
  1777. * @param uri The URI to extract the info from
  1778. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1779. * @returns The "folder" part of the path
  1780. */
  1781. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1782. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1783. var index = uri.lastIndexOf("/");
  1784. if (index < 0) {
  1785. if (returnUnchangedIfNoSlash) {
  1786. return uri;
  1787. }
  1788. return "";
  1789. }
  1790. return uri.substring(0, index + 1);
  1791. };
  1792. /**
  1793. * Extracts text content from a DOM element hierarchy
  1794. * @param element defines the root element
  1795. * @returns a string
  1796. */
  1797. Tools.GetDOMTextContent = function (element) {
  1798. var result = "";
  1799. var child = element.firstChild;
  1800. while (child) {
  1801. if (child.nodeType === 3) {
  1802. result += child.textContent;
  1803. }
  1804. child = child.nextSibling;
  1805. }
  1806. return result;
  1807. };
  1808. /**
  1809. * Convert an angle in radians to degrees
  1810. * @param angle defines the angle to convert
  1811. * @returns the angle in degrees
  1812. */
  1813. Tools.ToDegrees = function (angle) {
  1814. return angle * 180 / Math.PI;
  1815. };
  1816. /**
  1817. * Convert an angle in degrees to radians
  1818. * @param angle defines the angle to convert
  1819. * @returns the angle in radians
  1820. */
  1821. Tools.ToRadians = function (angle) {
  1822. return angle * Math.PI / 180;
  1823. };
  1824. /**
  1825. * Encode a buffer to a base64 string
  1826. * @param buffer defines the buffer to encode
  1827. * @returns the encoded string
  1828. */
  1829. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1830. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1831. var output = "";
  1832. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1833. var i = 0;
  1834. var bytes = new Uint8Array(buffer);
  1835. while (i < bytes.length) {
  1836. chr1 = bytes[i++];
  1837. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1838. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1839. enc1 = chr1 >> 2;
  1840. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1841. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1842. enc4 = chr3 & 63;
  1843. if (isNaN(chr2)) {
  1844. enc3 = enc4 = 64;
  1845. }
  1846. else if (isNaN(chr3)) {
  1847. enc4 = 64;
  1848. }
  1849. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1850. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1851. }
  1852. return "data:image/png;base64," + output;
  1853. };
  1854. /**
  1855. * Extracts minimum and maximum values from a list of indexed positions
  1856. * @param positions defines the positions to use
  1857. * @param indices defines the indices to the positions
  1858. * @param indexStart defines the start index
  1859. * @param indexCount defines the end index
  1860. * @param bias defines bias value to add to the result
  1861. * @return minimum and maximum values
  1862. */
  1863. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1864. if (bias === void 0) { bias = null; }
  1865. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1866. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1867. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1868. var offset = indices[index] * 3;
  1869. var x = positions[offset];
  1870. var y = positions[offset + 1];
  1871. var z = positions[offset + 2];
  1872. minimum.minimizeInPlaceFromFloats(x, y, z);
  1873. maximum.maximizeInPlaceFromFloats(x, y, z);
  1874. }
  1875. if (bias) {
  1876. minimum.x -= minimum.x * bias.x + bias.y;
  1877. minimum.y -= minimum.y * bias.x + bias.y;
  1878. minimum.z -= minimum.z * bias.x + bias.y;
  1879. maximum.x += maximum.x * bias.x + bias.y;
  1880. maximum.y += maximum.y * bias.x + bias.y;
  1881. maximum.z += maximum.z * bias.x + bias.y;
  1882. }
  1883. return {
  1884. minimum: minimum,
  1885. maximum: maximum
  1886. };
  1887. };
  1888. /**
  1889. * Extracts minimum and maximum values from a list of positions
  1890. * @param positions defines the positions to use
  1891. * @param start defines the start index in the positions array
  1892. * @param count defines the number of positions to handle
  1893. * @param bias defines bias value to add to the result
  1894. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1895. * @return minimum and maximum values
  1896. */
  1897. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1898. if (bias === void 0) { bias = null; }
  1899. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1900. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1901. if (!stride) {
  1902. stride = 3;
  1903. }
  1904. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1905. var x = positions[offset];
  1906. var y = positions[offset + 1];
  1907. var z = positions[offset + 2];
  1908. minimum.minimizeInPlaceFromFloats(x, y, z);
  1909. maximum.maximizeInPlaceFromFloats(x, y, z);
  1910. }
  1911. if (bias) {
  1912. minimum.x -= minimum.x * bias.x + bias.y;
  1913. minimum.y -= minimum.y * bias.x + bias.y;
  1914. minimum.z -= minimum.z * bias.x + bias.y;
  1915. maximum.x += maximum.x * bias.x + bias.y;
  1916. maximum.y += maximum.y * bias.x + bias.y;
  1917. maximum.z += maximum.z * bias.x + bias.y;
  1918. }
  1919. return {
  1920. minimum: minimum,
  1921. maximum: maximum
  1922. };
  1923. };
  1924. /**
  1925. * Returns an array if obj is not an array
  1926. * @param obj defines the object to evaluate as an array
  1927. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1928. * @returns either obj directly if obj is an array or a new array containing obj
  1929. */
  1930. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1931. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1932. return null;
  1933. }
  1934. return Array.isArray(obj) ? obj : [obj];
  1935. };
  1936. /**
  1937. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1938. * @param size the number of element to construct and put in the array
  1939. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1940. * @returns a new array filled with new objects
  1941. */
  1942. Tools.BuildArray = function (size, itemBuilder) {
  1943. var a = [];
  1944. for (var i = 0; i < size; ++i) {
  1945. a.push(itemBuilder());
  1946. }
  1947. return a;
  1948. };
  1949. /**
  1950. * Gets the pointer prefix to use
  1951. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1952. */
  1953. Tools.GetPointerPrefix = function () {
  1954. var eventPrefix = "pointer";
  1955. // Check if pointer events are supported
  1956. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1957. eventPrefix = "mouse";
  1958. }
  1959. return eventPrefix;
  1960. };
  1961. /**
  1962. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1963. * @param func - the function to be called
  1964. * @param requester - the object that will request the next frame. Falls back to window.
  1965. * @returns frame number
  1966. */
  1967. Tools.QueueNewFrame = function (func, requester) {
  1968. if (!Tools.IsWindowObjectExist()) {
  1969. return setTimeout(func, 16);
  1970. }
  1971. if (!requester) {
  1972. requester = window;
  1973. }
  1974. if (requester.requestAnimationFrame) {
  1975. return requester.requestAnimationFrame(func);
  1976. }
  1977. else if (requester.msRequestAnimationFrame) {
  1978. return requester.msRequestAnimationFrame(func);
  1979. }
  1980. else if (requester.webkitRequestAnimationFrame) {
  1981. return requester.webkitRequestAnimationFrame(func);
  1982. }
  1983. else if (requester.mozRequestAnimationFrame) {
  1984. return requester.mozRequestAnimationFrame(func);
  1985. }
  1986. else if (requester.oRequestAnimationFrame) {
  1987. return requester.oRequestAnimationFrame(func);
  1988. }
  1989. else {
  1990. return window.setTimeout(func, 16);
  1991. }
  1992. };
  1993. /**
  1994. * Ask the browser to promote the current element to fullscreen rendering mode
  1995. * @param element defines the DOM element to promote
  1996. */
  1997. Tools.RequestFullscreen = function (element) {
  1998. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1999. if (!requestFunction) {
  2000. return;
  2001. }
  2002. requestFunction.call(element);
  2003. };
  2004. /**
  2005. * Asks the browser to exit fullscreen mode
  2006. */
  2007. Tools.ExitFullscreen = function () {
  2008. if (document.exitFullscreen) {
  2009. document.exitFullscreen();
  2010. }
  2011. else if (document.mozCancelFullScreen) {
  2012. document.mozCancelFullScreen();
  2013. }
  2014. else if (document.webkitCancelFullScreen) {
  2015. document.webkitCancelFullScreen();
  2016. }
  2017. else if (document.msCancelFullScreen) {
  2018. document.msCancelFullScreen();
  2019. }
  2020. };
  2021. /**
  2022. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2023. * @param url define the url we are trying
  2024. * @param element define the dom element where to configure the cors policy
  2025. */
  2026. Tools.SetCorsBehavior = function (url, element) {
  2027. if (url && url.indexOf("data:") === 0) {
  2028. return;
  2029. }
  2030. if (Tools.CorsBehavior) {
  2031. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2032. element.crossOrigin = Tools.CorsBehavior;
  2033. }
  2034. else {
  2035. var result = Tools.CorsBehavior(url);
  2036. if (result) {
  2037. element.crossOrigin = result;
  2038. }
  2039. }
  2040. }
  2041. };
  2042. // External files
  2043. /**
  2044. * Removes unwanted characters from an url
  2045. * @param url defines the url to clean
  2046. * @returns the cleaned url
  2047. */
  2048. Tools.CleanUrl = function (url) {
  2049. url = url.replace(/#/mg, "%23");
  2050. return url;
  2051. };
  2052. /**
  2053. * Loads an image as an HTMLImageElement.
  2054. * @param input url string, ArrayBuffer, or Blob to load
  2055. * @param onLoad callback called when the image successfully loads
  2056. * @param onError callback called when the image fails to load
  2057. * @param offlineProvider offline provider for caching
  2058. * @returns the HTMLImageElement of the loaded image
  2059. */
  2060. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2061. var url;
  2062. var usingObjectURL = false;
  2063. if (input instanceof ArrayBuffer) {
  2064. url = URL.createObjectURL(new Blob([input]));
  2065. usingObjectURL = true;
  2066. }
  2067. else if (input instanceof Blob) {
  2068. url = URL.createObjectURL(input);
  2069. usingObjectURL = true;
  2070. }
  2071. else {
  2072. url = Tools.CleanUrl(input);
  2073. url = Tools.PreprocessUrl(input);
  2074. }
  2075. var img = new Image();
  2076. Tools.SetCorsBehavior(url, img);
  2077. var loadHandler = function () {
  2078. if (usingObjectURL && img.src) {
  2079. URL.revokeObjectURL(img.src);
  2080. }
  2081. img.removeEventListener("load", loadHandler);
  2082. img.removeEventListener("error", errorHandler);
  2083. onLoad(img);
  2084. };
  2085. var errorHandler = function (err) {
  2086. if (usingObjectURL && img.src) {
  2087. URL.revokeObjectURL(img.src);
  2088. }
  2089. img.removeEventListener("load", loadHandler);
  2090. img.removeEventListener("error", errorHandler);
  2091. Tools.Error("Error while trying to load image: " + input);
  2092. if (onError) {
  2093. onError("Error while trying to load image: " + input, err);
  2094. }
  2095. };
  2096. img.addEventListener("load", loadHandler);
  2097. img.addEventListener("error", errorHandler);
  2098. var noOfflineSupport = function () {
  2099. img.src = url;
  2100. };
  2101. var loadFromOfflineSupport = function () {
  2102. if (offlineProvider) {
  2103. offlineProvider.loadImage(url, img);
  2104. }
  2105. };
  2106. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2107. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2108. }
  2109. else {
  2110. if (url.indexOf("file:") !== -1) {
  2111. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2112. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2113. try {
  2114. var blobURL;
  2115. try {
  2116. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2117. }
  2118. catch (ex) {
  2119. // Chrome doesn't support oneTimeOnly parameter
  2120. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2121. }
  2122. img.src = blobURL;
  2123. usingObjectURL = true;
  2124. }
  2125. catch (e) {
  2126. img.src = "";
  2127. }
  2128. return img;
  2129. }
  2130. }
  2131. noOfflineSupport();
  2132. }
  2133. return img;
  2134. };
  2135. /**
  2136. * Loads a file
  2137. * @param url url string, ArrayBuffer, or Blob to load
  2138. * @param onSuccess callback called when the file successfully loads
  2139. * @param onProgress callback called while file is loading (if the server supports this mode)
  2140. * @param offlineProvider defines the offline provider for caching
  2141. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2142. * @param onError callback called when the file fails to load
  2143. * @returns a file request object
  2144. */
  2145. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2146. url = Tools.CleanUrl(url);
  2147. url = Tools.PreprocessUrl(url);
  2148. // If file and file input are set
  2149. if (url.indexOf("file:") !== -1) {
  2150. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2151. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2152. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2153. }
  2154. }
  2155. var loadUrl = Tools.BaseUrl + url;
  2156. var aborted = false;
  2157. var fileRequest = {
  2158. onCompleteObservable: new BABYLON.Observable(),
  2159. abort: function () { return aborted = true; },
  2160. };
  2161. var requestFile = function () {
  2162. var request = new XMLHttpRequest();
  2163. var retryHandle = null;
  2164. fileRequest.abort = function () {
  2165. aborted = true;
  2166. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2167. request.abort();
  2168. }
  2169. if (retryHandle !== null) {
  2170. clearTimeout(retryHandle);
  2171. retryHandle = null;
  2172. }
  2173. };
  2174. var retryLoop = function (retryIndex) {
  2175. request.open('GET', loadUrl, true);
  2176. if (useArrayBuffer) {
  2177. request.responseType = "arraybuffer";
  2178. }
  2179. if (onProgress) {
  2180. request.addEventListener("progress", onProgress);
  2181. }
  2182. var onLoadEnd = function () {
  2183. request.removeEventListener("loadend", onLoadEnd);
  2184. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2185. fileRequest.onCompleteObservable.clear();
  2186. };
  2187. request.addEventListener("loadend", onLoadEnd);
  2188. var onReadyStateChange = function () {
  2189. if (aborted) {
  2190. return;
  2191. }
  2192. // In case of undefined state in some browsers.
  2193. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2194. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2195. request.removeEventListener("readystatechange", onReadyStateChange);
  2196. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2197. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2198. return;
  2199. }
  2200. var retryStrategy = Tools.DefaultRetryStrategy;
  2201. if (retryStrategy) {
  2202. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2203. if (waitTime !== -1) {
  2204. // Prevent the request from completing for retry.
  2205. request.removeEventListener("loadend", onLoadEnd);
  2206. request = new XMLHttpRequest();
  2207. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2208. return;
  2209. }
  2210. }
  2211. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2212. if (onError) {
  2213. onError(request, e);
  2214. }
  2215. else {
  2216. throw e;
  2217. }
  2218. }
  2219. };
  2220. request.addEventListener("readystatechange", onReadyStateChange);
  2221. request.send();
  2222. };
  2223. retryLoop(0);
  2224. };
  2225. // Caching all files
  2226. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2227. var noOfflineSupport_1 = function (request) {
  2228. if (request && request.status > 400) {
  2229. if (onError) {
  2230. onError(request);
  2231. }
  2232. }
  2233. else {
  2234. if (!aborted) {
  2235. requestFile();
  2236. }
  2237. }
  2238. };
  2239. var loadFromOfflineSupport = function () {
  2240. // TODO: database needs to support aborting and should return a IFileRequest
  2241. if (aborted) {
  2242. return;
  2243. }
  2244. if (offlineProvider) {
  2245. offlineProvider.loadFile(url, function (data) {
  2246. if (!aborted) {
  2247. onSuccess(data);
  2248. }
  2249. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2250. }, onProgress ? function (event) {
  2251. if (!aborted) {
  2252. onProgress(event);
  2253. }
  2254. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2255. }
  2256. };
  2257. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2258. }
  2259. else {
  2260. requestFile();
  2261. }
  2262. return fileRequest;
  2263. };
  2264. /**
  2265. * Load a script (identified by an url). When the url returns, the
  2266. * content of this file is added into a new script element, attached to the DOM (body element)
  2267. * @param scriptUrl defines the url of the script to laod
  2268. * @param onSuccess defines the callback called when the script is loaded
  2269. * @param onError defines the callback to call if an error occurs
  2270. */
  2271. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2272. if (!Tools.IsWindowObjectExist()) {
  2273. return;
  2274. }
  2275. var head = document.getElementsByTagName('head')[0];
  2276. var script = document.createElement('script');
  2277. script.type = 'text/javascript';
  2278. script.src = scriptUrl;
  2279. script.onload = function () {
  2280. if (onSuccess) {
  2281. onSuccess();
  2282. }
  2283. };
  2284. script.onerror = function (e) {
  2285. if (onError) {
  2286. onError("Unable to load script '" + scriptUrl + "'", e);
  2287. }
  2288. };
  2289. head.appendChild(script);
  2290. };
  2291. /**
  2292. * Loads a file from a blob
  2293. * @param fileToLoad defines the blob to use
  2294. * @param callback defines the callback to call when data is loaded
  2295. * @param progressCallback defines the callback to call during loading process
  2296. * @returns a file request object
  2297. */
  2298. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2299. var reader = new FileReader();
  2300. var request = {
  2301. onCompleteObservable: new BABYLON.Observable(),
  2302. abort: function () { return reader.abort(); },
  2303. };
  2304. reader.onloadend = function (e) {
  2305. request.onCompleteObservable.notifyObservers(request);
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. reader.onprogress = progressCallback;
  2312. reader.readAsDataURL(fileToLoad);
  2313. return request;
  2314. };
  2315. /**
  2316. * Loads a file
  2317. * @param fileToLoad defines the file to load
  2318. * @param callback defines the callback to call when data is loaded
  2319. * @param progressCallBack defines the callback to call during loading process
  2320. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2321. * @returns a file request object
  2322. */
  2323. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2324. var reader = new FileReader();
  2325. var request = {
  2326. onCompleteObservable: new BABYLON.Observable(),
  2327. abort: function () { return reader.abort(); },
  2328. };
  2329. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2330. reader.onerror = function (e) {
  2331. Tools.Log("Error while reading file: " + fileToLoad.name);
  2332. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2333. };
  2334. reader.onload = function (e) {
  2335. //target doesn't have result from ts 1.3
  2336. callback(e.target['result']);
  2337. };
  2338. if (progressCallBack) {
  2339. reader.onprogress = progressCallBack;
  2340. }
  2341. if (!useArrayBuffer) {
  2342. // Asynchronous read
  2343. reader.readAsText(fileToLoad);
  2344. }
  2345. else {
  2346. reader.readAsArrayBuffer(fileToLoad);
  2347. }
  2348. return request;
  2349. };
  2350. /**
  2351. * Creates a data url from a given string content
  2352. * @param content defines the content to convert
  2353. * @returns the new data url link
  2354. */
  2355. Tools.FileAsURL = function (content) {
  2356. var fileBlob = new Blob([content]);
  2357. var url = window.URL || window.webkitURL;
  2358. var link = url.createObjectURL(fileBlob);
  2359. return link;
  2360. };
  2361. /**
  2362. * Format the given number to a specific decimal format
  2363. * @param value defines the number to format
  2364. * @param decimals defines the number of decimals to use
  2365. * @returns the formatted string
  2366. */
  2367. Tools.Format = function (value, decimals) {
  2368. if (decimals === void 0) { decimals = 2; }
  2369. return value.toFixed(decimals);
  2370. };
  2371. /**
  2372. * Checks if a given vector is inside a specific range
  2373. * @param v defines the vector to test
  2374. * @param min defines the minimum range
  2375. * @param max defines the maximum range
  2376. */
  2377. Tools.CheckExtends = function (v, min, max) {
  2378. min.minimizeInPlace(v);
  2379. max.maximizeInPlace(v);
  2380. };
  2381. /**
  2382. * Tries to copy an object by duplicating every property
  2383. * @param source defines the source object
  2384. * @param destination defines the target object
  2385. * @param doNotCopyList defines a list of properties to avoid
  2386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2387. */
  2388. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2389. for (var prop in source) {
  2390. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2391. continue;
  2392. }
  2393. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2394. continue;
  2395. }
  2396. var sourceValue = source[prop];
  2397. var typeOfSourceValue = typeof sourceValue;
  2398. if (typeOfSourceValue === "function") {
  2399. continue;
  2400. }
  2401. try {
  2402. if (typeOfSourceValue === "object") {
  2403. if (sourceValue instanceof Array) {
  2404. destination[prop] = [];
  2405. if (sourceValue.length > 0) {
  2406. if (typeof sourceValue[0] == "object") {
  2407. for (var index = 0; index < sourceValue.length; index++) {
  2408. var clonedValue = cloneValue(sourceValue[index], destination);
  2409. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2410. destination[prop].push(clonedValue);
  2411. }
  2412. }
  2413. }
  2414. else {
  2415. destination[prop] = sourceValue.slice(0);
  2416. }
  2417. }
  2418. }
  2419. else {
  2420. destination[prop] = cloneValue(sourceValue, destination);
  2421. }
  2422. }
  2423. else {
  2424. destination[prop] = sourceValue;
  2425. }
  2426. }
  2427. catch (e) {
  2428. // Just ignore error (it could be because of a read-only property)
  2429. }
  2430. }
  2431. };
  2432. /**
  2433. * Gets a boolean indicating if the given object has no own property
  2434. * @param obj defines the object to test
  2435. * @returns true if object has no own property
  2436. */
  2437. Tools.IsEmpty = function (obj) {
  2438. for (var i in obj) {
  2439. if (obj.hasOwnProperty(i)) {
  2440. return false;
  2441. }
  2442. }
  2443. return true;
  2444. };
  2445. /**
  2446. * Function used to register events at window level
  2447. * @param events defines the events to register
  2448. */
  2449. Tools.RegisterTopRootEvents = function (events) {
  2450. for (var index = 0; index < events.length; index++) {
  2451. var event = events[index];
  2452. window.addEventListener(event.name, event.handler, false);
  2453. try {
  2454. if (window.parent) {
  2455. window.parent.addEventListener(event.name, event.handler, false);
  2456. }
  2457. }
  2458. catch (e) {
  2459. // Silently fails...
  2460. }
  2461. }
  2462. };
  2463. /**
  2464. * Function used to unregister events from window level
  2465. * @param events defines the events to unregister
  2466. */
  2467. Tools.UnregisterTopRootEvents = function (events) {
  2468. for (var index = 0; index < events.length; index++) {
  2469. var event = events[index];
  2470. window.removeEventListener(event.name, event.handler);
  2471. try {
  2472. if (window.parent) {
  2473. window.parent.removeEventListener(event.name, event.handler);
  2474. }
  2475. }
  2476. catch (e) {
  2477. // Silently fails...
  2478. }
  2479. }
  2480. };
  2481. /**
  2482. * Dumps the current bound framebuffer
  2483. * @param width defines the rendering width
  2484. * @param height defines the rendering height
  2485. * @param engine defines the hosting engine
  2486. * @param successCallback defines the callback triggered once the data are available
  2487. * @param mimeType defines the mime type of the result
  2488. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2489. */
  2490. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2491. if (mimeType === void 0) { mimeType = "image/png"; }
  2492. // Read the contents of the framebuffer
  2493. var numberOfChannelsByLine = width * 4;
  2494. var halfHeight = height / 2;
  2495. //Reading datas from WebGL
  2496. var data = engine.readPixels(0, 0, width, height);
  2497. //To flip image on Y axis.
  2498. for (var i = 0; i < halfHeight; i++) {
  2499. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2500. var currentCell = j + i * numberOfChannelsByLine;
  2501. var targetLine = height - i - 1;
  2502. var targetCell = j + targetLine * numberOfChannelsByLine;
  2503. var temp = data[currentCell];
  2504. data[currentCell] = data[targetCell];
  2505. data[targetCell] = temp;
  2506. }
  2507. }
  2508. // Create a 2D canvas to store the result
  2509. if (!screenshotCanvas) {
  2510. screenshotCanvas = document.createElement('canvas');
  2511. }
  2512. screenshotCanvas.width = width;
  2513. screenshotCanvas.height = height;
  2514. var context = screenshotCanvas.getContext('2d');
  2515. if (context) {
  2516. // Copy the pixels to a 2D canvas
  2517. var imageData = context.createImageData(width, height);
  2518. var castData = (imageData.data);
  2519. castData.set(data);
  2520. context.putImageData(imageData, 0, 0);
  2521. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2522. }
  2523. };
  2524. /**
  2525. * Converts the canvas data to blob.
  2526. * This acts as a polyfill for browsers not supporting the to blob function.
  2527. * @param canvas Defines the canvas to extract the data from
  2528. * @param successCallback Defines the callback triggered once the data are available
  2529. * @param mimeType Defines the mime type of the result
  2530. */
  2531. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2532. if (mimeType === void 0) { mimeType = "image/png"; }
  2533. // We need HTMLCanvasElement.toBlob for HD screenshots
  2534. if (!canvas.toBlob) {
  2535. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2536. canvas.toBlob = function (callback, type, quality) {
  2537. var _this = this;
  2538. setTimeout(function () {
  2539. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2540. for (var i = 0; i < len; i++) {
  2541. arr[i] = binStr.charCodeAt(i);
  2542. }
  2543. callback(new Blob([arr]));
  2544. });
  2545. };
  2546. }
  2547. canvas.toBlob(function (blob) {
  2548. successCallback(blob);
  2549. }, mimeType);
  2550. };
  2551. /**
  2552. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. if (successCallback) {
  2560. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2561. successCallback(base64Image);
  2562. }
  2563. else {
  2564. this.ToBlob(screenshotCanvas, function (blob) {
  2565. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2566. if (("download" in document.createElement("a"))) {
  2567. if (!fileName) {
  2568. var date = new Date();
  2569. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2570. fileName = "screenshot_" + stringDate + ".png";
  2571. }
  2572. Tools.Download(blob, fileName);
  2573. }
  2574. else {
  2575. var url = URL.createObjectURL(blob);
  2576. var newWindow = window.open("");
  2577. if (!newWindow) {
  2578. return;
  2579. }
  2580. var img = newWindow.document.createElement("img");
  2581. img.onload = function () {
  2582. // no longer need to read the blob so it's revoked
  2583. URL.revokeObjectURL(url);
  2584. };
  2585. img.src = url;
  2586. newWindow.document.body.appendChild(img);
  2587. }
  2588. }, mimeType);
  2589. }
  2590. };
  2591. /**
  2592. * Downloads a blob in the browser
  2593. * @param blob defines the blob to download
  2594. * @param fileName defines the name of the downloaded file
  2595. */
  2596. Tools.Download = function (blob, fileName) {
  2597. if (navigator && navigator.msSaveBlob) {
  2598. navigator.msSaveBlob(blob, fileName);
  2599. return;
  2600. }
  2601. var url = window.URL.createObjectURL(blob);
  2602. var a = document.createElement("a");
  2603. document.body.appendChild(a);
  2604. a.style.display = "none";
  2605. a.href = url;
  2606. a.download = fileName;
  2607. a.addEventListener("click", function () {
  2608. if (a.parentElement) {
  2609. a.parentElement.removeChild(a);
  2610. }
  2611. });
  2612. a.click();
  2613. window.URL.revokeObjectURL(url);
  2614. };
  2615. /**
  2616. * Captures a screenshot of the current rendering
  2617. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2618. * @param engine defines the rendering engine
  2619. * @param camera defines the source camera
  2620. * @param size This parameter can be set to a single number or to an object with the
  2621. * following (optional) properties: precision, width, height. If a single number is passed,
  2622. * it will be used for both width and height. If an object is passed, the screenshot size
  2623. * will be derived from the parameters. The precision property is a multiplier allowing
  2624. * rendering at a higher or lower resolution
  2625. * @param successCallback defines the callback receives a single parameter which contains the
  2626. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2627. * src parameter of an <img> to display it
  2628. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2629. * Check your browser for supported MIME types
  2630. */
  2631. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2632. if (mimeType === void 0) { mimeType = "image/png"; }
  2633. var width;
  2634. var height;
  2635. // If a precision value is specified
  2636. if (size.precision) {
  2637. width = Math.round(engine.getRenderWidth() * size.precision);
  2638. height = Math.round(width / engine.getAspectRatio(camera));
  2639. }
  2640. else if (size.width && size.height) {
  2641. width = size.width;
  2642. height = size.height;
  2643. }
  2644. //If passing only width, computing height to keep display canvas ratio.
  2645. else if (size.width && !size.height) {
  2646. width = size.width;
  2647. height = Math.round(width / engine.getAspectRatio(camera));
  2648. }
  2649. //If passing only height, computing width to keep display canvas ratio.
  2650. else if (size.height && !size.width) {
  2651. height = size.height;
  2652. width = Math.round(height * engine.getAspectRatio(camera));
  2653. }
  2654. //Assuming here that "size" parameter is a number
  2655. else if (!isNaN(size)) {
  2656. height = size;
  2657. width = size;
  2658. }
  2659. else {
  2660. Tools.Error("Invalid 'size' parameter !");
  2661. return;
  2662. }
  2663. if (!screenshotCanvas) {
  2664. screenshotCanvas = document.createElement('canvas');
  2665. }
  2666. screenshotCanvas.width = width;
  2667. screenshotCanvas.height = height;
  2668. var renderContext = screenshotCanvas.getContext("2d");
  2669. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2670. var newWidth = width;
  2671. var newHeight = newWidth / ratio;
  2672. if (newHeight > height) {
  2673. newHeight = height;
  2674. newWidth = newHeight * ratio;
  2675. }
  2676. var offsetX = Math.max(0, width - newWidth) / 2;
  2677. var offsetY = Math.max(0, height - newHeight) / 2;
  2678. var renderingCanvas = engine.getRenderingCanvas();
  2679. if (renderContext && renderingCanvas) {
  2680. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2681. }
  2682. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2683. };
  2684. /**
  2685. * Generates an image screenshot from the specified camera.
  2686. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2687. * @param engine The engine to use for rendering
  2688. * @param camera The camera to use for rendering
  2689. * @param size This parameter can be set to a single number or to an object with the
  2690. * following (optional) properties: precision, width, height. If a single number is passed,
  2691. * it will be used for both width and height. If an object is passed, the screenshot size
  2692. * will be derived from the parameters. The precision property is a multiplier allowing
  2693. * rendering at a higher or lower resolution
  2694. * @param successCallback The callback receives a single parameter which contains the
  2695. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2696. * src parameter of an <img> to display it
  2697. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2698. * Check your browser for supported MIME types
  2699. * @param samples Texture samples (default: 1)
  2700. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2701. * @param fileName A name for for the downloaded file.
  2702. */
  2703. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2704. if (mimeType === void 0) { mimeType = "image/png"; }
  2705. if (samples === void 0) { samples = 1; }
  2706. if (antialiasing === void 0) { antialiasing = false; }
  2707. var width;
  2708. var height;
  2709. //If a precision value is specified
  2710. if (size.precision) {
  2711. width = Math.round(engine.getRenderWidth() * size.precision);
  2712. height = Math.round(width / engine.getAspectRatio(camera));
  2713. size = { width: width, height: height };
  2714. }
  2715. else if (size.width && size.height) {
  2716. width = size.width;
  2717. height = size.height;
  2718. }
  2719. //If passing only width, computing height to keep display canvas ratio.
  2720. else if (size.width && !size.height) {
  2721. width = size.width;
  2722. height = Math.round(width / engine.getAspectRatio(camera));
  2723. size = { width: width, height: height };
  2724. }
  2725. //If passing only height, computing width to keep display canvas ratio.
  2726. else if (size.height && !size.width) {
  2727. height = size.height;
  2728. width = Math.round(height * engine.getAspectRatio(camera));
  2729. size = { width: width, height: height };
  2730. }
  2731. //Assuming here that "size" parameter is a number
  2732. else if (!isNaN(size)) {
  2733. height = size;
  2734. width = size;
  2735. }
  2736. else {
  2737. Tools.Error("Invalid 'size' parameter !");
  2738. return;
  2739. }
  2740. var scene = camera.getScene();
  2741. var previousCamera = null;
  2742. if (scene.activeCamera !== camera) {
  2743. previousCamera = scene.activeCamera;
  2744. scene.activeCamera = camera;
  2745. }
  2746. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2747. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2748. texture.renderList = null;
  2749. texture.samples = samples;
  2750. if (antialiasing) {
  2751. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2752. }
  2753. texture.onAfterRenderObservable.add(function () {
  2754. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2755. });
  2756. scene.incrementRenderId();
  2757. scene.resetCachedMaterial();
  2758. texture.render(true);
  2759. texture.dispose();
  2760. if (previousCamera) {
  2761. scene.activeCamera = previousCamera;
  2762. }
  2763. camera.getProjectionMatrix(true); // Force cache refresh;
  2764. };
  2765. /**
  2766. * Validates if xhr data is correct
  2767. * @param xhr defines the request to validate
  2768. * @param dataType defines the expected data type
  2769. * @returns true if data is correct
  2770. */
  2771. Tools.ValidateXHRData = function (xhr, dataType) {
  2772. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2773. if (dataType === void 0) { dataType = 7; }
  2774. try {
  2775. if (dataType & 1) {
  2776. if (xhr.responseText && xhr.responseText.length > 0) {
  2777. return true;
  2778. }
  2779. else if (dataType === 1) {
  2780. return false;
  2781. }
  2782. }
  2783. if (dataType & 2) {
  2784. // Check header width and height since there is no "TGA" magic number
  2785. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2786. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2787. return true;
  2788. }
  2789. else if (dataType === 2) {
  2790. return false;
  2791. }
  2792. }
  2793. if (dataType & 4) {
  2794. // Check for the "DDS" magic number
  2795. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2796. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2797. return true;
  2798. }
  2799. else {
  2800. return false;
  2801. }
  2802. }
  2803. }
  2804. catch (e) {
  2805. // Global protection
  2806. }
  2807. return false;
  2808. };
  2809. /**
  2810. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2811. * Be aware Math.random() could cause collisions, but:
  2812. * "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"
  2813. * @returns a pseudo random id
  2814. */
  2815. Tools.RandomId = function () {
  2816. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2817. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2818. return v.toString(16);
  2819. });
  2820. };
  2821. /**
  2822. * Test if the given uri is a base64 string
  2823. * @param uri The uri to test
  2824. * @return True if the uri is a base64 string or false otherwise
  2825. */
  2826. Tools.IsBase64 = function (uri) {
  2827. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2828. };
  2829. /**
  2830. * Decode the given base64 uri.
  2831. * @param uri The uri to decode
  2832. * @return The decoded base64 data.
  2833. */
  2834. Tools.DecodeBase64 = function (uri) {
  2835. var decodedString = atob(uri.split(",")[1]);
  2836. var bufferLength = decodedString.length;
  2837. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2838. for (var i = 0; i < bufferLength; i++) {
  2839. bufferView[i] = decodedString.charCodeAt(i);
  2840. }
  2841. return bufferView.buffer;
  2842. };
  2843. Tools._AddLogEntry = function (entry) {
  2844. Tools._LogCache = entry + Tools._LogCache;
  2845. if (Tools.OnNewCacheEntry) {
  2846. Tools.OnNewCacheEntry(entry);
  2847. }
  2848. };
  2849. Tools._FormatMessage = function (message) {
  2850. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2851. var date = new Date();
  2852. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2853. };
  2854. Tools._LogDisabled = function (message) {
  2855. // nothing to do
  2856. };
  2857. Tools._LogEnabled = function (message) {
  2858. var formattedMessage = Tools._FormatMessage(message);
  2859. console.log("BJS - " + formattedMessage);
  2860. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2861. Tools._AddLogEntry(entry);
  2862. };
  2863. Tools._WarnDisabled = function (message) {
  2864. // nothing to do
  2865. };
  2866. Tools._WarnEnabled = function (message) {
  2867. var formattedMessage = Tools._FormatMessage(message);
  2868. console.warn("BJS - " + formattedMessage);
  2869. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2870. Tools._AddLogEntry(entry);
  2871. };
  2872. Tools._ErrorDisabled = function (message) {
  2873. // nothing to do
  2874. };
  2875. Tools._ErrorEnabled = function (message) {
  2876. Tools.errorsCount++;
  2877. var formattedMessage = Tools._FormatMessage(message);
  2878. console.error("BJS - " + formattedMessage);
  2879. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2880. Tools._AddLogEntry(entry);
  2881. };
  2882. Object.defineProperty(Tools, "LogCache", {
  2883. /**
  2884. * Gets current log cache (list of logs)
  2885. */
  2886. get: function () {
  2887. return Tools._LogCache;
  2888. },
  2889. enumerable: true,
  2890. configurable: true
  2891. });
  2892. /**
  2893. * Clears the log cache
  2894. */
  2895. Tools.ClearLogCache = function () {
  2896. Tools._LogCache = "";
  2897. Tools.errorsCount = 0;
  2898. };
  2899. Object.defineProperty(Tools, "LogLevels", {
  2900. /**
  2901. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2902. */
  2903. set: function (level) {
  2904. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2905. Tools.Log = Tools._LogEnabled;
  2906. }
  2907. else {
  2908. Tools.Log = Tools._LogDisabled;
  2909. }
  2910. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2911. Tools.Warn = Tools._WarnEnabled;
  2912. }
  2913. else {
  2914. Tools.Warn = Tools._WarnDisabled;
  2915. }
  2916. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2917. Tools.Error = Tools._ErrorEnabled;
  2918. }
  2919. else {
  2920. Tools.Error = Tools._ErrorDisabled;
  2921. }
  2922. },
  2923. enumerable: true,
  2924. configurable: true
  2925. });
  2926. /**
  2927. * Checks if the loaded document was accessed via `file:`-Protocol.
  2928. * @returns boolean
  2929. */
  2930. Tools.IsFileURL = function () {
  2931. return location.protocol === "file:";
  2932. };
  2933. /**
  2934. * Checks if the window object exists
  2935. * @returns true if the window object exists
  2936. */
  2937. Tools.IsWindowObjectExist = function () {
  2938. return (typeof window) !== "undefined";
  2939. };
  2940. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2941. /**
  2942. * Sets the current performance log level
  2943. */
  2944. set: function (level) {
  2945. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2946. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2947. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2948. return;
  2949. }
  2950. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2951. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2952. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2953. return;
  2954. }
  2955. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2956. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2957. },
  2958. enumerable: true,
  2959. configurable: true
  2960. });
  2961. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2962. };
  2963. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2964. };
  2965. Tools._StartUserMark = function (counterName, condition) {
  2966. if (condition === void 0) { condition = true; }
  2967. if (!Tools._performance) {
  2968. if (!Tools.IsWindowObjectExist()) {
  2969. return;
  2970. }
  2971. Tools._performance = window.performance;
  2972. }
  2973. if (!condition || !Tools._performance.mark) {
  2974. return;
  2975. }
  2976. Tools._performance.mark(counterName + "-Begin");
  2977. };
  2978. Tools._EndUserMark = function (counterName, condition) {
  2979. if (condition === void 0) { condition = true; }
  2980. if (!condition || !Tools._performance.mark) {
  2981. return;
  2982. }
  2983. Tools._performance.mark(counterName + "-End");
  2984. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2985. };
  2986. Tools._StartPerformanceConsole = function (counterName, condition) {
  2987. if (condition === void 0) { condition = true; }
  2988. if (!condition) {
  2989. return;
  2990. }
  2991. Tools._StartUserMark(counterName, condition);
  2992. if (console.time) {
  2993. console.time(counterName);
  2994. }
  2995. };
  2996. Tools._EndPerformanceConsole = function (counterName, condition) {
  2997. if (condition === void 0) { condition = true; }
  2998. if (!condition) {
  2999. return;
  3000. }
  3001. Tools._EndUserMark(counterName, condition);
  3002. if (console.time) {
  3003. console.timeEnd(counterName);
  3004. }
  3005. };
  3006. Object.defineProperty(Tools, "Now", {
  3007. /**
  3008. * Gets either window.performance.now() if supported or Date.now() else
  3009. */
  3010. get: function () {
  3011. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3012. return window.performance.now();
  3013. }
  3014. return Date.now();
  3015. },
  3016. enumerable: true,
  3017. configurable: true
  3018. });
  3019. /**
  3020. * This method will return the name of the class used to create the instance of the given object.
  3021. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3022. * @param object the object to get the class name from
  3023. * @param isType defines if the object is actually a type
  3024. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3025. */
  3026. Tools.GetClassName = function (object, isType) {
  3027. if (isType === void 0) { isType = false; }
  3028. var name = null;
  3029. if (!isType && object.getClassName) {
  3030. name = object.getClassName();
  3031. }
  3032. else {
  3033. if (object instanceof Object) {
  3034. var classObj = isType ? object : Object.getPrototypeOf(object);
  3035. name = classObj.constructor["__bjsclassName__"];
  3036. }
  3037. if (!name) {
  3038. name = typeof object;
  3039. }
  3040. }
  3041. return name;
  3042. };
  3043. /**
  3044. * Gets the first element of an array satisfying a given predicate
  3045. * @param array defines the array to browse
  3046. * @param predicate defines the predicate to use
  3047. * @returns null if not found or the element
  3048. */
  3049. Tools.First = function (array, predicate) {
  3050. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3051. var el = array_1[_i];
  3052. if (predicate(el)) {
  3053. return el;
  3054. }
  3055. }
  3056. return null;
  3057. };
  3058. /**
  3059. * This method will return the name of the full name of the class, including its owning module (if any).
  3060. * 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).
  3061. * @param object the object to get the class name from
  3062. * @param isType defines if the object is actually a type
  3063. * @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.
  3064. * @ignorenaming
  3065. */
  3066. Tools.getFullClassName = function (object, isType) {
  3067. if (isType === void 0) { isType = false; }
  3068. var className = null;
  3069. var moduleName = null;
  3070. if (!isType && object.getClassName) {
  3071. className = object.getClassName();
  3072. }
  3073. else {
  3074. if (object instanceof Object) {
  3075. var classObj = isType ? object : Object.getPrototypeOf(object);
  3076. className = classObj.constructor["__bjsclassName__"];
  3077. moduleName = classObj.constructor["__bjsmoduleName__"];
  3078. }
  3079. if (!className) {
  3080. className = typeof object;
  3081. }
  3082. }
  3083. if (!className) {
  3084. return null;
  3085. }
  3086. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3087. };
  3088. /**
  3089. * Returns a promise that resolves after the given amount of time.
  3090. * @param delay Number of milliseconds to delay
  3091. * @returns Promise that resolves after the given amount of time
  3092. */
  3093. Tools.DelayAsync = function (delay) {
  3094. return new Promise(function (resolve) {
  3095. setTimeout(function () {
  3096. resolve();
  3097. }, delay);
  3098. });
  3099. };
  3100. /**
  3101. * Gets the current gradient from an array of IValueGradient
  3102. * @param ratio defines the current ratio to get
  3103. * @param gradients defines the array of IValueGradient
  3104. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3105. */
  3106. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3107. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3108. var currentGradient = gradients[gradientIndex];
  3109. var nextGradient = gradients[gradientIndex + 1];
  3110. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3111. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3112. updateFunc(currentGradient, nextGradient, scale);
  3113. return;
  3114. }
  3115. }
  3116. // Use last index if over
  3117. var lastIndex = gradients.length - 1;
  3118. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3119. };
  3120. /**
  3121. * Gets or sets the base URL to use to load assets
  3122. */
  3123. Tools.BaseUrl = "";
  3124. /**
  3125. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3126. */
  3127. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3128. /**
  3129. * Default behaviour for cors in the application.
  3130. * It can be a string if the expected behavior is identical in the entire app.
  3131. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3132. */
  3133. Tools.CorsBehavior = "anonymous";
  3134. /**
  3135. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3136. * @ignorenaming
  3137. */
  3138. Tools.UseFallbackTexture = true;
  3139. /**
  3140. * Use this object to register external classes like custom textures or material
  3141. * to allow the laoders to instantiate them
  3142. */
  3143. Tools.RegisteredExternalClasses = {};
  3144. /**
  3145. * Texture content used if a texture cannot loaded
  3146. * @ignorenaming
  3147. */
  3148. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3149. Tools._tmpFloatArray = new Float32Array(1);
  3150. /**
  3151. * Gets or sets a function used to pre-process url before using them to load assets
  3152. */
  3153. Tools.PreprocessUrl = function (url) {
  3154. return url;
  3155. };
  3156. // Logs
  3157. /**
  3158. * No log
  3159. */
  3160. Tools.NoneLogLevel = 0;
  3161. /**
  3162. * Only message logs
  3163. */
  3164. Tools.MessageLogLevel = 1;
  3165. /**
  3166. * Only warning logs
  3167. */
  3168. Tools.WarningLogLevel = 2;
  3169. /**
  3170. * Only error logs
  3171. */
  3172. Tools.ErrorLogLevel = 4;
  3173. /**
  3174. * All logs
  3175. */
  3176. Tools.AllLogLevel = 7;
  3177. Tools._LogCache = "";
  3178. /**
  3179. * Gets a value indicating the number of loading errors
  3180. * @ignorenaming
  3181. */
  3182. Tools.errorsCount = 0;
  3183. /**
  3184. * Log a message to the console
  3185. */
  3186. Tools.Log = Tools._LogEnabled;
  3187. /**
  3188. * Write a warning message to the console
  3189. */
  3190. Tools.Warn = Tools._WarnEnabled;
  3191. /**
  3192. * Write an error message to the console
  3193. */
  3194. Tools.Error = Tools._ErrorEnabled;
  3195. // Performances
  3196. /**
  3197. * No performance log
  3198. */
  3199. Tools.PerformanceNoneLogLevel = 0;
  3200. /**
  3201. * Use user marks to log performance
  3202. */
  3203. Tools.PerformanceUserMarkLogLevel = 1;
  3204. /**
  3205. * Log performance to the console
  3206. */
  3207. Tools.PerformanceConsoleLogLevel = 2;
  3208. /**
  3209. * Starts a performance counter
  3210. */
  3211. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3212. /**
  3213. * Ends a specific performance coutner
  3214. */
  3215. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3216. return Tools;
  3217. }());
  3218. BABYLON.Tools = Tools;
  3219. /**
  3220. * This class is used to track a performance counter which is number based.
  3221. * The user has access to many properties which give statistics of different nature.
  3222. *
  3223. * The implementer can track two kinds of Performance Counter: time and count.
  3224. * 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.
  3225. * 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.
  3226. */
  3227. var PerfCounter = /** @class */ (function () {
  3228. /**
  3229. * Creates a new counter
  3230. */
  3231. function PerfCounter() {
  3232. this._startMonitoringTime = 0;
  3233. this._min = 0;
  3234. this._max = 0;
  3235. this._average = 0;
  3236. this._lastSecAverage = 0;
  3237. this._current = 0;
  3238. this._totalValueCount = 0;
  3239. this._totalAccumulated = 0;
  3240. this._lastSecAccumulated = 0;
  3241. this._lastSecTime = 0;
  3242. this._lastSecValueCount = 0;
  3243. }
  3244. Object.defineProperty(PerfCounter.prototype, "min", {
  3245. /**
  3246. * Returns the smallest value ever
  3247. */
  3248. get: function () {
  3249. return this._min;
  3250. },
  3251. enumerable: true,
  3252. configurable: true
  3253. });
  3254. Object.defineProperty(PerfCounter.prototype, "max", {
  3255. /**
  3256. * Returns the biggest value ever
  3257. */
  3258. get: function () {
  3259. return this._max;
  3260. },
  3261. enumerable: true,
  3262. configurable: true
  3263. });
  3264. Object.defineProperty(PerfCounter.prototype, "average", {
  3265. /**
  3266. * Returns the average value since the performance counter is running
  3267. */
  3268. get: function () {
  3269. return this._average;
  3270. },
  3271. enumerable: true,
  3272. configurable: true
  3273. });
  3274. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3275. /**
  3276. * Returns the average value of the last second the counter was monitored
  3277. */
  3278. get: function () {
  3279. return this._lastSecAverage;
  3280. },
  3281. enumerable: true,
  3282. configurable: true
  3283. });
  3284. Object.defineProperty(PerfCounter.prototype, "current", {
  3285. /**
  3286. * Returns the current value
  3287. */
  3288. get: function () {
  3289. return this._current;
  3290. },
  3291. enumerable: true,
  3292. configurable: true
  3293. });
  3294. Object.defineProperty(PerfCounter.prototype, "total", {
  3295. /**
  3296. * Gets the accumulated total
  3297. */
  3298. get: function () {
  3299. return this._totalAccumulated;
  3300. },
  3301. enumerable: true,
  3302. configurable: true
  3303. });
  3304. Object.defineProperty(PerfCounter.prototype, "count", {
  3305. /**
  3306. * Gets the total value count
  3307. */
  3308. get: function () {
  3309. return this._totalValueCount;
  3310. },
  3311. enumerable: true,
  3312. configurable: true
  3313. });
  3314. /**
  3315. * Call this method to start monitoring a new frame.
  3316. * 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.
  3317. */
  3318. PerfCounter.prototype.fetchNewFrame = function () {
  3319. this._totalValueCount++;
  3320. this._current = 0;
  3321. this._lastSecValueCount++;
  3322. };
  3323. /**
  3324. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3325. * @param newCount the count value to add to the monitored count
  3326. * @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.
  3327. */
  3328. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3329. if (!PerfCounter.Enabled) {
  3330. return;
  3331. }
  3332. this._current += newCount;
  3333. if (fetchResult) {
  3334. this._fetchResult();
  3335. }
  3336. };
  3337. /**
  3338. * Start monitoring this performance counter
  3339. */
  3340. PerfCounter.prototype.beginMonitoring = function () {
  3341. if (!PerfCounter.Enabled) {
  3342. return;
  3343. }
  3344. this._startMonitoringTime = Tools.Now;
  3345. };
  3346. /**
  3347. * Compute the time lapsed since the previous beginMonitoring() call.
  3348. * @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
  3349. */
  3350. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3351. if (newFrame === void 0) { newFrame = true; }
  3352. if (!PerfCounter.Enabled) {
  3353. return;
  3354. }
  3355. if (newFrame) {
  3356. this.fetchNewFrame();
  3357. }
  3358. var currentTime = Tools.Now;
  3359. this._current = currentTime - this._startMonitoringTime;
  3360. if (newFrame) {
  3361. this._fetchResult();
  3362. }
  3363. };
  3364. PerfCounter.prototype._fetchResult = function () {
  3365. this._totalAccumulated += this._current;
  3366. this._lastSecAccumulated += this._current;
  3367. // Min/Max update
  3368. this._min = Math.min(this._min, this._current);
  3369. this._max = Math.max(this._max, this._current);
  3370. this._average = this._totalAccumulated / this._totalValueCount;
  3371. // Reset last sec?
  3372. var now = Tools.Now;
  3373. if ((now - this._lastSecTime) > 1000) {
  3374. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3375. this._lastSecTime = now;
  3376. this._lastSecAccumulated = 0;
  3377. this._lastSecValueCount = 0;
  3378. }
  3379. };
  3380. /**
  3381. * Gets or sets a global boolean to turn on and off all the counters
  3382. */
  3383. PerfCounter.Enabled = true;
  3384. return PerfCounter;
  3385. }());
  3386. BABYLON.PerfCounter = PerfCounter;
  3387. /**
  3388. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3389. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3390. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3391. * @param name The name of the class, case should be preserved
  3392. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3393. */
  3394. function className(name, module) {
  3395. return function (target) {
  3396. target["__bjsclassName__"] = name;
  3397. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3398. };
  3399. }
  3400. BABYLON.className = className;
  3401. /**
  3402. * An implementation of a loop for asynchronous functions.
  3403. */
  3404. var AsyncLoop = /** @class */ (function () {
  3405. /**
  3406. * Constructor.
  3407. * @param iterations the number of iterations.
  3408. * @param func the function to run each iteration
  3409. * @param successCallback the callback that will be called upon succesful execution
  3410. * @param offset starting offset.
  3411. */
  3412. function AsyncLoop(
  3413. /**
  3414. * Defines the number of iterations for the loop
  3415. */
  3416. iterations, func, successCallback, offset) {
  3417. if (offset === void 0) { offset = 0; }
  3418. this.iterations = iterations;
  3419. this.index = offset - 1;
  3420. this._done = false;
  3421. this._fn = func;
  3422. this._successCallback = successCallback;
  3423. }
  3424. /**
  3425. * Execute the next iteration. Must be called after the last iteration was finished.
  3426. */
  3427. AsyncLoop.prototype.executeNext = function () {
  3428. if (!this._done) {
  3429. if (this.index + 1 < this.iterations) {
  3430. ++this.index;
  3431. this._fn(this);
  3432. }
  3433. else {
  3434. this.breakLoop();
  3435. }
  3436. }
  3437. };
  3438. /**
  3439. * Break the loop and run the success callback.
  3440. */
  3441. AsyncLoop.prototype.breakLoop = function () {
  3442. this._done = true;
  3443. this._successCallback();
  3444. };
  3445. /**
  3446. * Create and run an async loop.
  3447. * @param iterations the number of iterations.
  3448. * @param fn the function to run each iteration
  3449. * @param successCallback the callback that will be called upon succesful execution
  3450. * @param offset starting offset.
  3451. * @returns the created async loop object
  3452. */
  3453. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3454. if (offset === void 0) { offset = 0; }
  3455. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3456. loop.executeNext();
  3457. return loop;
  3458. };
  3459. /**
  3460. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3461. * @param iterations total number of iterations
  3462. * @param syncedIterations number of synchronous iterations in each async iteration.
  3463. * @param fn the function to call each iteration.
  3464. * @param callback a success call back that will be called when iterating stops.
  3465. * @param breakFunction a break condition (optional)
  3466. * @param timeout timeout settings for the setTimeout function. default - 0.
  3467. * @returns the created async loop object
  3468. */
  3469. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3470. if (timeout === void 0) { timeout = 0; }
  3471. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3472. if (breakFunction && breakFunction()) {
  3473. loop.breakLoop();
  3474. }
  3475. else {
  3476. setTimeout(function () {
  3477. for (var i = 0; i < syncedIterations; ++i) {
  3478. var iteration = (loop.index * syncedIterations) + i;
  3479. if (iteration >= iterations) {
  3480. break;
  3481. }
  3482. fn(iteration);
  3483. if (breakFunction && breakFunction()) {
  3484. loop.breakLoop();
  3485. break;
  3486. }
  3487. }
  3488. loop.executeNext();
  3489. }, timeout);
  3490. }
  3491. }, callback);
  3492. };
  3493. return AsyncLoop;
  3494. }());
  3495. BABYLON.AsyncLoop = AsyncLoop;
  3496. })(BABYLON || (BABYLON = {}));
  3497. //# sourceMappingURL=babylon.tools.js.map
  3498. var BABYLON;
  3499. (function (BABYLON) {
  3500. /**
  3501. * Constant used to convert a value to gamma space
  3502. * @ignorenaming
  3503. */
  3504. BABYLON.ToGammaSpace = 1 / 2.2;
  3505. /**
  3506. * Constant used to convert a value to linear space
  3507. * @ignorenaming
  3508. */
  3509. BABYLON.ToLinearSpace = 2.2;
  3510. /**
  3511. * Constant used to define the minimal number value in Babylon.js
  3512. * @ignorenaming
  3513. */
  3514. BABYLON.Epsilon = 0.001;
  3515. /**
  3516. * Class used to hold a RBG color
  3517. */
  3518. var Color3 = /** @class */ (function () {
  3519. /**
  3520. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3521. * @param r defines the red component (between 0 and 1, default is 0)
  3522. * @param g defines the green component (between 0 and 1, default is 0)
  3523. * @param b defines the blue component (between 0 and 1, default is 0)
  3524. */
  3525. function Color3(
  3526. /**
  3527. * Defines the red component (between 0 and 1, default is 0)
  3528. */
  3529. r,
  3530. /**
  3531. * Defines the green component (between 0 and 1, default is 0)
  3532. */
  3533. g,
  3534. /**
  3535. * Defines the blue component (between 0 and 1, default is 0)
  3536. */
  3537. b) {
  3538. if (r === void 0) { r = 0; }
  3539. if (g === void 0) { g = 0; }
  3540. if (b === void 0) { b = 0; }
  3541. this.r = r;
  3542. this.g = g;
  3543. this.b = b;
  3544. }
  3545. /**
  3546. * Creates a string with the Color3 current values
  3547. * @returns the string representation of the Color3 object
  3548. */
  3549. Color3.prototype.toString = function () {
  3550. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3551. };
  3552. /**
  3553. * Returns the string "Color3"
  3554. * @returns "Color3"
  3555. */
  3556. Color3.prototype.getClassName = function () {
  3557. return "Color3";
  3558. };
  3559. /**
  3560. * Compute the Color3 hash code
  3561. * @returns an unique number that can be used to hash Color3 objects
  3562. */
  3563. Color3.prototype.getHashCode = function () {
  3564. var hash = this.r || 0;
  3565. hash = (hash * 397) ^ (this.g || 0);
  3566. hash = (hash * 397) ^ (this.b || 0);
  3567. return hash;
  3568. };
  3569. // Operators
  3570. /**
  3571. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3572. * @param array defines the array where to store the r,g,b components
  3573. * @param index defines an optional index in the target array to define where to start storing values
  3574. * @returns the current Color3 object
  3575. */
  3576. Color3.prototype.toArray = function (array, index) {
  3577. if (index === undefined) {
  3578. index = 0;
  3579. }
  3580. array[index] = this.r;
  3581. array[index + 1] = this.g;
  3582. array[index + 2] = this.b;
  3583. return this;
  3584. };
  3585. /**
  3586. * Returns a new Color4 object from the current Color3 and the given alpha
  3587. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3588. * @returns a new Color4 object
  3589. */
  3590. Color3.prototype.toColor4 = function (alpha) {
  3591. if (alpha === void 0) { alpha = 1; }
  3592. return new Color4(this.r, this.g, this.b, alpha);
  3593. };
  3594. /**
  3595. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3596. * @returns the new array
  3597. */
  3598. Color3.prototype.asArray = function () {
  3599. var result = new Array();
  3600. this.toArray(result, 0);
  3601. return result;
  3602. };
  3603. /**
  3604. * Returns the luminance value
  3605. * @returns a float value
  3606. */
  3607. Color3.prototype.toLuminance = function () {
  3608. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3609. };
  3610. /**
  3611. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3612. * @param otherColor defines the second operand
  3613. * @returns the new Color3 object
  3614. */
  3615. Color3.prototype.multiply = function (otherColor) {
  3616. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3617. };
  3618. /**
  3619. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3620. * @param otherColor defines the second operand
  3621. * @param result defines the Color3 object where to store the result
  3622. * @returns the current Color3
  3623. */
  3624. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3625. result.r = this.r * otherColor.r;
  3626. result.g = this.g * otherColor.g;
  3627. result.b = this.b * otherColor.b;
  3628. return this;
  3629. };
  3630. /**
  3631. * Determines equality between Color3 objects
  3632. * @param otherColor defines the second operand
  3633. * @returns true if the rgb values are equal to the given ones
  3634. */
  3635. Color3.prototype.equals = function (otherColor) {
  3636. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3637. };
  3638. /**
  3639. * Determines equality between the current Color3 object and a set of r,b,g values
  3640. * @param r defines the red component to check
  3641. * @param g defines the green component to check
  3642. * @param b defines the blue component to check
  3643. * @returns true if the rgb values are equal to the given ones
  3644. */
  3645. Color3.prototype.equalsFloats = function (r, g, b) {
  3646. return this.r === r && this.g === g && this.b === b;
  3647. };
  3648. /**
  3649. * Multiplies in place each rgb value by scale
  3650. * @param scale defines the scaling factor
  3651. * @returns the updated Color3
  3652. */
  3653. Color3.prototype.scale = function (scale) {
  3654. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3655. };
  3656. /**
  3657. * Multiplies the rgb values by scale and stores the result into "result"
  3658. * @param scale defines the scaling factor
  3659. * @param result defines the Color3 object where to store the result
  3660. * @returns the unmodified current Color3
  3661. */
  3662. Color3.prototype.scaleToRef = function (scale, result) {
  3663. result.r = this.r * scale;
  3664. result.g = this.g * scale;
  3665. result.b = this.b * scale;
  3666. return this;
  3667. };
  3668. /**
  3669. * Scale the current Color3 values by a factor and add the result to a given Color3
  3670. * @param scale defines the scale factor
  3671. * @param result defines color to store the result into
  3672. * @returns the unmodified current Color3
  3673. */
  3674. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3675. result.r += this.r * scale;
  3676. result.g += this.g * scale;
  3677. result.b += this.b * scale;
  3678. return this;
  3679. };
  3680. /**
  3681. * Clamps the rgb values by the min and max values and stores the result into "result"
  3682. * @param min defines minimum clamping value (default is 0)
  3683. * @param max defines maximum clamping value (default is 1)
  3684. * @param result defines color to store the result into
  3685. * @returns the original Color3
  3686. */
  3687. Color3.prototype.clampToRef = function (min, max, result) {
  3688. if (min === void 0) { min = 0; }
  3689. if (max === void 0) { max = 1; }
  3690. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3691. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3692. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3693. return this;
  3694. };
  3695. /**
  3696. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3697. * @param otherColor defines the second operand
  3698. * @returns the new Color3
  3699. */
  3700. Color3.prototype.add = function (otherColor) {
  3701. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3702. };
  3703. /**
  3704. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3705. * @param otherColor defines the second operand
  3706. * @param result defines Color3 object to store the result into
  3707. * @returns the unmodified current Color3
  3708. */
  3709. Color3.prototype.addToRef = function (otherColor, result) {
  3710. result.r = this.r + otherColor.r;
  3711. result.g = this.g + otherColor.g;
  3712. result.b = this.b + otherColor.b;
  3713. return this;
  3714. };
  3715. /**
  3716. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3717. * @param otherColor defines the second operand
  3718. * @returns the new Color3
  3719. */
  3720. Color3.prototype.subtract = function (otherColor) {
  3721. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3722. };
  3723. /**
  3724. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3725. * @param otherColor defines the second operand
  3726. * @param result defines Color3 object to store the result into
  3727. * @returns the unmodified current Color3
  3728. */
  3729. Color3.prototype.subtractToRef = function (otherColor, result) {
  3730. result.r = this.r - otherColor.r;
  3731. result.g = this.g - otherColor.g;
  3732. result.b = this.b - otherColor.b;
  3733. return this;
  3734. };
  3735. /**
  3736. * Copy the current object
  3737. * @returns a new Color3 copied the current one
  3738. */
  3739. Color3.prototype.clone = function () {
  3740. return new Color3(this.r, this.g, this.b);
  3741. };
  3742. /**
  3743. * Copies the rgb values from the source in the current Color3
  3744. * @param source defines the source Color3 object
  3745. * @returns the updated Color3 object
  3746. */
  3747. Color3.prototype.copyFrom = function (source) {
  3748. this.r = source.r;
  3749. this.g = source.g;
  3750. this.b = source.b;
  3751. return this;
  3752. };
  3753. /**
  3754. * Updates the Color3 rgb values from the given floats
  3755. * @param r defines the red component to read from
  3756. * @param g defines the green component to read from
  3757. * @param b defines the blue component to read from
  3758. * @returns the current Color3 object
  3759. */
  3760. Color3.prototype.copyFromFloats = function (r, g, b) {
  3761. this.r = r;
  3762. this.g = g;
  3763. this.b = b;
  3764. return this;
  3765. };
  3766. /**
  3767. * Updates the Color3 rgb values from the given floats
  3768. * @param r defines the red component to read from
  3769. * @param g defines the green component to read from
  3770. * @param b defines the blue component to read from
  3771. * @returns the current Color3 object
  3772. */
  3773. Color3.prototype.set = function (r, g, b) {
  3774. return this.copyFromFloats(r, g, b);
  3775. };
  3776. /**
  3777. * Compute the Color3 hexadecimal code as a string
  3778. * @returns a string containing the hexadecimal representation of the Color3 object
  3779. */
  3780. Color3.prototype.toHexString = function () {
  3781. var intR = (this.r * 255) | 0;
  3782. var intG = (this.g * 255) | 0;
  3783. var intB = (this.b * 255) | 0;
  3784. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3785. };
  3786. /**
  3787. * Computes a new Color3 converted from the current one to linear space
  3788. * @returns a new Color3 object
  3789. */
  3790. Color3.prototype.toLinearSpace = function () {
  3791. var convertedColor = new Color3();
  3792. this.toLinearSpaceToRef(convertedColor);
  3793. return convertedColor;
  3794. };
  3795. /**
  3796. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3797. * @param convertedColor defines the Color3 object where to store the linear space version
  3798. * @returns the unmodified Color3
  3799. */
  3800. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3801. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3802. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3803. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3804. return this;
  3805. };
  3806. /**
  3807. * Computes a new Color3 converted from the current one to gamma space
  3808. * @returns a new Color3 object
  3809. */
  3810. Color3.prototype.toGammaSpace = function () {
  3811. var convertedColor = new Color3();
  3812. this.toGammaSpaceToRef(convertedColor);
  3813. return convertedColor;
  3814. };
  3815. /**
  3816. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3817. * @param convertedColor defines the Color3 object where to store the gamma space version
  3818. * @returns the unmodified Color3
  3819. */
  3820. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3821. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3822. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3823. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3824. return this;
  3825. };
  3826. // Statics
  3827. /**
  3828. * Creates a new Color3 from the string containing valid hexadecimal values
  3829. * @param hex defines a string containing valid hexadecimal values
  3830. * @returns a new Color3 object
  3831. */
  3832. Color3.FromHexString = function (hex) {
  3833. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3834. return new Color3(0, 0, 0);
  3835. }
  3836. var r = parseInt(hex.substring(1, 3), 16);
  3837. var g = parseInt(hex.substring(3, 5), 16);
  3838. var b = parseInt(hex.substring(5, 7), 16);
  3839. return Color3.FromInts(r, g, b);
  3840. };
  3841. /**
  3842. * Creates a new Vector3 from the starting index of the given array
  3843. * @param array defines the source array
  3844. * @param offset defines an offset in the source array
  3845. * @returns a new Color3 object
  3846. */
  3847. Color3.FromArray = function (array, offset) {
  3848. if (offset === void 0) { offset = 0; }
  3849. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3850. };
  3851. /**
  3852. * Creates a new Color3 from integer values (< 256)
  3853. * @param r defines the red component to read from (value between 0 and 255)
  3854. * @param g defines the green component to read from (value between 0 and 255)
  3855. * @param b defines the blue component to read from (value between 0 and 255)
  3856. * @returns a new Color3 object
  3857. */
  3858. Color3.FromInts = function (r, g, b) {
  3859. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3860. };
  3861. /**
  3862. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3863. * @param start defines the start Color3 value
  3864. * @param end defines the end Color3 value
  3865. * @param amount defines the gradient value between start and end
  3866. * @returns a new Color3 object
  3867. */
  3868. Color3.Lerp = function (start, end, amount) {
  3869. var result = new Color3(0.0, 0.0, 0.0);
  3870. Color3.LerpToRef(start, end, amount, result);
  3871. return result;
  3872. };
  3873. /**
  3874. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3875. * @param left defines the start value
  3876. * @param right defines the end value
  3877. * @param amount defines the gradient factor
  3878. * @param result defines the Color3 object where to store the result
  3879. */
  3880. Color3.LerpToRef = function (left, right, amount, result) {
  3881. result.r = left.r + ((right.r - left.r) * amount);
  3882. result.g = left.g + ((right.g - left.g) * amount);
  3883. result.b = left.b + ((right.b - left.b) * amount);
  3884. };
  3885. /**
  3886. * Returns a Color3 value containing a red color
  3887. * @returns a new Color3 object
  3888. */
  3889. Color3.Red = function () { return new Color3(1, 0, 0); };
  3890. /**
  3891. * Returns a Color3 value containing a green color
  3892. * @returns a new Color3 object
  3893. */
  3894. Color3.Green = function () { return new Color3(0, 1, 0); };
  3895. /**
  3896. * Returns a Color3 value containing a blue color
  3897. * @returns a new Color3 object
  3898. */
  3899. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3900. /**
  3901. * Returns a Color3 value containing a black color
  3902. * @returns a new Color3 object
  3903. */
  3904. Color3.Black = function () { return new Color3(0, 0, 0); };
  3905. /**
  3906. * Returns a Color3 value containing a white color
  3907. * @returns a new Color3 object
  3908. */
  3909. Color3.White = function () { return new Color3(1, 1, 1); };
  3910. /**
  3911. * Returns a Color3 value containing a purple color
  3912. * @returns a new Color3 object
  3913. */
  3914. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3915. /**
  3916. * Returns a Color3 value containing a magenta color
  3917. * @returns a new Color3 object
  3918. */
  3919. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3920. /**
  3921. * Returns a Color3 value containing a yellow color
  3922. * @returns a new Color3 object
  3923. */
  3924. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3925. /**
  3926. * Returns a Color3 value containing a gray color
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3930. /**
  3931. * Returns a Color3 value containing a teal color
  3932. * @returns a new Color3 object
  3933. */
  3934. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3935. /**
  3936. * Returns a Color3 value containing a random color
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3940. return Color3;
  3941. }());
  3942. BABYLON.Color3 = Color3;
  3943. /**
  3944. * Class used to hold a RBGA color
  3945. */
  3946. var Color4 = /** @class */ (function () {
  3947. /**
  3948. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3949. * @param r defines the red component (between 0 and 1, default is 0)
  3950. * @param g defines the green component (between 0 and 1, default is 0)
  3951. * @param b defines the blue component (between 0 and 1, default is 0)
  3952. * @param a defines the alpha component (between 0 and 1, default is 1)
  3953. */
  3954. function Color4(
  3955. /**
  3956. * Defines the red component (between 0 and 1, default is 0)
  3957. */
  3958. r,
  3959. /**
  3960. * Defines the green component (between 0 and 1, default is 0)
  3961. */
  3962. g,
  3963. /**
  3964. * Defines the blue component (between 0 and 1, default is 0)
  3965. */
  3966. b,
  3967. /**
  3968. * Defines the alpha component (between 0 and 1, default is 1)
  3969. */
  3970. a) {
  3971. if (r === void 0) { r = 0; }
  3972. if (g === void 0) { g = 0; }
  3973. if (b === void 0) { b = 0; }
  3974. if (a === void 0) { a = 1; }
  3975. this.r = r;
  3976. this.g = g;
  3977. this.b = b;
  3978. this.a = a;
  3979. }
  3980. // Operators
  3981. /**
  3982. * Adds in place the given Color4 values to the current Color4 object
  3983. * @param right defines the second operand
  3984. * @returns the current updated Color4 object
  3985. */
  3986. Color4.prototype.addInPlace = function (right) {
  3987. this.r += right.r;
  3988. this.g += right.g;
  3989. this.b += right.b;
  3990. this.a += right.a;
  3991. return this;
  3992. };
  3993. /**
  3994. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3995. * @returns the new array
  3996. */
  3997. Color4.prototype.asArray = function () {
  3998. var result = new Array();
  3999. this.toArray(result, 0);
  4000. return result;
  4001. };
  4002. /**
  4003. * Stores from the starting index in the given array the Color4 successive values
  4004. * @param array defines the array where to store the r,g,b components
  4005. * @param index defines an optional index in the target array to define where to start storing values
  4006. * @returns the current Color4 object
  4007. */
  4008. Color4.prototype.toArray = function (array, index) {
  4009. if (index === void 0) { index = 0; }
  4010. array[index] = this.r;
  4011. array[index + 1] = this.g;
  4012. array[index + 2] = this.b;
  4013. array[index + 3] = this.a;
  4014. return this;
  4015. };
  4016. /**
  4017. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4018. * @param right defines the second operand
  4019. * @returns a new Color4 object
  4020. */
  4021. Color4.prototype.add = function (right) {
  4022. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4023. };
  4024. /**
  4025. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4026. * @param right defines the second operand
  4027. * @returns a new Color4 object
  4028. */
  4029. Color4.prototype.subtract = function (right) {
  4030. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4031. };
  4032. /**
  4033. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4034. * @param right defines the second operand
  4035. * @param result defines the Color4 object where to store the result
  4036. * @returns the current Color4 object
  4037. */
  4038. Color4.prototype.subtractToRef = function (right, result) {
  4039. result.r = this.r - right.r;
  4040. result.g = this.g - right.g;
  4041. result.b = this.b - right.b;
  4042. result.a = this.a - right.a;
  4043. return this;
  4044. };
  4045. /**
  4046. * Creates a new Color4 with the current Color4 values multiplied by scale
  4047. * @param scale defines the scaling factor to apply
  4048. * @returns a new Color4 object
  4049. */
  4050. Color4.prototype.scale = function (scale) {
  4051. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4052. };
  4053. /**
  4054. * Multiplies the current Color4 values by scale and stores the result in "result"
  4055. * @param scale defines the scaling factor to apply
  4056. * @param result defines the Color4 object where to store the result
  4057. * @returns the current unmodified Color4
  4058. */
  4059. Color4.prototype.scaleToRef = function (scale, result) {
  4060. result.r = this.r * scale;
  4061. result.g = this.g * scale;
  4062. result.b = this.b * scale;
  4063. result.a = this.a * scale;
  4064. return this;
  4065. };
  4066. /**
  4067. * Scale the current Color4 values by a factor and add the result to a given Color4
  4068. * @param scale defines the scale factor
  4069. * @param result defines the Color4 object where to store the result
  4070. * @returns the unmodified current Color4
  4071. */
  4072. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4073. result.r += this.r * scale;
  4074. result.g += this.g * scale;
  4075. result.b += this.b * scale;
  4076. result.a += this.a * scale;
  4077. return this;
  4078. };
  4079. /**
  4080. * Clamps the rgb values by the min and max values and stores the result into "result"
  4081. * @param min defines minimum clamping value (default is 0)
  4082. * @param max defines maximum clamping value (default is 1)
  4083. * @param result defines color to store the result into.
  4084. * @returns the cuurent Color4
  4085. */
  4086. Color4.prototype.clampToRef = function (min, max, result) {
  4087. if (min === void 0) { min = 0; }
  4088. if (max === void 0) { max = 1; }
  4089. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4090. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4091. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4092. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4093. return this;
  4094. };
  4095. /**
  4096. * Multipy an Color4 value by another and return a new Color4 object
  4097. * @param color defines the Color4 value to multiply by
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.multiply = function (color) {
  4101. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4102. };
  4103. /**
  4104. * Multipy a Color4 value by another and push the result in a reference value
  4105. * @param color defines the Color4 value to multiply by
  4106. * @param result defines the Color4 to fill the result in
  4107. * @returns the result Color4
  4108. */
  4109. Color4.prototype.multiplyToRef = function (color, result) {
  4110. result.r = this.r * color.r;
  4111. result.g = this.g * color.g;
  4112. result.b = this.b * color.b;
  4113. result.a = this.a * color.a;
  4114. return result;
  4115. };
  4116. /**
  4117. * Creates a string with the Color4 current values
  4118. * @returns the string representation of the Color4 object
  4119. */
  4120. Color4.prototype.toString = function () {
  4121. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4122. };
  4123. /**
  4124. * Returns the string "Color4"
  4125. * @returns "Color4"
  4126. */
  4127. Color4.prototype.getClassName = function () {
  4128. return "Color4";
  4129. };
  4130. /**
  4131. * Compute the Color4 hash code
  4132. * @returns an unique number that can be used to hash Color4 objects
  4133. */
  4134. Color4.prototype.getHashCode = function () {
  4135. var hash = this.r || 0;
  4136. hash = (hash * 397) ^ (this.g || 0);
  4137. hash = (hash * 397) ^ (this.b || 0);
  4138. hash = (hash * 397) ^ (this.a || 0);
  4139. return hash;
  4140. };
  4141. /**
  4142. * Creates a new Color4 copied from the current one
  4143. * @returns a new Color4 object
  4144. */
  4145. Color4.prototype.clone = function () {
  4146. return new Color4(this.r, this.g, this.b, this.a);
  4147. };
  4148. /**
  4149. * Copies the given Color4 values into the current one
  4150. * @param source defines the source Color4 object
  4151. * @returns the current updated Color4 object
  4152. */
  4153. Color4.prototype.copyFrom = function (source) {
  4154. this.r = source.r;
  4155. this.g = source.g;
  4156. this.b = source.b;
  4157. this.a = source.a;
  4158. return this;
  4159. };
  4160. /**
  4161. * Copies the given float values into the current one
  4162. * @param r defines the red component to read from
  4163. * @param g defines the green component to read from
  4164. * @param b defines the blue component to read from
  4165. * @param a defines the alpha component to read from
  4166. * @returns the current updated Color4 object
  4167. */
  4168. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4169. this.r = r;
  4170. this.g = g;
  4171. this.b = b;
  4172. this.a = a;
  4173. return this;
  4174. };
  4175. /**
  4176. * Copies the given float values into the current one
  4177. * @param r defines the red component to read from
  4178. * @param g defines the green component to read from
  4179. * @param b defines the blue component to read from
  4180. * @param a defines the alpha component to read from
  4181. * @returns the current updated Color4 object
  4182. */
  4183. Color4.prototype.set = function (r, g, b, a) {
  4184. return this.copyFromFloats(r, g, b, a);
  4185. };
  4186. /**
  4187. * Compute the Color4 hexadecimal code as a string
  4188. * @returns a string containing the hexadecimal representation of the Color4 object
  4189. */
  4190. Color4.prototype.toHexString = function () {
  4191. var intR = (this.r * 255) | 0;
  4192. var intG = (this.g * 255) | 0;
  4193. var intB = (this.b * 255) | 0;
  4194. var intA = (this.a * 255) | 0;
  4195. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4196. };
  4197. /**
  4198. * Computes a new Color4 converted from the current one to linear space
  4199. * @returns a new Color4 object
  4200. */
  4201. Color4.prototype.toLinearSpace = function () {
  4202. var convertedColor = new Color4();
  4203. this.toLinearSpaceToRef(convertedColor);
  4204. return convertedColor;
  4205. };
  4206. /**
  4207. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4208. * @param convertedColor defines the Color4 object where to store the linear space version
  4209. * @returns the unmodified Color4
  4210. */
  4211. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4212. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4213. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4214. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4215. convertedColor.a = this.a;
  4216. return this;
  4217. };
  4218. /**
  4219. * Computes a new Color4 converted from the current one to gamma space
  4220. * @returns a new Color4 object
  4221. */
  4222. Color4.prototype.toGammaSpace = function () {
  4223. var convertedColor = new Color4();
  4224. this.toGammaSpaceToRef(convertedColor);
  4225. return convertedColor;
  4226. };
  4227. /**
  4228. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4229. * @param convertedColor defines the Color4 object where to store the gamma space version
  4230. * @returns the unmodified Color4
  4231. */
  4232. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4233. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4234. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4235. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4236. convertedColor.a = this.a;
  4237. return this;
  4238. };
  4239. // Statics
  4240. /**
  4241. * Creates a new Color4 from the string containing valid hexadecimal values
  4242. * @param hex defines a string containing valid hexadecimal values
  4243. * @returns a new Color4 object
  4244. */
  4245. Color4.FromHexString = function (hex) {
  4246. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4247. return new Color4(0.0, 0.0, 0.0, 0.0);
  4248. }
  4249. var r = parseInt(hex.substring(1, 3), 16);
  4250. var g = parseInt(hex.substring(3, 5), 16);
  4251. var b = parseInt(hex.substring(5, 7), 16);
  4252. var a = parseInt(hex.substring(7, 9), 16);
  4253. return Color4.FromInts(r, g, b, a);
  4254. };
  4255. /**
  4256. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4257. * @param left defines the start value
  4258. * @param right defines the end value
  4259. * @param amount defines the gradient factor
  4260. * @returns a new Color4 object
  4261. */
  4262. Color4.Lerp = function (left, right, amount) {
  4263. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4264. Color4.LerpToRef(left, right, amount, result);
  4265. return result;
  4266. };
  4267. /**
  4268. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4269. * @param left defines the start value
  4270. * @param right defines the end value
  4271. * @param amount defines the gradient factor
  4272. * @param result defines the Color4 object where to store data
  4273. */
  4274. Color4.LerpToRef = function (left, right, amount, result) {
  4275. result.r = left.r + (right.r - left.r) * amount;
  4276. result.g = left.g + (right.g - left.g) * amount;
  4277. result.b = left.b + (right.b - left.b) * amount;
  4278. result.a = left.a + (right.a - left.a) * amount;
  4279. };
  4280. /**
  4281. * Creates a new Color4 from a Color3 and an alpha value
  4282. * @param color3 defines the source Color3 to read from
  4283. * @param alpha defines the alpha component (1.0 by default)
  4284. * @returns a new Color4 object
  4285. */
  4286. Color4.FromColor3 = function (color3, alpha) {
  4287. if (alpha === void 0) { alpha = 1.0; }
  4288. return new Color4(color3.r, color3.g, color3.b, alpha);
  4289. };
  4290. /**
  4291. * Creates a new Color4 from the starting index element of the given array
  4292. * @param array defines the source array to read from
  4293. * @param offset defines the offset in the source array
  4294. * @returns a new Color4 object
  4295. */
  4296. Color4.FromArray = function (array, offset) {
  4297. if (offset === void 0) { offset = 0; }
  4298. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4299. };
  4300. /**
  4301. * Creates a new Color3 from integer values (< 256)
  4302. * @param r defines the red component to read from (value between 0 and 255)
  4303. * @param g defines the green component to read from (value between 0 and 255)
  4304. * @param b defines the blue component to read from (value between 0 and 255)
  4305. * @param a defines the alpha component to read from (value between 0 and 255)
  4306. * @returns a new Color3 object
  4307. */
  4308. Color4.FromInts = function (r, g, b, a) {
  4309. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4310. };
  4311. /**
  4312. * Check the content of a given array and convert it to an array containing RGBA data
  4313. * If the original array was already containing count * 4 values then it is returned directly
  4314. * @param colors defines the array to check
  4315. * @param count defines the number of RGBA data to expect
  4316. * @returns an array containing count * 4 values (RGBA)
  4317. */
  4318. Color4.CheckColors4 = function (colors, count) {
  4319. // Check if color3 was used
  4320. if (colors.length === count * 3) {
  4321. var colors4 = [];
  4322. for (var index = 0; index < colors.length; index += 3) {
  4323. var newIndex = (index / 3) * 4;
  4324. colors4[newIndex] = colors[index];
  4325. colors4[newIndex + 1] = colors[index + 1];
  4326. colors4[newIndex + 2] = colors[index + 2];
  4327. colors4[newIndex + 3] = 1.0;
  4328. }
  4329. return colors4;
  4330. }
  4331. return colors;
  4332. };
  4333. return Color4;
  4334. }());
  4335. BABYLON.Color4 = Color4;
  4336. /**
  4337. * Class representing a vector containing 2 coordinates
  4338. */
  4339. var Vector2 = /** @class */ (function () {
  4340. /**
  4341. * Creates a new Vector2 from the given x and y coordinates
  4342. * @param x defines the first coordinate
  4343. * @param y defines the second coordinate
  4344. */
  4345. function Vector2(
  4346. /** defines the first coordinate */
  4347. x,
  4348. /** defines the second coordinate */
  4349. y) {
  4350. if (x === void 0) { x = 0; }
  4351. if (y === void 0) { y = 0; }
  4352. this.x = x;
  4353. this.y = y;
  4354. }
  4355. /**
  4356. * Gets a string with the Vector2 coordinates
  4357. * @returns a string with the Vector2 coordinates
  4358. */
  4359. Vector2.prototype.toString = function () {
  4360. return "{X: " + this.x + " Y:" + this.y + "}";
  4361. };
  4362. /**
  4363. * Gets class name
  4364. * @returns the string "Vector2"
  4365. */
  4366. Vector2.prototype.getClassName = function () {
  4367. return "Vector2";
  4368. };
  4369. /**
  4370. * Gets current vector hash code
  4371. * @returns the Vector2 hash code as a number
  4372. */
  4373. Vector2.prototype.getHashCode = function () {
  4374. var hash = this.x || 0;
  4375. hash = (hash * 397) ^ (this.y || 0);
  4376. return hash;
  4377. };
  4378. // Operators
  4379. /**
  4380. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4381. * @param array defines the source array
  4382. * @param index defines the offset in source array
  4383. * @returns the current Vector2
  4384. */
  4385. Vector2.prototype.toArray = function (array, index) {
  4386. if (index === void 0) { index = 0; }
  4387. array[index] = this.x;
  4388. array[index + 1] = this.y;
  4389. return this;
  4390. };
  4391. /**
  4392. * Copy the current vector to an array
  4393. * @returns a new array with 2 elements: the Vector2 coordinates.
  4394. */
  4395. Vector2.prototype.asArray = function () {
  4396. var result = new Array();
  4397. this.toArray(result, 0);
  4398. return result;
  4399. };
  4400. /**
  4401. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4402. * @param source defines the source Vector2
  4403. * @returns the current updated Vector2
  4404. */
  4405. Vector2.prototype.copyFrom = function (source) {
  4406. this.x = source.x;
  4407. this.y = source.y;
  4408. return this;
  4409. };
  4410. /**
  4411. * Sets the Vector2 coordinates with the given floats
  4412. * @param x defines the first coordinate
  4413. * @param y defines the second coordinate
  4414. * @returns the current updated Vector2
  4415. */
  4416. Vector2.prototype.copyFromFloats = function (x, y) {
  4417. this.x = x;
  4418. this.y = y;
  4419. return this;
  4420. };
  4421. /**
  4422. * Sets the Vector2 coordinates with the given floats
  4423. * @param x defines the first coordinate
  4424. * @param y defines the second coordinate
  4425. * @returns the current updated Vector2
  4426. */
  4427. Vector2.prototype.set = function (x, y) {
  4428. return this.copyFromFloats(x, y);
  4429. };
  4430. /**
  4431. * Add another vector with the current one
  4432. * @param otherVector defines the other vector
  4433. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4434. */
  4435. Vector2.prototype.add = function (otherVector) {
  4436. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4437. };
  4438. /**
  4439. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4440. * @param otherVector defines the other vector
  4441. * @param result defines the target vector
  4442. * @returns the unmodified current Vector2
  4443. */
  4444. Vector2.prototype.addToRef = function (otherVector, result) {
  4445. result.x = this.x + otherVector.x;
  4446. result.y = this.y + otherVector.y;
  4447. return this;
  4448. };
  4449. /**
  4450. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4451. * @param otherVector defines the other vector
  4452. * @returns the current updated Vector2
  4453. */
  4454. Vector2.prototype.addInPlace = function (otherVector) {
  4455. this.x += otherVector.x;
  4456. this.y += otherVector.y;
  4457. return this;
  4458. };
  4459. /**
  4460. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4461. * @param otherVector defines the other vector
  4462. * @returns a new Vector2
  4463. */
  4464. Vector2.prototype.addVector3 = function (otherVector) {
  4465. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4466. };
  4467. /**
  4468. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4469. * @param otherVector defines the other vector
  4470. * @returns a new Vector2
  4471. */
  4472. Vector2.prototype.subtract = function (otherVector) {
  4473. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4474. };
  4475. /**
  4476. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4477. * @param otherVector defines the other vector
  4478. * @param result defines the target vector
  4479. * @returns the unmodified current Vector2
  4480. */
  4481. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4482. result.x = this.x - otherVector.x;
  4483. result.y = this.y - otherVector.y;
  4484. return this;
  4485. };
  4486. /**
  4487. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4488. * @param otherVector defines the other vector
  4489. * @returns the current updated Vector2
  4490. */
  4491. Vector2.prototype.subtractInPlace = function (otherVector) {
  4492. this.x -= otherVector.x;
  4493. this.y -= otherVector.y;
  4494. return this;
  4495. };
  4496. /**
  4497. * Multiplies in place the current Vector2 coordinates by the given ones
  4498. * @param otherVector defines the other vector
  4499. * @returns the current updated Vector2
  4500. */
  4501. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4502. this.x *= otherVector.x;
  4503. this.y *= otherVector.y;
  4504. return this;
  4505. };
  4506. /**
  4507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4508. * @param otherVector defines the other vector
  4509. * @returns a new Vector2
  4510. */
  4511. Vector2.prototype.multiply = function (otherVector) {
  4512. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4513. };
  4514. /**
  4515. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4516. * @param otherVector defines the other vector
  4517. * @param result defines the target vector
  4518. * @returns the unmodified current Vector2
  4519. */
  4520. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4521. result.x = this.x * otherVector.x;
  4522. result.y = this.y * otherVector.y;
  4523. return this;
  4524. };
  4525. /**
  4526. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4527. * @param x defines the first coordinate
  4528. * @param y defines the second coordinate
  4529. * @returns a new Vector2
  4530. */
  4531. Vector2.prototype.multiplyByFloats = function (x, y) {
  4532. return new Vector2(this.x * x, this.y * y);
  4533. };
  4534. /**
  4535. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4536. * @param otherVector defines the other vector
  4537. * @returns a new Vector2
  4538. */
  4539. Vector2.prototype.divide = function (otherVector) {
  4540. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4541. };
  4542. /**
  4543. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4544. * @param otherVector defines the other vector
  4545. * @param result defines the target vector
  4546. * @returns the unmodified current Vector2
  4547. */
  4548. Vector2.prototype.divideToRef = function (otherVector, result) {
  4549. result.x = this.x / otherVector.x;
  4550. result.y = this.y / otherVector.y;
  4551. return this;
  4552. };
  4553. /**
  4554. * Divides the current Vector2 coordinates by the given ones
  4555. * @param otherVector defines the other vector
  4556. * @returns the current updated Vector2
  4557. */
  4558. Vector2.prototype.divideInPlace = function (otherVector) {
  4559. return this.divideToRef(otherVector, this);
  4560. };
  4561. /**
  4562. * Gets a new Vector2 with current Vector2 negated coordinates
  4563. * @returns a new Vector2
  4564. */
  4565. Vector2.prototype.negate = function () {
  4566. return new Vector2(-this.x, -this.y);
  4567. };
  4568. /**
  4569. * Multiply the Vector2 coordinates by scale
  4570. * @param scale defines the scaling factor
  4571. * @returns the current updated Vector2
  4572. */
  4573. Vector2.prototype.scaleInPlace = function (scale) {
  4574. this.x *= scale;
  4575. this.y *= scale;
  4576. return this;
  4577. };
  4578. /**
  4579. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4580. * @param scale defines the scaling factor
  4581. * @returns a new Vector2
  4582. */
  4583. Vector2.prototype.scale = function (scale) {
  4584. var result = new Vector2(0, 0);
  4585. this.scaleToRef(scale, result);
  4586. return result;
  4587. };
  4588. /**
  4589. * Scale the current Vector2 values by a factor to a given Vector2
  4590. * @param scale defines the scale factor
  4591. * @param result defines the Vector2 object where to store the result
  4592. * @returns the unmodified current Vector2
  4593. */
  4594. Vector2.prototype.scaleToRef = function (scale, result) {
  4595. result.x = this.x * scale;
  4596. result.y = this.y * scale;
  4597. return this;
  4598. };
  4599. /**
  4600. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4601. * @param scale defines the scale factor
  4602. * @param result defines the Vector2 object where to store the result
  4603. * @returns the unmodified current Vector2
  4604. */
  4605. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4606. result.x += this.x * scale;
  4607. result.y += this.y * scale;
  4608. return this;
  4609. };
  4610. /**
  4611. * Gets a boolean if two vectors are equals
  4612. * @param otherVector defines the other vector
  4613. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4614. */
  4615. Vector2.prototype.equals = function (otherVector) {
  4616. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4617. };
  4618. /**
  4619. * Gets a boolean if two vectors are equals (using an epsilon value)
  4620. * @param otherVector defines the other vector
  4621. * @param epsilon defines the minimal distance to consider equality
  4622. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4623. */
  4624. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4625. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4626. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4627. };
  4628. /**
  4629. * Gets a new Vector2 from current Vector2 floored values
  4630. * @returns a new Vector2
  4631. */
  4632. Vector2.prototype.floor = function () {
  4633. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4634. };
  4635. /**
  4636. * Gets a new Vector2 from current Vector2 floored values
  4637. * @returns a new Vector2
  4638. */
  4639. Vector2.prototype.fract = function () {
  4640. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4641. };
  4642. // Properties
  4643. /**
  4644. * Gets the length of the vector
  4645. * @returns the vector length (float)
  4646. */
  4647. Vector2.prototype.length = function () {
  4648. return Math.sqrt(this.x * this.x + this.y * this.y);
  4649. };
  4650. /**
  4651. * Gets the vector squared length
  4652. * @returns the vector squared length (float)
  4653. */
  4654. Vector2.prototype.lengthSquared = function () {
  4655. return (this.x * this.x + this.y * this.y);
  4656. };
  4657. // Methods
  4658. /**
  4659. * Normalize the vector
  4660. * @returns the current updated Vector2
  4661. */
  4662. Vector2.prototype.normalize = function () {
  4663. var len = this.length();
  4664. if (len === 0) {
  4665. return this;
  4666. }
  4667. var num = 1.0 / len;
  4668. this.x *= num;
  4669. this.y *= num;
  4670. return this;
  4671. };
  4672. /**
  4673. * Gets a new Vector2 copied from the Vector2
  4674. * @returns a new Vector2
  4675. */
  4676. Vector2.prototype.clone = function () {
  4677. return new Vector2(this.x, this.y);
  4678. };
  4679. // Statics
  4680. /**
  4681. * Gets a new Vector2(0, 0)
  4682. * @returns a new Vector2
  4683. */
  4684. Vector2.Zero = function () {
  4685. return new Vector2(0, 0);
  4686. };
  4687. /**
  4688. * Gets a new Vector2(1, 1)
  4689. * @returns a new Vector2
  4690. */
  4691. Vector2.One = function () {
  4692. return new Vector2(1, 1);
  4693. };
  4694. /**
  4695. * Gets a new Vector2 set from the given index element of the given array
  4696. * @param array defines the data source
  4697. * @param offset defines the offset in the data source
  4698. * @returns a new Vector2
  4699. */
  4700. Vector2.FromArray = function (array, offset) {
  4701. if (offset === void 0) { offset = 0; }
  4702. return new Vector2(array[offset], array[offset + 1]);
  4703. };
  4704. /**
  4705. * Sets "result" from the given index element of the given array
  4706. * @param array defines the data source
  4707. * @param offset defines the offset in the data source
  4708. * @param result defines the target vector
  4709. */
  4710. Vector2.FromArrayToRef = function (array, offset, result) {
  4711. result.x = array[offset];
  4712. result.y = array[offset + 1];
  4713. };
  4714. /**
  4715. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4716. * @param value1 defines 1st point of control
  4717. * @param value2 defines 2nd point of control
  4718. * @param value3 defines 3rd point of control
  4719. * @param value4 defines 4th point of control
  4720. * @param amount defines the interpolation factor
  4721. * @returns a new Vector2
  4722. */
  4723. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4724. var squared = amount * amount;
  4725. var cubed = amount * squared;
  4726. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4727. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4728. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4729. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4730. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4731. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4732. return new Vector2(x, y);
  4733. };
  4734. /**
  4735. * 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".
  4736. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4737. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4738. * @param value defines the value to clamp
  4739. * @param min defines the lower limit
  4740. * @param max defines the upper limit
  4741. * @returns a new Vector2
  4742. */
  4743. Vector2.Clamp = function (value, min, max) {
  4744. var x = value.x;
  4745. x = (x > max.x) ? max.x : x;
  4746. x = (x < min.x) ? min.x : x;
  4747. var y = value.y;
  4748. y = (y > max.y) ? max.y : y;
  4749. y = (y < min.y) ? min.y : y;
  4750. return new Vector2(x, y);
  4751. };
  4752. /**
  4753. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4754. * @param value1 defines the 1st control point
  4755. * @param tangent1 defines the outgoing tangent
  4756. * @param value2 defines the 2nd control point
  4757. * @param tangent2 defines the incoming tangent
  4758. * @param amount defines the interpolation factor
  4759. * @returns a new Vector2
  4760. */
  4761. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4762. var squared = amount * amount;
  4763. var cubed = amount * squared;
  4764. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4765. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4766. var part3 = (cubed - (2.0 * squared)) + amount;
  4767. var part4 = cubed - squared;
  4768. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4769. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4770. return new Vector2(x, y);
  4771. };
  4772. /**
  4773. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4774. * @param start defines the start vector
  4775. * @param end defines the end vector
  4776. * @param amount defines the interpolation factor
  4777. * @returns a new Vector2
  4778. */
  4779. Vector2.Lerp = function (start, end, amount) {
  4780. var x = start.x + ((end.x - start.x) * amount);
  4781. var y = start.y + ((end.y - start.y) * amount);
  4782. return new Vector2(x, y);
  4783. };
  4784. /**
  4785. * Gets the dot product of the vector "left" and the vector "right"
  4786. * @param left defines first vector
  4787. * @param right defines second vector
  4788. * @returns the dot product (float)
  4789. */
  4790. Vector2.Dot = function (left, right) {
  4791. return left.x * right.x + left.y * right.y;
  4792. };
  4793. /**
  4794. * Returns a new Vector2 equal to the normalized given vector
  4795. * @param vector defines the vector to normalize
  4796. * @returns a new Vector2
  4797. */
  4798. Vector2.Normalize = function (vector) {
  4799. var newVector = vector.clone();
  4800. newVector.normalize();
  4801. return newVector;
  4802. };
  4803. /**
  4804. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4805. * @param left defines 1st vector
  4806. * @param right defines 2nd vector
  4807. * @returns a new Vector2
  4808. */
  4809. Vector2.Minimize = function (left, right) {
  4810. var x = (left.x < right.x) ? left.x : right.x;
  4811. var y = (left.y < right.y) ? left.y : right.y;
  4812. return new Vector2(x, y);
  4813. };
  4814. /**
  4815. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4816. * @param left defines 1st vector
  4817. * @param right defines 2nd vector
  4818. * @returns a new Vector2
  4819. */
  4820. Vector2.Maximize = function (left, right) {
  4821. var x = (left.x > right.x) ? left.x : right.x;
  4822. var y = (left.y > right.y) ? left.y : right.y;
  4823. return new Vector2(x, y);
  4824. };
  4825. /**
  4826. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4827. * @param vector defines the vector to transform
  4828. * @param transformation defines the matrix to apply
  4829. * @returns a new Vector2
  4830. */
  4831. Vector2.Transform = function (vector, transformation) {
  4832. var r = Vector2.Zero();
  4833. Vector2.TransformToRef(vector, transformation, r);
  4834. return r;
  4835. };
  4836. /**
  4837. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4838. * @param vector defines the vector to transform
  4839. * @param transformation defines the matrix to apply
  4840. * @param result defines the target vector
  4841. */
  4842. Vector2.TransformToRef = function (vector, transformation, result) {
  4843. var m = transformation.m;
  4844. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4845. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4846. result.x = x;
  4847. result.y = y;
  4848. };
  4849. /**
  4850. * Determines if a given vector is included in a triangle
  4851. * @param p defines the vector to test
  4852. * @param p0 defines 1st triangle point
  4853. * @param p1 defines 2nd triangle point
  4854. * @param p2 defines 3rd triangle point
  4855. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4856. */
  4857. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4858. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4859. var sign = a < 0 ? -1 : 1;
  4860. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4861. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4862. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4863. };
  4864. /**
  4865. * Gets the distance between the vectors "value1" and "value2"
  4866. * @param value1 defines first vector
  4867. * @param value2 defines second vector
  4868. * @returns the distance between vectors
  4869. */
  4870. Vector2.Distance = function (value1, value2) {
  4871. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4872. };
  4873. /**
  4874. * Returns the squared distance between the vectors "value1" and "value2"
  4875. * @param value1 defines first vector
  4876. * @param value2 defines second vector
  4877. * @returns the squared distance between vectors
  4878. */
  4879. Vector2.DistanceSquared = function (value1, value2) {
  4880. var x = value1.x - value2.x;
  4881. var y = value1.y - value2.y;
  4882. return (x * x) + (y * y);
  4883. };
  4884. /**
  4885. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4886. * @param value1 defines first vector
  4887. * @param value2 defines second vector
  4888. * @returns a new Vector2
  4889. */
  4890. Vector2.Center = function (value1, value2) {
  4891. var center = value1.add(value2);
  4892. center.scaleInPlace(0.5);
  4893. return center;
  4894. };
  4895. /**
  4896. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4897. * @param p defines the middle point
  4898. * @param segA defines one point of the segment
  4899. * @param segB defines the other point of the segment
  4900. * @returns the shortest distance
  4901. */
  4902. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4903. var l2 = Vector2.DistanceSquared(segA, segB);
  4904. if (l2 === 0.0) {
  4905. return Vector2.Distance(p, segA);
  4906. }
  4907. var v = segB.subtract(segA);
  4908. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4909. var proj = segA.add(v.multiplyByFloats(t, t));
  4910. return Vector2.Distance(p, proj);
  4911. };
  4912. return Vector2;
  4913. }());
  4914. BABYLON.Vector2 = Vector2;
  4915. /**
  4916. * Classed used to store (x,y,z) vector representation
  4917. * A Vector3 is the main object used in 3D geometry
  4918. * It can represent etiher the coordinates of a point the space, either a direction
  4919. * Reminder: Babylon.js uses a left handed forward facing system
  4920. */
  4921. var Vector3 = /** @class */ (function () {
  4922. /**
  4923. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4924. * @param x defines the first coordinates (on X axis)
  4925. * @param y defines the second coordinates (on Y axis)
  4926. * @param z defines the third coordinates (on Z axis)
  4927. */
  4928. function Vector3(
  4929. /**
  4930. * Defines the first coordinates (on X axis)
  4931. */
  4932. x,
  4933. /**
  4934. * Defines the second coordinates (on Y axis)
  4935. */
  4936. y,
  4937. /**
  4938. * Defines the third coordinates (on Z axis)
  4939. */
  4940. z) {
  4941. if (x === void 0) { x = 0; }
  4942. if (y === void 0) { y = 0; }
  4943. if (z === void 0) { z = 0; }
  4944. this.x = x;
  4945. this.y = y;
  4946. this.z = z;
  4947. }
  4948. /**
  4949. * Creates a string representation of the Vector3
  4950. * @returns a string with the Vector3 coordinates.
  4951. */
  4952. Vector3.prototype.toString = function () {
  4953. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4954. };
  4955. /**
  4956. * Gets the class name
  4957. * @returns the string "Vector3"
  4958. */
  4959. Vector3.prototype.getClassName = function () {
  4960. return "Vector3";
  4961. };
  4962. /**
  4963. * Creates the Vector3 hash code
  4964. * @returns a number which tends to be unique between Vector3 instances
  4965. */
  4966. Vector3.prototype.getHashCode = function () {
  4967. var hash = this.x || 0;
  4968. hash = (hash * 397) ^ (this.y || 0);
  4969. hash = (hash * 397) ^ (this.z || 0);
  4970. return hash;
  4971. };
  4972. // Operators
  4973. /**
  4974. * Creates an array containing three elements : the coordinates of the Vector3
  4975. * @returns a new array of numbers
  4976. */
  4977. Vector3.prototype.asArray = function () {
  4978. var result = [];
  4979. this.toArray(result, 0);
  4980. return result;
  4981. };
  4982. /**
  4983. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4984. * @param array defines the destination array
  4985. * @param index defines the offset in the destination array
  4986. * @returns the current Vector3
  4987. */
  4988. Vector3.prototype.toArray = function (array, index) {
  4989. if (index === void 0) { index = 0; }
  4990. array[index] = this.x;
  4991. array[index + 1] = this.y;
  4992. array[index + 2] = this.z;
  4993. return this;
  4994. };
  4995. /**
  4996. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4997. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4998. */
  4999. Vector3.prototype.toQuaternion = function () {
  5000. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5001. };
  5002. /**
  5003. * Adds the given vector to the current Vector3
  5004. * @param otherVector defines the second operand
  5005. * @returns the current updated Vector3
  5006. */
  5007. Vector3.prototype.addInPlace = function (otherVector) {
  5008. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5009. };
  5010. /**
  5011. * Adds the given coordinates to the current Vector3
  5012. * @param x defines the x coordinate of the operand
  5013. * @param y defines the y coordinate of the operand
  5014. * @param z defines the z coordinate of the operand
  5015. * @returns the current updated Vector3
  5016. */
  5017. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5018. this.x += x;
  5019. this.y += y;
  5020. this.z += z;
  5021. return this;
  5022. };
  5023. /**
  5024. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5025. * @param otherVector defines the second operand
  5026. * @returns the resulting Vector3
  5027. */
  5028. Vector3.prototype.add = function (otherVector) {
  5029. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5030. };
  5031. /**
  5032. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5033. * @param otherVector defines the second operand
  5034. * @param result defines the Vector3 object where to store the result
  5035. * @returns the current Vector3
  5036. */
  5037. Vector3.prototype.addToRef = function (otherVector, result) {
  5038. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5039. };
  5040. /**
  5041. * Subtract the given vector from the current Vector3
  5042. * @param otherVector defines the second operand
  5043. * @returns the current updated Vector3
  5044. */
  5045. Vector3.prototype.subtractInPlace = function (otherVector) {
  5046. this.x -= otherVector.x;
  5047. this.y -= otherVector.y;
  5048. this.z -= otherVector.z;
  5049. return this;
  5050. };
  5051. /**
  5052. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5053. * @param otherVector defines the second operand
  5054. * @returns the resulting Vector3
  5055. */
  5056. Vector3.prototype.subtract = function (otherVector) {
  5057. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5058. };
  5059. /**
  5060. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5061. * @param otherVector defines the second operand
  5062. * @param result defines the Vector3 object where to store the result
  5063. * @returns the current Vector3
  5064. */
  5065. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5066. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5067. };
  5068. /**
  5069. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5070. * @param x defines the x coordinate of the operand
  5071. * @param y defines the y coordinate of the operand
  5072. * @param z defines the z coordinate of the operand
  5073. * @returns the resulting Vector3
  5074. */
  5075. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5076. return new Vector3(this.x - x, this.y - y, this.z - z);
  5077. };
  5078. /**
  5079. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5080. * @param x defines the x coordinate of the operand
  5081. * @param y defines the y coordinate of the operand
  5082. * @param z defines the z coordinate of the operand
  5083. * @param result defines the Vector3 object where to store the result
  5084. * @returns the current Vector3
  5085. */
  5086. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5087. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5088. };
  5089. /**
  5090. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5091. * @returns a new Vector3
  5092. */
  5093. Vector3.prototype.negate = function () {
  5094. return new Vector3(-this.x, -this.y, -this.z);
  5095. };
  5096. /**
  5097. * Multiplies the Vector3 coordinates by the float "scale"
  5098. * @param scale defines the multiplier factor
  5099. * @returns the current updated Vector3
  5100. */
  5101. Vector3.prototype.scaleInPlace = function (scale) {
  5102. this.x *= scale;
  5103. this.y *= scale;
  5104. this.z *= scale;
  5105. return this;
  5106. };
  5107. /**
  5108. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5109. * @param scale defines the multiplier factor
  5110. * @returns a new Vector3
  5111. */
  5112. Vector3.prototype.scale = function (scale) {
  5113. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5114. };
  5115. /**
  5116. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5117. * @param scale defines the multiplier factor
  5118. * @param result defines the Vector3 object where to store the result
  5119. * @returns the current Vector3
  5120. */
  5121. Vector3.prototype.scaleToRef = function (scale, result) {
  5122. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5123. };
  5124. /**
  5125. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5126. * @param scale defines the scale factor
  5127. * @param result defines the Vector3 object where to store the result
  5128. * @returns the unmodified current Vector3
  5129. */
  5130. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5131. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5132. };
  5133. /**
  5134. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5135. * @param otherVector defines the second operand
  5136. * @returns true if both vectors are equals
  5137. */
  5138. Vector3.prototype.equals = function (otherVector) {
  5139. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5140. };
  5141. /**
  5142. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5143. * @param otherVector defines the second operand
  5144. * @param epsilon defines the minimal distance to define values as equals
  5145. * @returns true if both vectors are distant less than epsilon
  5146. */
  5147. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5148. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5149. 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);
  5150. };
  5151. /**
  5152. * Returns true if the current Vector3 coordinates equals the given floats
  5153. * @param x defines the x coordinate of the operand
  5154. * @param y defines the y coordinate of the operand
  5155. * @param z defines the z coordinate of the operand
  5156. * @returns true if both vectors are equals
  5157. */
  5158. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5159. return this.x === x && this.y === y && this.z === z;
  5160. };
  5161. /**
  5162. * Multiplies the current Vector3 coordinates by the given ones
  5163. * @param otherVector defines the second operand
  5164. * @returns the current updated Vector3
  5165. */
  5166. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5167. this.x *= otherVector.x;
  5168. this.y *= otherVector.y;
  5169. this.z *= otherVector.z;
  5170. return this;
  5171. };
  5172. /**
  5173. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5174. * @param otherVector defines the second operand
  5175. * @returns the new Vector3
  5176. */
  5177. Vector3.prototype.multiply = function (otherVector) {
  5178. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5179. };
  5180. /**
  5181. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5182. * @param otherVector defines the second operand
  5183. * @param result defines the Vector3 object where to store the result
  5184. * @returns the current Vector3
  5185. */
  5186. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5187. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5188. };
  5189. /**
  5190. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5191. * @param x defines the x coordinate of the operand
  5192. * @param y defines the y coordinate of the operand
  5193. * @param z defines the z coordinate of the operand
  5194. * @returns the new Vector3
  5195. */
  5196. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5197. return new Vector3(this.x * x, this.y * y, this.z * z);
  5198. };
  5199. /**
  5200. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5201. * @param otherVector defines the second operand
  5202. * @returns the new Vector3
  5203. */
  5204. Vector3.prototype.divide = function (otherVector) {
  5205. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5206. };
  5207. /**
  5208. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5209. * @param otherVector defines the second operand
  5210. * @param result defines the Vector3 object where to store the result
  5211. * @returns the current Vector3
  5212. */
  5213. Vector3.prototype.divideToRef = function (otherVector, result) {
  5214. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5215. };
  5216. /**
  5217. * Divides the current Vector3 coordinates by the given ones.
  5218. * @param otherVector defines the second operand
  5219. * @returns the current updated Vector3
  5220. */
  5221. Vector3.prototype.divideInPlace = function (otherVector) {
  5222. return this.divideToRef(otherVector, this);
  5223. };
  5224. /**
  5225. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5226. * @param other defines the second operand
  5227. * @returns the current updated Vector3
  5228. */
  5229. Vector3.prototype.minimizeInPlace = function (other) {
  5230. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5231. };
  5232. /**
  5233. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5234. * @param other defines the second operand
  5235. * @returns the current updated Vector3
  5236. */
  5237. Vector3.prototype.maximizeInPlace = function (other) {
  5238. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5239. };
  5240. /**
  5241. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5242. * @param x defines the x coordinate of the operand
  5243. * @param y defines the y coordinate of the operand
  5244. * @param z defines the z coordinate of the operand
  5245. * @returns the current updated Vector3
  5246. */
  5247. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5248. if (x < this.x) {
  5249. this.x = x;
  5250. }
  5251. if (y < this.y) {
  5252. this.y = y;
  5253. }
  5254. if (z < this.z) {
  5255. this.z = z;
  5256. }
  5257. return this;
  5258. };
  5259. /**
  5260. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5261. * @param x defines the x coordinate of the operand
  5262. * @param y defines the y coordinate of the operand
  5263. * @param z defines the z coordinate of the operand
  5264. * @returns the current updated Vector3
  5265. */
  5266. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5267. if (x > this.x) {
  5268. this.x = x;
  5269. }
  5270. if (y > this.y) {
  5271. this.y = y;
  5272. }
  5273. if (z > this.z) {
  5274. this.z = z;
  5275. }
  5276. return this;
  5277. };
  5278. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5279. /**
  5280. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5281. */
  5282. get: function () {
  5283. var absX = Math.abs(this.x);
  5284. var absY = Math.abs(this.y);
  5285. if (absX !== absY) {
  5286. return true;
  5287. }
  5288. var absZ = Math.abs(this.z);
  5289. if (absX !== absZ) {
  5290. return true;
  5291. }
  5292. if (absY !== absZ) {
  5293. return true;
  5294. }
  5295. return false;
  5296. },
  5297. enumerable: true,
  5298. configurable: true
  5299. });
  5300. /**
  5301. * Gets a new Vector3 from current Vector3 floored values
  5302. * @returns a new Vector3
  5303. */
  5304. Vector3.prototype.floor = function () {
  5305. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5306. };
  5307. /**
  5308. * Gets a new Vector3 from current Vector3 floored values
  5309. * @returns a new Vector3
  5310. */
  5311. Vector3.prototype.fract = function () {
  5312. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5313. };
  5314. // Properties
  5315. /**
  5316. * Gets the length of the Vector3
  5317. * @returns the length of the Vecto3
  5318. */
  5319. Vector3.prototype.length = function () {
  5320. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5321. };
  5322. /**
  5323. * Gets the squared length of the Vector3
  5324. * @returns squared length of the Vector3
  5325. */
  5326. Vector3.prototype.lengthSquared = function () {
  5327. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5328. };
  5329. /**
  5330. * Normalize the current Vector3.
  5331. * Please note that this is an in place operation.
  5332. * @returns the current updated Vector3
  5333. */
  5334. Vector3.prototype.normalize = function () {
  5335. return this.normalizeFromLength(this.length());
  5336. };
  5337. /**
  5338. * Normalize the current Vector3 with the given input length.
  5339. * Please note that this is an in place operation.
  5340. * @param len the length of the vector
  5341. * @returns the current updated Vector3
  5342. */
  5343. Vector3.prototype.normalizeFromLength = function (len) {
  5344. if (len === 0 || len === 1.0) {
  5345. return this;
  5346. }
  5347. return this.scaleInPlace(1.0 / len);
  5348. };
  5349. /**
  5350. * Normalize the current Vector3 to a new vector
  5351. * @returns the new Vector3
  5352. */
  5353. Vector3.prototype.normalizeToNew = function () {
  5354. var normalized = new Vector3(0, 0, 0);
  5355. this.normalizeToRef(normalized);
  5356. return normalized;
  5357. };
  5358. /**
  5359. * Normalize the current Vector3 to the reference
  5360. * @param reference define the Vector3 to update
  5361. * @returns the updated Vector3
  5362. */
  5363. Vector3.prototype.normalizeToRef = function (reference) {
  5364. var len = this.length();
  5365. if (len === 0 || len === 1.0) {
  5366. return reference.copyFromFloats(this.x, this.y, this.z);
  5367. }
  5368. return this.scaleToRef(1.0 / len, reference);
  5369. };
  5370. /**
  5371. * Creates a new Vector3 copied from the current Vector3
  5372. * @returns the new Vector3
  5373. */
  5374. Vector3.prototype.clone = function () {
  5375. return new Vector3(this.x, this.y, this.z);
  5376. };
  5377. /**
  5378. * Copies the given vector coordinates to the current Vector3 ones
  5379. * @param source defines the source Vector3
  5380. * @returns the current updated Vector3
  5381. */
  5382. Vector3.prototype.copyFrom = function (source) {
  5383. return this.copyFromFloats(source.x, source.y, source.z);
  5384. };
  5385. /**
  5386. * Copies the given floats to the current Vector3 coordinates
  5387. * @param x defines the x coordinate of the operand
  5388. * @param y defines the y coordinate of the operand
  5389. * @param z defines the z coordinate of the operand
  5390. * @returns the current updated Vector3
  5391. */
  5392. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5393. this.x = x;
  5394. this.y = y;
  5395. this.z = z;
  5396. return this;
  5397. };
  5398. /**
  5399. * Copies the given floats to the current Vector3 coordinates
  5400. * @param x defines the x coordinate of the operand
  5401. * @param y defines the y coordinate of the operand
  5402. * @param z defines the z coordinate of the operand
  5403. * @returns the current updated Vector3
  5404. */
  5405. Vector3.prototype.set = function (x, y, z) {
  5406. return this.copyFromFloats(x, y, z);
  5407. };
  5408. /**
  5409. * Copies the given float to the current Vector3 coordinates
  5410. * @param v defines the x, y and z coordinates of the operand
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.setAll = function (v) {
  5414. this.x = this.y = this.z = v;
  5415. return this;
  5416. };
  5417. // Statics
  5418. /**
  5419. * Get the clip factor between two vectors
  5420. * @param vector0 defines the first operand
  5421. * @param vector1 defines the second operand
  5422. * @param axis defines the axis to use
  5423. * @param size defines the size along the axis
  5424. * @returns the clip factor
  5425. */
  5426. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5427. var d0 = Vector3.Dot(vector0, axis) - size;
  5428. var d1 = Vector3.Dot(vector1, axis) - size;
  5429. var s = d0 / (d0 - d1);
  5430. return s;
  5431. };
  5432. /**
  5433. * Get angle between two vectors
  5434. * @param vector0 angle between vector0 and vector1
  5435. * @param vector1 angle between vector0 and vector1
  5436. * @param normal direction of the normal
  5437. * @return the angle between vector0 and vector1
  5438. */
  5439. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5440. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5441. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5442. var dot = Vector3.Dot(v0, v1);
  5443. var n = MathTmp.Vector3[3];
  5444. Vector3.CrossToRef(v0, v1, n);
  5445. if (Vector3.Dot(n, normal) > 0) {
  5446. return Math.acos(dot);
  5447. }
  5448. return -Math.acos(dot);
  5449. };
  5450. /**
  5451. * Returns a new Vector3 set from the index "offset" of the given array
  5452. * @param array defines the source array
  5453. * @param offset defines the offset in the source array
  5454. * @returns the new Vector3
  5455. */
  5456. Vector3.FromArray = function (array, offset) {
  5457. if (!offset) {
  5458. offset = 0;
  5459. }
  5460. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5461. };
  5462. /**
  5463. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5464. * This function is deprecated. Use FromArray instead
  5465. * @param array defines the source array
  5466. * @param offset defines the offset in the source array
  5467. * @returns the new Vector3
  5468. */
  5469. Vector3.FromFloatArray = function (array, offset) {
  5470. return Vector3.FromArray(array, offset);
  5471. };
  5472. /**
  5473. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5474. * @param array defines the source array
  5475. * @param offset defines the offset in the source array
  5476. * @param result defines the Vector3 where to store the result
  5477. */
  5478. Vector3.FromArrayToRef = function (array, offset, result) {
  5479. result.x = array[offset];
  5480. result.y = array[offset + 1];
  5481. result.z = array[offset + 2];
  5482. };
  5483. /**
  5484. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5485. * This function is deprecated. Use FromArrayToRef instead.
  5486. * @param array defines the source array
  5487. * @param offset defines the offset in the source array
  5488. * @param result defines the Vector3 where to store the result
  5489. */
  5490. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5491. return Vector3.FromArrayToRef(array, offset, result);
  5492. };
  5493. /**
  5494. * Sets the given vector "result" with the given floats.
  5495. * @param x defines the x coordinate of the source
  5496. * @param y defines the y coordinate of the source
  5497. * @param z defines the z coordinate of the source
  5498. * @param result defines the Vector3 where to store the result
  5499. */
  5500. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5501. result.copyFromFloats(x, y, z);
  5502. };
  5503. /**
  5504. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5505. * @returns a new empty Vector3
  5506. */
  5507. Vector3.Zero = function () {
  5508. return new Vector3(0.0, 0.0, 0.0);
  5509. };
  5510. /**
  5511. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5512. * @returns a new unit Vector3
  5513. */
  5514. Vector3.One = function () {
  5515. return new Vector3(1.0, 1.0, 1.0);
  5516. };
  5517. /**
  5518. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5519. * @returns a new up Vector3
  5520. */
  5521. Vector3.Up = function () {
  5522. return new Vector3(0.0, 1.0, 0.0);
  5523. };
  5524. /**
  5525. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5526. * @returns a new down Vector3
  5527. */
  5528. Vector3.Down = function () {
  5529. return new Vector3(0.0, -1.0, 0.0);
  5530. };
  5531. /**
  5532. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5533. * @returns a new forward Vector3
  5534. */
  5535. Vector3.Forward = function () {
  5536. return new Vector3(0.0, 0.0, 1.0);
  5537. };
  5538. /**
  5539. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5540. * @returns a new forward Vector3
  5541. */
  5542. Vector3.Backward = function () {
  5543. return new Vector3(0.0, 0.0, -1.0);
  5544. };
  5545. /**
  5546. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5547. * @returns a new right Vector3
  5548. */
  5549. Vector3.Right = function () {
  5550. return new Vector3(1.0, 0.0, 0.0);
  5551. };
  5552. /**
  5553. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5554. * @returns a new left Vector3
  5555. */
  5556. Vector3.Left = function () {
  5557. return new Vector3(-1.0, 0.0, 0.0);
  5558. };
  5559. /**
  5560. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5561. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5562. * @param vector defines the Vector3 to transform
  5563. * @param transformation defines the transformation matrix
  5564. * @returns the transformed Vector3
  5565. */
  5566. Vector3.TransformCoordinates = function (vector, transformation) {
  5567. var result = Vector3.Zero();
  5568. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5569. return result;
  5570. };
  5571. /**
  5572. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5573. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5574. * @param vector defines the Vector3 to transform
  5575. * @param transformation defines the transformation matrix
  5576. * @param result defines the Vector3 where to store the result
  5577. */
  5578. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5579. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5580. };
  5581. /**
  5582. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5583. * This method computes tranformed coordinates only, not transformed direction vectors
  5584. * @param x define the x coordinate of the source vector
  5585. * @param y define the y coordinate of the source vector
  5586. * @param z define the z coordinate of the source vector
  5587. * @param transformation defines the transformation matrix
  5588. * @param result defines the Vector3 where to store the result
  5589. */
  5590. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5591. var m = transformation.m;
  5592. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5593. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5594. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5595. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5596. result.x = rx * rw;
  5597. result.y = ry * rw;
  5598. result.z = rz * rw;
  5599. };
  5600. /**
  5601. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5602. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5603. * @param vector defines the Vector3 to transform
  5604. * @param transformation defines the transformation matrix
  5605. * @returns the new Vector3
  5606. */
  5607. Vector3.TransformNormal = function (vector, transformation) {
  5608. var result = Vector3.Zero();
  5609. Vector3.TransformNormalToRef(vector, transformation, result);
  5610. return result;
  5611. };
  5612. /**
  5613. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5614. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5615. * @param vector defines the Vector3 to transform
  5616. * @param transformation defines the transformation matrix
  5617. * @param result defines the Vector3 where to store the result
  5618. */
  5619. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5620. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5621. };
  5622. /**
  5623. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5624. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5625. * @param x define the x coordinate of the source vector
  5626. * @param y define the y coordinate of the source vector
  5627. * @param z define the z coordinate of the source vector
  5628. * @param transformation defines the transformation matrix
  5629. * @param result defines the Vector3 where to store the result
  5630. */
  5631. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5632. var m = transformation.m;
  5633. result.x = x * m[0] + y * m[4] + z * m[8];
  5634. result.y = x * m[1] + y * m[5] + z * m[9];
  5635. result.z = x * m[2] + y * m[6] + z * m[10];
  5636. };
  5637. /**
  5638. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5639. * @param value1 defines the first control point
  5640. * @param value2 defines the second control point
  5641. * @param value3 defines the third control point
  5642. * @param value4 defines the fourth control point
  5643. * @param amount defines the amount on the spline to use
  5644. * @returns the new Vector3
  5645. */
  5646. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5647. var squared = amount * amount;
  5648. var cubed = amount * squared;
  5649. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5650. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5651. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5652. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5653. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5654. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5655. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5656. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5657. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5658. return new Vector3(x, y, z);
  5659. };
  5660. /**
  5661. * 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"
  5662. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5663. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5664. * @param value defines the current value
  5665. * @param min defines the lower range value
  5666. * @param max defines the upper range value
  5667. * @returns the new Vector3
  5668. */
  5669. Vector3.Clamp = function (value, min, max) {
  5670. var x = value.x;
  5671. x = (x > max.x) ? max.x : x;
  5672. x = (x < min.x) ? min.x : x;
  5673. var y = value.y;
  5674. y = (y > max.y) ? max.y : y;
  5675. y = (y < min.y) ? min.y : y;
  5676. var z = value.z;
  5677. z = (z > max.z) ? max.z : z;
  5678. z = (z < min.z) ? min.z : z;
  5679. return new Vector3(x, y, z);
  5680. };
  5681. /**
  5682. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5683. * @param value1 defines the first control point
  5684. * @param tangent1 defines the first tangent vector
  5685. * @param value2 defines the second control point
  5686. * @param tangent2 defines the second tangent vector
  5687. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5688. * @returns the new Vector3
  5689. */
  5690. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5691. var squared = amount * amount;
  5692. var cubed = amount * squared;
  5693. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5694. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5695. var part3 = (cubed - (2.0 * squared)) + amount;
  5696. var part4 = cubed - squared;
  5697. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5698. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5699. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5700. return new Vector3(x, y, z);
  5701. };
  5702. /**
  5703. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5704. * @param start defines the start value
  5705. * @param end defines the end value
  5706. * @param amount max defines amount between both (between 0 and 1)
  5707. * @returns the new Vector3
  5708. */
  5709. Vector3.Lerp = function (start, end, amount) {
  5710. var result = new Vector3(0, 0, 0);
  5711. Vector3.LerpToRef(start, end, amount, result);
  5712. return result;
  5713. };
  5714. /**
  5715. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5716. * @param start defines the start value
  5717. * @param end defines the end value
  5718. * @param amount max defines amount between both (between 0 and 1)
  5719. * @param result defines the Vector3 where to store the result
  5720. */
  5721. Vector3.LerpToRef = function (start, end, amount, result) {
  5722. result.x = start.x + ((end.x - start.x) * amount);
  5723. result.y = start.y + ((end.y - start.y) * amount);
  5724. result.z = start.z + ((end.z - start.z) * amount);
  5725. };
  5726. /**
  5727. * Returns the dot product (float) between the vectors "left" and "right"
  5728. * @param left defines the left operand
  5729. * @param right defines the right operand
  5730. * @returns the dot product
  5731. */
  5732. Vector3.Dot = function (left, right) {
  5733. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5734. };
  5735. /**
  5736. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5737. * The cross product is then orthogonal to both "left" and "right"
  5738. * @param left defines the left operand
  5739. * @param right defines the right operand
  5740. * @returns the cross product
  5741. */
  5742. Vector3.Cross = function (left, right) {
  5743. var result = Vector3.Zero();
  5744. Vector3.CrossToRef(left, right, result);
  5745. return result;
  5746. };
  5747. /**
  5748. * Sets the given vector "result" with the cross product of "left" and "right"
  5749. * The cross product is then orthogonal to both "left" and "right"
  5750. * @param left defines the left operand
  5751. * @param right defines the right operand
  5752. * @param result defines the Vector3 where to store the result
  5753. */
  5754. Vector3.CrossToRef = function (left, right, result) {
  5755. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5756. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5757. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5758. result.copyFrom(MathTmp.Vector3[0]);
  5759. };
  5760. /**
  5761. * Returns a new Vector3 as the normalization of the given vector
  5762. * @param vector defines the Vector3 to normalize
  5763. * @returns the new Vector3
  5764. */
  5765. Vector3.Normalize = function (vector) {
  5766. var result = Vector3.Zero();
  5767. Vector3.NormalizeToRef(vector, result);
  5768. return result;
  5769. };
  5770. /**
  5771. * Sets the given vector "result" with the normalization of the given first vector
  5772. * @param vector defines the Vector3 to normalize
  5773. * @param result defines the Vector3 where to store the result
  5774. */
  5775. Vector3.NormalizeToRef = function (vector, result) {
  5776. vector.normalizeToRef(result);
  5777. };
  5778. /**
  5779. * Project a Vector3 onto screen space
  5780. * @param vector defines the Vector3 to project
  5781. * @param world defines the world matrix to use
  5782. * @param transform defines the transform (view x projection) matrix to use
  5783. * @param viewport defines the screen viewport to use
  5784. * @returns the new Vector3
  5785. */
  5786. Vector3.Project = function (vector, world, transform, viewport) {
  5787. var cw = viewport.width;
  5788. var ch = viewport.height;
  5789. var cx = viewport.x;
  5790. var cy = viewport.y;
  5791. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5792. 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);
  5793. var matrix = MathTmp.Matrix[0];
  5794. world.multiplyToRef(transform, matrix);
  5795. matrix.multiplyToRef(viewportMatrix, matrix);
  5796. return Vector3.TransformCoordinates(vector, matrix);
  5797. };
  5798. /**
  5799. * Unproject from screen space to object space
  5800. * @param source defines the screen space Vector3 to use
  5801. * @param viewportWidth defines the current width of the viewport
  5802. * @param viewportHeight defines the current height of the viewport
  5803. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5804. * @param transform defines the transform (view x projection) matrix to use
  5805. * @returns the new Vector3
  5806. */
  5807. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5808. var matrix = MathTmp.Matrix[0];
  5809. world.multiplyToRef(transform, matrix);
  5810. matrix.invert();
  5811. source.x = source.x / viewportWidth * 2 - 1;
  5812. source.y = -(source.y / viewportHeight * 2 - 1);
  5813. var vector = Vector3.TransformCoordinates(source, matrix);
  5814. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5815. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5816. vector = vector.scale(1.0 / num);
  5817. }
  5818. return vector;
  5819. };
  5820. /**
  5821. * Unproject from screen space to object space
  5822. * @param source defines the screen space Vector3 to use
  5823. * @param viewportWidth defines the current width of the viewport
  5824. * @param viewportHeight defines the current height of the viewport
  5825. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5826. * @param view defines the view matrix to use
  5827. * @param projection defines the projection matrix to use
  5828. * @returns the new Vector3
  5829. */
  5830. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5831. var result = Vector3.Zero();
  5832. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5833. return result;
  5834. };
  5835. /**
  5836. * Unproject from screen space to object space
  5837. * @param source defines the screen space Vector3 to use
  5838. * @param viewportWidth defines the current width of the viewport
  5839. * @param viewportHeight defines the current height of the viewport
  5840. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5841. * @param view defines the view matrix to use
  5842. * @param projection defines the projection matrix to use
  5843. * @param result defines the Vector3 where to store the result
  5844. */
  5845. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5846. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5847. };
  5848. /**
  5849. * Unproject from screen space to object space
  5850. * @param sourceX defines the screen space x coordinate to use
  5851. * @param sourceY defines the screen space y coordinate to use
  5852. * @param sourceZ defines the screen space z coordinate to use
  5853. * @param viewportWidth defines the current width of the viewport
  5854. * @param viewportHeight defines the current height of the viewport
  5855. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5856. * @param view defines the view matrix to use
  5857. * @param projection defines the projection matrix to use
  5858. * @param result defines the Vector3 where to store the result
  5859. */
  5860. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5861. var matrix = MathTmp.Matrix[0];
  5862. world.multiplyToRef(view, matrix);
  5863. matrix.multiplyToRef(projection, matrix);
  5864. matrix.invert();
  5865. var screenSource = MathTmp.Vector3[0];
  5866. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5867. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5868. screenSource.z = 2 * sourceZ - 1.0;
  5869. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5870. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5871. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5872. result.scaleInPlace(1.0 / num);
  5873. }
  5874. };
  5875. /**
  5876. * Gets the minimal coordinate values between two Vector3
  5877. * @param left defines the first operand
  5878. * @param right defines the second operand
  5879. * @returns the new Vector3
  5880. */
  5881. Vector3.Minimize = function (left, right) {
  5882. var min = left.clone();
  5883. min.minimizeInPlace(right);
  5884. return min;
  5885. };
  5886. /**
  5887. * Gets the maximal coordinate values between two Vector3
  5888. * @param left defines the first operand
  5889. * @param right defines the second operand
  5890. * @returns the new Vector3
  5891. */
  5892. Vector3.Maximize = function (left, right) {
  5893. var max = left.clone();
  5894. max.maximizeInPlace(right);
  5895. return max;
  5896. };
  5897. /**
  5898. * Returns the distance between the vectors "value1" and "value2"
  5899. * @param value1 defines the first operand
  5900. * @param value2 defines the second operand
  5901. * @returns the distance
  5902. */
  5903. Vector3.Distance = function (value1, value2) {
  5904. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5905. };
  5906. /**
  5907. * Returns the squared distance between the vectors "value1" and "value2"
  5908. * @param value1 defines the first operand
  5909. * @param value2 defines the second operand
  5910. * @returns the squared distance
  5911. */
  5912. Vector3.DistanceSquared = function (value1, value2) {
  5913. var x = value1.x - value2.x;
  5914. var y = value1.y - value2.y;
  5915. var z = value1.z - value2.z;
  5916. return (x * x) + (y * y) + (z * z);
  5917. };
  5918. /**
  5919. * Returns a new Vector3 located at the center between "value1" and "value2"
  5920. * @param value1 defines the first operand
  5921. * @param value2 defines the second operand
  5922. * @returns the new Vector3
  5923. */
  5924. Vector3.Center = function (value1, value2) {
  5925. var center = value1.add(value2);
  5926. center.scaleInPlace(0.5);
  5927. return center;
  5928. };
  5929. /**
  5930. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5931. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5932. * to something in order to rotate it from its local system to the given target system
  5933. * Note: axis1, axis2 and axis3 are normalized during this operation
  5934. * @param axis1 defines the first axis
  5935. * @param axis2 defines the second axis
  5936. * @param axis3 defines the third axis
  5937. * @returns a new Vector3
  5938. */
  5939. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5940. var rotation = Vector3.Zero();
  5941. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5942. return rotation;
  5943. };
  5944. /**
  5945. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5946. * @param axis1 defines the first axis
  5947. * @param axis2 defines the second axis
  5948. * @param axis3 defines the third axis
  5949. * @param ref defines the Vector3 where to store the result
  5950. */
  5951. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5952. var quat = MathTmp.Quaternion[0];
  5953. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5954. quat.toEulerAnglesToRef(ref);
  5955. };
  5956. return Vector3;
  5957. }());
  5958. BABYLON.Vector3 = Vector3;
  5959. /**
  5960. * Vector4 class created for EulerAngle class conversion to Quaternion
  5961. */
  5962. var Vector4 = /** @class */ (function () {
  5963. /**
  5964. * Creates a Vector4 object from the given floats.
  5965. * @param x x value of the vector
  5966. * @param y y value of the vector
  5967. * @param z z value of the vector
  5968. * @param w w value of the vector
  5969. */
  5970. function Vector4(
  5971. /** x value of the vector */
  5972. x,
  5973. /** y value of the vector */
  5974. y,
  5975. /** z value of the vector */
  5976. z,
  5977. /** w value of the vector */
  5978. w) {
  5979. this.x = x;
  5980. this.y = y;
  5981. this.z = z;
  5982. this.w = w;
  5983. }
  5984. /**
  5985. * Returns the string with the Vector4 coordinates.
  5986. * @returns a string containing all the vector values
  5987. */
  5988. Vector4.prototype.toString = function () {
  5989. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5990. };
  5991. /**
  5992. * Returns the string "Vector4".
  5993. * @returns "Vector4"
  5994. */
  5995. Vector4.prototype.getClassName = function () {
  5996. return "Vector4";
  5997. };
  5998. /**
  5999. * Returns the Vector4 hash code.
  6000. * @returns a unique hash code
  6001. */
  6002. Vector4.prototype.getHashCode = function () {
  6003. var hash = this.x || 0;
  6004. hash = (hash * 397) ^ (this.y || 0);
  6005. hash = (hash * 397) ^ (this.z || 0);
  6006. hash = (hash * 397) ^ (this.w || 0);
  6007. return hash;
  6008. };
  6009. // Operators
  6010. /**
  6011. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6012. * @returns the resulting array
  6013. */
  6014. Vector4.prototype.asArray = function () {
  6015. var result = new Array();
  6016. this.toArray(result, 0);
  6017. return result;
  6018. };
  6019. /**
  6020. * Populates the given array from the given index with the Vector4 coordinates.
  6021. * @param array array to populate
  6022. * @param index index of the array to start at (default: 0)
  6023. * @returns the Vector4.
  6024. */
  6025. Vector4.prototype.toArray = function (array, index) {
  6026. if (index === undefined) {
  6027. index = 0;
  6028. }
  6029. array[index] = this.x;
  6030. array[index + 1] = this.y;
  6031. array[index + 2] = this.z;
  6032. array[index + 3] = this.w;
  6033. return this;
  6034. };
  6035. /**
  6036. * Adds the given vector to the current Vector4.
  6037. * @param otherVector the vector to add
  6038. * @returns the updated Vector4.
  6039. */
  6040. Vector4.prototype.addInPlace = function (otherVector) {
  6041. this.x += otherVector.x;
  6042. this.y += otherVector.y;
  6043. this.z += otherVector.z;
  6044. this.w += otherVector.w;
  6045. return this;
  6046. };
  6047. /**
  6048. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6049. * @param otherVector the vector to add
  6050. * @returns the resulting vector
  6051. */
  6052. Vector4.prototype.add = function (otherVector) {
  6053. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6054. };
  6055. /**
  6056. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6057. * @param otherVector the vector to add
  6058. * @param result the vector to store the result
  6059. * @returns the current Vector4.
  6060. */
  6061. Vector4.prototype.addToRef = function (otherVector, result) {
  6062. result.x = this.x + otherVector.x;
  6063. result.y = this.y + otherVector.y;
  6064. result.z = this.z + otherVector.z;
  6065. result.w = this.w + otherVector.w;
  6066. return this;
  6067. };
  6068. /**
  6069. * Subtract in place the given vector from the current Vector4.
  6070. * @param otherVector the vector to subtract
  6071. * @returns the updated Vector4.
  6072. */
  6073. Vector4.prototype.subtractInPlace = function (otherVector) {
  6074. this.x -= otherVector.x;
  6075. this.y -= otherVector.y;
  6076. this.z -= otherVector.z;
  6077. this.w -= otherVector.w;
  6078. return this;
  6079. };
  6080. /**
  6081. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6082. * @param otherVector the vector to add
  6083. * @returns the new vector with the result
  6084. */
  6085. Vector4.prototype.subtract = function (otherVector) {
  6086. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6087. };
  6088. /**
  6089. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6090. * @param otherVector the vector to subtract
  6091. * @param result the vector to store the result
  6092. * @returns the current Vector4.
  6093. */
  6094. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6095. result.x = this.x - otherVector.x;
  6096. result.y = this.y - otherVector.y;
  6097. result.z = this.z - otherVector.z;
  6098. result.w = this.w - otherVector.w;
  6099. return this;
  6100. };
  6101. /**
  6102. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6103. */
  6104. /**
  6105. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6106. * @param x value to subtract
  6107. * @param y value to subtract
  6108. * @param z value to subtract
  6109. * @param w value to subtract
  6110. * @returns new vector containing the result
  6111. */
  6112. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6113. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6114. };
  6115. /**
  6116. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6117. * @param x value to subtract
  6118. * @param y value to subtract
  6119. * @param z value to subtract
  6120. * @param w value to subtract
  6121. * @param result the vector to store the result in
  6122. * @returns the current Vector4.
  6123. */
  6124. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6125. result.x = this.x - x;
  6126. result.y = this.y - y;
  6127. result.z = this.z - z;
  6128. result.w = this.w - w;
  6129. return this;
  6130. };
  6131. /**
  6132. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6133. * @returns a new vector with the negated values
  6134. */
  6135. Vector4.prototype.negate = function () {
  6136. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6137. };
  6138. /**
  6139. * Multiplies the current Vector4 coordinates by scale (float).
  6140. * @param scale the number to scale with
  6141. * @returns the updated Vector4.
  6142. */
  6143. Vector4.prototype.scaleInPlace = function (scale) {
  6144. this.x *= scale;
  6145. this.y *= scale;
  6146. this.z *= scale;
  6147. this.w *= scale;
  6148. return this;
  6149. };
  6150. /**
  6151. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6152. * @param scale the number to scale with
  6153. * @returns a new vector with the result
  6154. */
  6155. Vector4.prototype.scale = function (scale) {
  6156. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6157. };
  6158. /**
  6159. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6160. * @param scale the number to scale with
  6161. * @param result a vector to store the result in
  6162. * @returns the current Vector4.
  6163. */
  6164. Vector4.prototype.scaleToRef = function (scale, result) {
  6165. result.x = this.x * scale;
  6166. result.y = this.y * scale;
  6167. result.z = this.z * scale;
  6168. result.w = this.w * scale;
  6169. return this;
  6170. };
  6171. /**
  6172. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6173. * @param scale defines the scale factor
  6174. * @param result defines the Vector4 object where to store the result
  6175. * @returns the unmodified current Vector4
  6176. */
  6177. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6178. result.x += this.x * scale;
  6179. result.y += this.y * scale;
  6180. result.z += this.z * scale;
  6181. result.w += this.w * scale;
  6182. return this;
  6183. };
  6184. /**
  6185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6186. * @param otherVector the vector to compare against
  6187. * @returns true if they are equal
  6188. */
  6189. Vector4.prototype.equals = function (otherVector) {
  6190. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6191. };
  6192. /**
  6193. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6194. * @param otherVector vector to compare against
  6195. * @param epsilon (Default: very small number)
  6196. * @returns true if they are equal
  6197. */
  6198. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6199. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6200. return otherVector
  6201. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6202. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6203. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6204. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6205. };
  6206. /**
  6207. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6208. * @param x x value to compare against
  6209. * @param y y value to compare against
  6210. * @param z z value to compare against
  6211. * @param w w value to compare against
  6212. * @returns true if equal
  6213. */
  6214. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6215. return this.x === x && this.y === y && this.z === z && this.w === w;
  6216. };
  6217. /**
  6218. * Multiplies in place the current Vector4 by the given one.
  6219. * @param otherVector vector to multiple with
  6220. * @returns the updated Vector4.
  6221. */
  6222. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6223. this.x *= otherVector.x;
  6224. this.y *= otherVector.y;
  6225. this.z *= otherVector.z;
  6226. this.w *= otherVector.w;
  6227. return this;
  6228. };
  6229. /**
  6230. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6231. * @param otherVector vector to multiple with
  6232. * @returns resulting new vector
  6233. */
  6234. Vector4.prototype.multiply = function (otherVector) {
  6235. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6236. };
  6237. /**
  6238. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6239. * @param otherVector vector to multiple with
  6240. * @param result vector to store the result
  6241. * @returns the current Vector4.
  6242. */
  6243. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6244. result.x = this.x * otherVector.x;
  6245. result.y = this.y * otherVector.y;
  6246. result.z = this.z * otherVector.z;
  6247. result.w = this.w * otherVector.w;
  6248. return this;
  6249. };
  6250. /**
  6251. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6252. * @param x x value multiply with
  6253. * @param y y value multiply with
  6254. * @param z z value multiply with
  6255. * @param w w value multiply with
  6256. * @returns resulting new vector
  6257. */
  6258. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6259. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6260. };
  6261. /**
  6262. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6263. * @param otherVector vector to devide with
  6264. * @returns resulting new vector
  6265. */
  6266. Vector4.prototype.divide = function (otherVector) {
  6267. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6268. };
  6269. /**
  6270. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6271. * @param otherVector vector to devide with
  6272. * @param result vector to store the result
  6273. * @returns the current Vector4.
  6274. */
  6275. Vector4.prototype.divideToRef = function (otherVector, result) {
  6276. result.x = this.x / otherVector.x;
  6277. result.y = this.y / otherVector.y;
  6278. result.z = this.z / otherVector.z;
  6279. result.w = this.w / otherVector.w;
  6280. return this;
  6281. };
  6282. /**
  6283. * Divides the current Vector3 coordinates by the given ones.
  6284. * @param otherVector vector to devide with
  6285. * @returns the updated Vector3.
  6286. */
  6287. Vector4.prototype.divideInPlace = function (otherVector) {
  6288. return this.divideToRef(otherVector, this);
  6289. };
  6290. /**
  6291. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6292. * @param other defines the second operand
  6293. * @returns the current updated Vector4
  6294. */
  6295. Vector4.prototype.minimizeInPlace = function (other) {
  6296. if (other.x < this.x) {
  6297. this.x = other.x;
  6298. }
  6299. if (other.y < this.y) {
  6300. this.y = other.y;
  6301. }
  6302. if (other.z < this.z) {
  6303. this.z = other.z;
  6304. }
  6305. if (other.w < this.w) {
  6306. this.w = other.w;
  6307. }
  6308. return this;
  6309. };
  6310. /**
  6311. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6312. * @param other defines the second operand
  6313. * @returns the current updated Vector4
  6314. */
  6315. Vector4.prototype.maximizeInPlace = function (other) {
  6316. if (other.x > this.x) {
  6317. this.x = other.x;
  6318. }
  6319. if (other.y > this.y) {
  6320. this.y = other.y;
  6321. }
  6322. if (other.z > this.z) {
  6323. this.z = other.z;
  6324. }
  6325. if (other.w > this.w) {
  6326. this.w = other.w;
  6327. }
  6328. return this;
  6329. };
  6330. /**
  6331. * Gets a new Vector4 from current Vector4 floored values
  6332. * @returns a new Vector4
  6333. */
  6334. Vector4.prototype.floor = function () {
  6335. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6336. };
  6337. /**
  6338. * Gets a new Vector4 from current Vector3 floored values
  6339. * @returns a new Vector4
  6340. */
  6341. Vector4.prototype.fract = function () {
  6342. 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));
  6343. };
  6344. // Properties
  6345. /**
  6346. * Returns the Vector4 length (float).
  6347. * @returns the length
  6348. */
  6349. Vector4.prototype.length = function () {
  6350. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6351. };
  6352. /**
  6353. * Returns the Vector4 squared length (float).
  6354. * @returns the length squared
  6355. */
  6356. Vector4.prototype.lengthSquared = function () {
  6357. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6358. };
  6359. // Methods
  6360. /**
  6361. * Normalizes in place the Vector4.
  6362. * @returns the updated Vector4.
  6363. */
  6364. Vector4.prototype.normalize = function () {
  6365. var len = this.length();
  6366. if (len === 0) {
  6367. return this;
  6368. }
  6369. return this.scaleInPlace(1.0 / len);
  6370. };
  6371. /**
  6372. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6373. * @returns this converted to a new vector3
  6374. */
  6375. Vector4.prototype.toVector3 = function () {
  6376. return new Vector3(this.x, this.y, this.z);
  6377. };
  6378. /**
  6379. * Returns a new Vector4 copied from the current one.
  6380. * @returns the new cloned vector
  6381. */
  6382. Vector4.prototype.clone = function () {
  6383. return new Vector4(this.x, this.y, this.z, this.w);
  6384. };
  6385. /**
  6386. * Updates the current Vector4 with the given one coordinates.
  6387. * @param source the source vector to copy from
  6388. * @returns the updated Vector4.
  6389. */
  6390. Vector4.prototype.copyFrom = function (source) {
  6391. this.x = source.x;
  6392. this.y = source.y;
  6393. this.z = source.z;
  6394. this.w = source.w;
  6395. return this;
  6396. };
  6397. /**
  6398. * Updates the current Vector4 coordinates with the given floats.
  6399. * @param x float to copy from
  6400. * @param y float to copy from
  6401. * @param z float to copy from
  6402. * @param w float to copy from
  6403. * @returns the updated Vector4.
  6404. */
  6405. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6406. this.x = x;
  6407. this.y = y;
  6408. this.z = z;
  6409. this.w = w;
  6410. return this;
  6411. };
  6412. /**
  6413. * Updates the current Vector4 coordinates with the given floats.
  6414. * @param x float to set from
  6415. * @param y float to set from
  6416. * @param z float to set from
  6417. * @param w float to set from
  6418. * @returns the updated Vector4.
  6419. */
  6420. Vector4.prototype.set = function (x, y, z, w) {
  6421. return this.copyFromFloats(x, y, z, w);
  6422. };
  6423. /**
  6424. * Copies the given float to the current Vector3 coordinates
  6425. * @param v defines the x, y, z and w coordinates of the operand
  6426. * @returns the current updated Vector3
  6427. */
  6428. Vector4.prototype.setAll = function (v) {
  6429. this.x = this.y = this.z = this.w = v;
  6430. return this;
  6431. };
  6432. // Statics
  6433. /**
  6434. * Returns a new Vector4 set from the starting index of the given array.
  6435. * @param array the array to pull values from
  6436. * @param offset the offset into the array to start at
  6437. * @returns the new vector
  6438. */
  6439. Vector4.FromArray = function (array, offset) {
  6440. if (!offset) {
  6441. offset = 0;
  6442. }
  6443. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6444. };
  6445. /**
  6446. * Updates the given vector "result" from the starting index of the given array.
  6447. * @param array the array to pull values from
  6448. * @param offset the offset into the array to start at
  6449. * @param result the vector to store the result in
  6450. */
  6451. Vector4.FromArrayToRef = function (array, offset, result) {
  6452. result.x = array[offset];
  6453. result.y = array[offset + 1];
  6454. result.z = array[offset + 2];
  6455. result.w = array[offset + 3];
  6456. };
  6457. /**
  6458. * Updates the given vector "result" from the starting index of the given Float32Array.
  6459. * @param array the array to pull values from
  6460. * @param offset the offset into the array to start at
  6461. * @param result the vector to store the result in
  6462. */
  6463. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6464. Vector4.FromArrayToRef(array, offset, result);
  6465. };
  6466. /**
  6467. * Updates the given vector "result" coordinates from the given floats.
  6468. * @param x float to set from
  6469. * @param y float to set from
  6470. * @param z float to set from
  6471. * @param w float to set from
  6472. * @param result the vector to the floats in
  6473. */
  6474. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6475. result.x = x;
  6476. result.y = y;
  6477. result.z = z;
  6478. result.w = w;
  6479. };
  6480. /**
  6481. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6482. * @returns the new vector
  6483. */
  6484. Vector4.Zero = function () {
  6485. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6486. };
  6487. /**
  6488. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6489. * @returns the new vector
  6490. */
  6491. Vector4.One = function () {
  6492. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6493. };
  6494. /**
  6495. * Returns a new normalized Vector4 from the given one.
  6496. * @param vector the vector to normalize
  6497. * @returns the vector
  6498. */
  6499. Vector4.Normalize = function (vector) {
  6500. var result = Vector4.Zero();
  6501. Vector4.NormalizeToRef(vector, result);
  6502. return result;
  6503. };
  6504. /**
  6505. * Updates the given vector "result" from the normalization of the given one.
  6506. * @param vector the vector to normalize
  6507. * @param result the vector to store the result in
  6508. */
  6509. Vector4.NormalizeToRef = function (vector, result) {
  6510. result.copyFrom(vector);
  6511. result.normalize();
  6512. };
  6513. /**
  6514. * Returns a vector with the minimum values from the left and right vectors
  6515. * @param left left vector to minimize
  6516. * @param right right vector to minimize
  6517. * @returns a new vector with the minimum of the left and right vector values
  6518. */
  6519. Vector4.Minimize = function (left, right) {
  6520. var min = left.clone();
  6521. min.minimizeInPlace(right);
  6522. return min;
  6523. };
  6524. /**
  6525. * Returns a vector with the maximum values from the left and right vectors
  6526. * @param left left vector to maximize
  6527. * @param right right vector to maximize
  6528. * @returns a new vector with the maximum of the left and right vector values
  6529. */
  6530. Vector4.Maximize = function (left, right) {
  6531. var max = left.clone();
  6532. max.maximizeInPlace(right);
  6533. return max;
  6534. };
  6535. /**
  6536. * Returns the distance (float) between the vectors "value1" and "value2".
  6537. * @param value1 value to calulate the distance between
  6538. * @param value2 value to calulate the distance between
  6539. * @return the distance between the two vectors
  6540. */
  6541. Vector4.Distance = function (value1, value2) {
  6542. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6543. };
  6544. /**
  6545. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6546. * @param value1 value to calulate the distance between
  6547. * @param value2 value to calulate the distance between
  6548. * @return the distance between the two vectors squared
  6549. */
  6550. Vector4.DistanceSquared = function (value1, value2) {
  6551. var x = value1.x - value2.x;
  6552. var y = value1.y - value2.y;
  6553. var z = value1.z - value2.z;
  6554. var w = value1.w - value2.w;
  6555. return (x * x) + (y * y) + (z * z) + (w * w);
  6556. };
  6557. /**
  6558. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6559. * @param value1 value to calulate the center between
  6560. * @param value2 value to calulate the center between
  6561. * @return the center between the two vectors
  6562. */
  6563. Vector4.Center = function (value1, value2) {
  6564. var center = value1.add(value2);
  6565. center.scaleInPlace(0.5);
  6566. return center;
  6567. };
  6568. /**
  6569. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6570. * This methods computes transformed normalized direction vectors only.
  6571. * @param vector the vector to transform
  6572. * @param transformation the transformation matrix to apply
  6573. * @returns the new vector
  6574. */
  6575. Vector4.TransformNormal = function (vector, transformation) {
  6576. var result = Vector4.Zero();
  6577. Vector4.TransformNormalToRef(vector, transformation, result);
  6578. return result;
  6579. };
  6580. /**
  6581. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6582. * This methods computes transformed normalized direction vectors only.
  6583. * @param vector the vector to transform
  6584. * @param transformation the transformation matrix to apply
  6585. * @param result the vector to store the result in
  6586. */
  6587. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6588. var m = transformation.m;
  6589. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6590. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6591. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6592. result.x = x;
  6593. result.y = y;
  6594. result.z = z;
  6595. result.w = vector.w;
  6596. };
  6597. /**
  6598. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6599. * This methods computes transformed normalized direction vectors only.
  6600. * @param x value to transform
  6601. * @param y value to transform
  6602. * @param z value to transform
  6603. * @param w value to transform
  6604. * @param transformation the transformation matrix to apply
  6605. * @param result the vector to store the results in
  6606. */
  6607. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6608. var m = transformation.m;
  6609. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6610. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6611. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6612. result.w = w;
  6613. };
  6614. return Vector4;
  6615. }());
  6616. BABYLON.Vector4 = Vector4;
  6617. /**
  6618. * Size containing widht and height
  6619. */
  6620. var Size = /** @class */ (function () {
  6621. /**
  6622. * Creates a Size object from the given width and height (floats).
  6623. * @param width width of the new size
  6624. * @param height height of the new size
  6625. */
  6626. function Size(width, height) {
  6627. this.width = width;
  6628. this.height = height;
  6629. }
  6630. /**
  6631. * Returns a string with the Size width and height
  6632. * @returns a string with the Size width and height
  6633. */
  6634. Size.prototype.toString = function () {
  6635. return "{W: " + this.width + ", H: " + this.height + "}";
  6636. };
  6637. /**
  6638. * "Size"
  6639. * @returns the string "Size"
  6640. */
  6641. Size.prototype.getClassName = function () {
  6642. return "Size";
  6643. };
  6644. /**
  6645. * Returns the Size hash code.
  6646. * @returns a hash code for a unique width and height
  6647. */
  6648. Size.prototype.getHashCode = function () {
  6649. var hash = this.width || 0;
  6650. hash = (hash * 397) ^ (this.height || 0);
  6651. return hash;
  6652. };
  6653. /**
  6654. * Updates the current size from the given one.
  6655. * @param src the given size
  6656. */
  6657. Size.prototype.copyFrom = function (src) {
  6658. this.width = src.width;
  6659. this.height = src.height;
  6660. };
  6661. /**
  6662. * Updates in place the current Size from the given floats.
  6663. * @param width width of the new size
  6664. * @param height height of the new size
  6665. * @returns the updated Size.
  6666. */
  6667. Size.prototype.copyFromFloats = function (width, height) {
  6668. this.width = width;
  6669. this.height = height;
  6670. return this;
  6671. };
  6672. /**
  6673. * Updates in place the current Size from the given floats.
  6674. * @param width width to set
  6675. * @param height height to set
  6676. * @returns the updated Size.
  6677. */
  6678. Size.prototype.set = function (width, height) {
  6679. return this.copyFromFloats(width, height);
  6680. };
  6681. /**
  6682. * Multiplies the width and height by numbers
  6683. * @param w factor to multiple the width by
  6684. * @param h factor to multiple the height by
  6685. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6686. */
  6687. Size.prototype.multiplyByFloats = function (w, h) {
  6688. return new Size(this.width * w, this.height * h);
  6689. };
  6690. /**
  6691. * Clones the size
  6692. * @returns a new Size copied from the given one.
  6693. */
  6694. Size.prototype.clone = function () {
  6695. return new Size(this.width, this.height);
  6696. };
  6697. /**
  6698. * True if the current Size and the given one width and height are strictly equal.
  6699. * @param other the other size to compare against
  6700. * @returns True if the current Size and the given one width and height are strictly equal.
  6701. */
  6702. Size.prototype.equals = function (other) {
  6703. if (!other) {
  6704. return false;
  6705. }
  6706. return (this.width === other.width) && (this.height === other.height);
  6707. };
  6708. Object.defineProperty(Size.prototype, "surface", {
  6709. /**
  6710. * The surface of the Size : width * height (float).
  6711. */
  6712. get: function () {
  6713. return this.width * this.height;
  6714. },
  6715. enumerable: true,
  6716. configurable: true
  6717. });
  6718. /**
  6719. * Create a new size of zero
  6720. * @returns a new Size set to (0.0, 0.0)
  6721. */
  6722. Size.Zero = function () {
  6723. return new Size(0.0, 0.0);
  6724. };
  6725. /**
  6726. * Sums the width and height of two sizes
  6727. * @param otherSize size to add to this size
  6728. * @returns a new Size set as the addition result of the current Size and the given one.
  6729. */
  6730. Size.prototype.add = function (otherSize) {
  6731. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6732. return r;
  6733. };
  6734. /**
  6735. * Subtracts the width and height of two
  6736. * @param otherSize size to subtract to this size
  6737. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6738. */
  6739. Size.prototype.subtract = function (otherSize) {
  6740. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6741. return r;
  6742. };
  6743. /**
  6744. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6745. * @param start starting size to lerp between
  6746. * @param end end size to lerp between
  6747. * @param amount amount to lerp between the start and end values
  6748. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6749. */
  6750. Size.Lerp = function (start, end, amount) {
  6751. var w = start.width + ((end.width - start.width) * amount);
  6752. var h = start.height + ((end.height - start.height) * amount);
  6753. return new Size(w, h);
  6754. };
  6755. return Size;
  6756. }());
  6757. BABYLON.Size = Size;
  6758. /**
  6759. * Class used to store quaternion data
  6760. * @see https://en.wikipedia.org/wiki/Quaternion
  6761. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6762. */
  6763. var Quaternion = /** @class */ (function () {
  6764. /**
  6765. * Creates a new Quaternion from the given floats
  6766. * @param x defines the first component (0 by default)
  6767. * @param y defines the second component (0 by default)
  6768. * @param z defines the third component (0 by default)
  6769. * @param w defines the fourth component (1.0 by default)
  6770. */
  6771. function Quaternion(
  6772. /** defines the first component (0 by default) */
  6773. x,
  6774. /** defines the second component (0 by default) */
  6775. y,
  6776. /** defines the third component (0 by default) */
  6777. z,
  6778. /** defines the fourth component (1.0 by default) */
  6779. w) {
  6780. if (x === void 0) { x = 0.0; }
  6781. if (y === void 0) { y = 0.0; }
  6782. if (z === void 0) { z = 0.0; }
  6783. if (w === void 0) { w = 1.0; }
  6784. this.x = x;
  6785. this.y = y;
  6786. this.z = z;
  6787. this.w = w;
  6788. }
  6789. /**
  6790. * Gets a string representation for the current quaternion
  6791. * @returns a string with the Quaternion coordinates
  6792. */
  6793. Quaternion.prototype.toString = function () {
  6794. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6795. };
  6796. /**
  6797. * Gets the class name of the quaternion
  6798. * @returns the string "Quaternion"
  6799. */
  6800. Quaternion.prototype.getClassName = function () {
  6801. return "Quaternion";
  6802. };
  6803. /**
  6804. * Gets a hash code for this quaternion
  6805. * @returns the quaternion hash code
  6806. */
  6807. Quaternion.prototype.getHashCode = function () {
  6808. var hash = this.x || 0;
  6809. hash = (hash * 397) ^ (this.y || 0);
  6810. hash = (hash * 397) ^ (this.z || 0);
  6811. hash = (hash * 397) ^ (this.w || 0);
  6812. return hash;
  6813. };
  6814. /**
  6815. * Copy the quaternion to an array
  6816. * @returns a new array populated with 4 elements from the quaternion coordinates
  6817. */
  6818. Quaternion.prototype.asArray = function () {
  6819. return [this.x, this.y, this.z, this.w];
  6820. };
  6821. /**
  6822. * Check if two quaternions are equals
  6823. * @param otherQuaternion defines the second operand
  6824. * @return true if the current quaternion and the given one coordinates are strictly equals
  6825. */
  6826. Quaternion.prototype.equals = function (otherQuaternion) {
  6827. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6828. };
  6829. /**
  6830. * Clone the current quaternion
  6831. * @returns a new quaternion copied from the current one
  6832. */
  6833. Quaternion.prototype.clone = function () {
  6834. return new Quaternion(this.x, this.y, this.z, this.w);
  6835. };
  6836. /**
  6837. * Copy a quaternion to the current one
  6838. * @param other defines the other quaternion
  6839. * @returns the updated current quaternion
  6840. */
  6841. Quaternion.prototype.copyFrom = function (other) {
  6842. this.x = other.x;
  6843. this.y = other.y;
  6844. this.z = other.z;
  6845. this.w = other.w;
  6846. return this;
  6847. };
  6848. /**
  6849. * Updates the current quaternion with the given float coordinates
  6850. * @param x defines the x coordinate
  6851. * @param y defines the y coordinate
  6852. * @param z defines the z coordinate
  6853. * @param w defines the w coordinate
  6854. * @returns the updated current quaternion
  6855. */
  6856. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6857. this.x = x;
  6858. this.y = y;
  6859. this.z = z;
  6860. this.w = w;
  6861. return this;
  6862. };
  6863. /**
  6864. * Updates the current quaternion from the given float coordinates
  6865. * @param x defines the x coordinate
  6866. * @param y defines the y coordinate
  6867. * @param z defines the z coordinate
  6868. * @param w defines the w coordinate
  6869. * @returns the updated current quaternion
  6870. */
  6871. Quaternion.prototype.set = function (x, y, z, w) {
  6872. return this.copyFromFloats(x, y, z, w);
  6873. };
  6874. /**
  6875. * Adds two quaternions
  6876. * @param other defines the second operand
  6877. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6878. */
  6879. Quaternion.prototype.add = function (other) {
  6880. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6881. };
  6882. /**
  6883. * Add a quaternion to the current one
  6884. * @param other defines the quaternion to add
  6885. * @returns the current quaternion
  6886. */
  6887. Quaternion.prototype.addInPlace = function (other) {
  6888. this.x += other.x;
  6889. this.y += other.y;
  6890. this.z += other.z;
  6891. this.w += other.w;
  6892. return this;
  6893. };
  6894. /**
  6895. * Subtract two quaternions
  6896. * @param other defines the second operand
  6897. * @returns a new quaternion as the subtraction result of the given one from the current one
  6898. */
  6899. Quaternion.prototype.subtract = function (other) {
  6900. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6901. };
  6902. /**
  6903. * Multiplies the current quaternion by a scale factor
  6904. * @param value defines the scale factor
  6905. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6906. */
  6907. Quaternion.prototype.scale = function (value) {
  6908. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6909. };
  6910. /**
  6911. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6912. * @param scale defines the scale factor
  6913. * @param result defines the Quaternion object where to store the result
  6914. * @returns the unmodified current quaternion
  6915. */
  6916. Quaternion.prototype.scaleToRef = function (scale, result) {
  6917. result.x = this.x * scale;
  6918. result.y = this.y * scale;
  6919. result.z = this.z * scale;
  6920. result.w = this.w * scale;
  6921. return this;
  6922. };
  6923. /**
  6924. * Multiplies in place the current quaternion by a scale factor
  6925. * @param value defines the scale factor
  6926. * @returns the current modified quaternion
  6927. */
  6928. Quaternion.prototype.scaleInPlace = function (value) {
  6929. this.x *= value;
  6930. this.y *= value;
  6931. this.z *= value;
  6932. this.w *= value;
  6933. return this;
  6934. };
  6935. /**
  6936. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6937. * @param scale defines the scale factor
  6938. * @param result defines the Quaternion object where to store the result
  6939. * @returns the unmodified current quaternion
  6940. */
  6941. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6942. result.x += this.x * scale;
  6943. result.y += this.y * scale;
  6944. result.z += this.z * scale;
  6945. result.w += this.w * scale;
  6946. return this;
  6947. };
  6948. /**
  6949. * Multiplies two quaternions
  6950. * @param q1 defines the second operand
  6951. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6952. */
  6953. Quaternion.prototype.multiply = function (q1) {
  6954. var result = new Quaternion(0, 0, 0, 1.0);
  6955. this.multiplyToRef(q1, result);
  6956. return result;
  6957. };
  6958. /**
  6959. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6960. * @param q1 defines the second operand
  6961. * @param result defines the target quaternion
  6962. * @returns the current quaternion
  6963. */
  6964. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6965. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6966. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6967. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6968. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6969. result.copyFromFloats(x, y, z, w);
  6970. return this;
  6971. };
  6972. /**
  6973. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6974. * @param q1 defines the second operand
  6975. * @returns the currentupdated quaternion
  6976. */
  6977. Quaternion.prototype.multiplyInPlace = function (q1) {
  6978. this.multiplyToRef(q1, this);
  6979. return this;
  6980. };
  6981. /**
  6982. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6983. * @param ref defines the target quaternion
  6984. * @returns the current quaternion
  6985. */
  6986. Quaternion.prototype.conjugateToRef = function (ref) {
  6987. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6988. return this;
  6989. };
  6990. /**
  6991. * Conjugates in place (1-q) the current quaternion
  6992. * @returns the current updated quaternion
  6993. */
  6994. Quaternion.prototype.conjugateInPlace = function () {
  6995. this.x *= -1;
  6996. this.y *= -1;
  6997. this.z *= -1;
  6998. return this;
  6999. };
  7000. /**
  7001. * Conjugates in place (1-q) the current quaternion
  7002. * @returns a new quaternion
  7003. */
  7004. Quaternion.prototype.conjugate = function () {
  7005. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7006. return result;
  7007. };
  7008. /**
  7009. * Gets length of current quaternion
  7010. * @returns the quaternion length (float)
  7011. */
  7012. Quaternion.prototype.length = function () {
  7013. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7014. };
  7015. /**
  7016. * Normalize in place the current quaternion
  7017. * @returns the current updated quaternion
  7018. */
  7019. Quaternion.prototype.normalize = function () {
  7020. var length = 1.0 / this.length();
  7021. this.x *= length;
  7022. this.y *= length;
  7023. this.z *= length;
  7024. this.w *= length;
  7025. return this;
  7026. };
  7027. /**
  7028. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7029. * @param order is a reserved parameter and is ignore for now
  7030. * @returns a new Vector3 containing the Euler angles
  7031. */
  7032. Quaternion.prototype.toEulerAngles = function (order) {
  7033. if (order === void 0) { order = "YZX"; }
  7034. var result = Vector3.Zero();
  7035. this.toEulerAnglesToRef(result, order);
  7036. return result;
  7037. };
  7038. /**
  7039. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7040. * @param result defines the vector which will be filled with the Euler angles
  7041. * @param order is a reserved parameter and is ignore for now
  7042. * @returns the current unchanged quaternion
  7043. */
  7044. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7045. if (order === void 0) { order = "YZX"; }
  7046. var qz = this.z;
  7047. var qx = this.x;
  7048. var qy = this.y;
  7049. var qw = this.w;
  7050. var sqw = qw * qw;
  7051. var sqz = qz * qz;
  7052. var sqx = qx * qx;
  7053. var sqy = qy * qy;
  7054. var zAxisY = qy * qz - qx * qw;
  7055. var limit = .4999999;
  7056. if (zAxisY < -limit) {
  7057. result.y = 2 * Math.atan2(qy, qw);
  7058. result.x = Math.PI / 2;
  7059. result.z = 0;
  7060. }
  7061. else if (zAxisY > limit) {
  7062. result.y = 2 * Math.atan2(qy, qw);
  7063. result.x = -Math.PI / 2;
  7064. result.z = 0;
  7065. }
  7066. else {
  7067. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7068. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7069. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7070. }
  7071. return this;
  7072. };
  7073. /**
  7074. * Updates the given rotation matrix with the current quaternion values
  7075. * @param result defines the target matrix
  7076. * @returns the current unchanged quaternion
  7077. */
  7078. Quaternion.prototype.toRotationMatrix = function (result) {
  7079. var xx = this.x * this.x;
  7080. var yy = this.y * this.y;
  7081. var zz = this.z * this.z;
  7082. var xy = this.x * this.y;
  7083. var zw = this.z * this.w;
  7084. var zx = this.z * this.x;
  7085. var yw = this.y * this.w;
  7086. var yz = this.y * this.z;
  7087. var xw = this.x * this.w;
  7088. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7089. result.m[1] = 2.0 * (xy + zw);
  7090. result.m[2] = 2.0 * (zx - yw);
  7091. result.m[3] = 0;
  7092. result.m[4] = 2.0 * (xy - zw);
  7093. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7094. result.m[6] = 2.0 * (yz + xw);
  7095. result.m[7] = 0;
  7096. result.m[8] = 2.0 * (zx + yw);
  7097. result.m[9] = 2.0 * (yz - xw);
  7098. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7099. result.m[11] = 0;
  7100. result.m[12] = 0;
  7101. result.m[13] = 0;
  7102. result.m[14] = 0;
  7103. result.m[15] = 1.0;
  7104. result._markAsUpdated();
  7105. return this;
  7106. };
  7107. /**
  7108. * Updates the current quaternion from the given rotation matrix values
  7109. * @param matrix defines the source matrix
  7110. * @returns the current updated quaternion
  7111. */
  7112. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7113. Quaternion.FromRotationMatrixToRef(matrix, this);
  7114. return this;
  7115. };
  7116. // Statics
  7117. /**
  7118. * Creates a new quaternion from a rotation matrix
  7119. * @param matrix defines the source matrix
  7120. * @returns a new quaternion created from the given rotation matrix values
  7121. */
  7122. Quaternion.FromRotationMatrix = function (matrix) {
  7123. var result = new Quaternion();
  7124. Quaternion.FromRotationMatrixToRef(matrix, result);
  7125. return result;
  7126. };
  7127. /**
  7128. * Updates the given quaternion with the given rotation matrix values
  7129. * @param matrix defines the source matrix
  7130. * @param result defines the target quaternion
  7131. */
  7132. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7133. var data = matrix.m;
  7134. var m11 = data[0], m12 = data[4], m13 = data[8];
  7135. var m21 = data[1], m22 = data[5], m23 = data[9];
  7136. var m31 = data[2], m32 = data[6], m33 = data[10];
  7137. var trace = m11 + m22 + m33;
  7138. var s;
  7139. if (trace > 0) {
  7140. s = 0.5 / Math.sqrt(trace + 1.0);
  7141. result.w = 0.25 / s;
  7142. result.x = (m32 - m23) * s;
  7143. result.y = (m13 - m31) * s;
  7144. result.z = (m21 - m12) * s;
  7145. }
  7146. else if (m11 > m22 && m11 > m33) {
  7147. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7148. result.w = (m32 - m23) / s;
  7149. result.x = 0.25 * s;
  7150. result.y = (m12 + m21) / s;
  7151. result.z = (m13 + m31) / s;
  7152. }
  7153. else if (m22 > m33) {
  7154. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7155. result.w = (m13 - m31) / s;
  7156. result.x = (m12 + m21) / s;
  7157. result.y = 0.25 * s;
  7158. result.z = (m23 + m32) / s;
  7159. }
  7160. else {
  7161. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7162. result.w = (m21 - m12) / s;
  7163. result.x = (m13 + m31) / s;
  7164. result.y = (m23 + m32) / s;
  7165. result.z = 0.25 * s;
  7166. }
  7167. };
  7168. /**
  7169. * Returns the dot product (float) between the quaternions "left" and "right"
  7170. * @param left defines the left operand
  7171. * @param right defines the right operand
  7172. * @returns the dot product
  7173. */
  7174. Quaternion.Dot = function (left, right) {
  7175. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7176. };
  7177. /**
  7178. * Checks if the two quaternions are close to each other
  7179. * @param quat0 defines the first quaternion to check
  7180. * @param quat1 defines the second quaternion to check
  7181. * @returns true if the two quaternions are close to each other
  7182. */
  7183. Quaternion.AreClose = function (quat0, quat1) {
  7184. var dot = Quaternion.Dot(quat0, quat1);
  7185. return dot >= 0;
  7186. };
  7187. /**
  7188. * Creates an empty quaternion
  7189. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7190. */
  7191. Quaternion.Zero = function () {
  7192. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7193. };
  7194. /**
  7195. * Inverse a given quaternion
  7196. * @param q defines the source quaternion
  7197. * @returns a new quaternion as the inverted current quaternion
  7198. */
  7199. Quaternion.Inverse = function (q) {
  7200. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7201. };
  7202. /**
  7203. * Creates an identity quaternion
  7204. * @returns the identity quaternion
  7205. */
  7206. Quaternion.Identity = function () {
  7207. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7208. };
  7209. /**
  7210. * Gets a boolean indicating if the given quaternion is identity
  7211. * @param quaternion defines the quaternion to check
  7212. * @returns true if the quaternion is identity
  7213. */
  7214. Quaternion.IsIdentity = function (quaternion) {
  7215. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7216. };
  7217. /**
  7218. * Creates a quaternion from a rotation around an axis
  7219. * @param axis defines the axis to use
  7220. * @param angle defines the angle to use
  7221. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7222. */
  7223. Quaternion.RotationAxis = function (axis, angle) {
  7224. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7225. };
  7226. /**
  7227. * Creates a rotation around an axis and stores it into the given quaternion
  7228. * @param axis defines the axis to use
  7229. * @param angle defines the angle to use
  7230. * @param result defines the target quaternion
  7231. * @returns the target quaternion
  7232. */
  7233. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7234. var sin = Math.sin(angle / 2);
  7235. axis.normalize();
  7236. result.w = Math.cos(angle / 2);
  7237. result.x = axis.x * sin;
  7238. result.y = axis.y * sin;
  7239. result.z = axis.z * sin;
  7240. return result;
  7241. };
  7242. /**
  7243. * Creates a new quaternion from data stored into an array
  7244. * @param array defines the data source
  7245. * @param offset defines the offset in the source array where the data starts
  7246. * @returns a new quaternion
  7247. */
  7248. Quaternion.FromArray = function (array, offset) {
  7249. if (!offset) {
  7250. offset = 0;
  7251. }
  7252. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7253. };
  7254. /**
  7255. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7256. * @param yaw defines the rotation around Y axis
  7257. * @param pitch defines the rotation around X axis
  7258. * @param roll defines the rotation around Z axis
  7259. * @returns the new quaternion
  7260. */
  7261. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7262. var q = new Quaternion();
  7263. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7264. return q;
  7265. };
  7266. /**
  7267. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7268. * @param yaw defines the rotation around Y axis
  7269. * @param pitch defines the rotation around X axis
  7270. * @param roll defines the rotation around Z axis
  7271. * @param result defines the target quaternion
  7272. */
  7273. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7274. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7275. var halfRoll = roll * 0.5;
  7276. var halfPitch = pitch * 0.5;
  7277. var halfYaw = yaw * 0.5;
  7278. var sinRoll = Math.sin(halfRoll);
  7279. var cosRoll = Math.cos(halfRoll);
  7280. var sinPitch = Math.sin(halfPitch);
  7281. var cosPitch = Math.cos(halfPitch);
  7282. var sinYaw = Math.sin(halfYaw);
  7283. var cosYaw = Math.cos(halfYaw);
  7284. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7285. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7286. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7287. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7288. };
  7289. /**
  7290. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7291. * @param alpha defines the rotation around first axis
  7292. * @param beta defines the rotation around second axis
  7293. * @param gamma defines the rotation around third axis
  7294. * @returns the new quaternion
  7295. */
  7296. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7297. var result = new Quaternion();
  7298. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7299. return result;
  7300. };
  7301. /**
  7302. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7303. * @param alpha defines the rotation around first axis
  7304. * @param beta defines the rotation around second axis
  7305. * @param gamma defines the rotation around third axis
  7306. * @param result defines the target quaternion
  7307. */
  7308. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7309. // Produces a quaternion from Euler angles in the z-x-z orientation
  7310. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7311. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7312. var halfBeta = beta * 0.5;
  7313. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7314. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7315. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7316. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7317. };
  7318. /**
  7319. * 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)
  7320. * @param axis1 defines the first axis
  7321. * @param axis2 defines the second axis
  7322. * @param axis3 defines the third axis
  7323. * @returns the new quaternion
  7324. */
  7325. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7326. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7327. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7328. return quat;
  7329. };
  7330. /**
  7331. * 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
  7332. * @param axis1 defines the first axis
  7333. * @param axis2 defines the second axis
  7334. * @param axis3 defines the third axis
  7335. * @param ref defines the target quaternion
  7336. */
  7337. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7338. var rotMat = MathTmp.Matrix[0];
  7339. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7340. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7341. };
  7342. /**
  7343. * Interpolates between two quaternions
  7344. * @param left defines first quaternion
  7345. * @param right defines second quaternion
  7346. * @param amount defines the gradient to use
  7347. * @returns the new interpolated quaternion
  7348. */
  7349. Quaternion.Slerp = function (left, right, amount) {
  7350. var result = Quaternion.Identity();
  7351. Quaternion.SlerpToRef(left, right, amount, result);
  7352. return result;
  7353. };
  7354. /**
  7355. * Interpolates between two quaternions and stores it into a target quaternion
  7356. * @param left defines first quaternion
  7357. * @param right defines second quaternion
  7358. * @param amount defines the gradient to use
  7359. * @param result defines the target quaternion
  7360. */
  7361. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7362. var num2;
  7363. var num3;
  7364. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7365. var flag = false;
  7366. if (num4 < 0) {
  7367. flag = true;
  7368. num4 = -num4;
  7369. }
  7370. if (num4 > 0.999999) {
  7371. num3 = 1 - amount;
  7372. num2 = flag ? -amount : amount;
  7373. }
  7374. else {
  7375. var num5 = Math.acos(num4);
  7376. var num6 = (1.0 / Math.sin(num5));
  7377. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7378. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7379. }
  7380. result.x = (num3 * left.x) + (num2 * right.x);
  7381. result.y = (num3 * left.y) + (num2 * right.y);
  7382. result.z = (num3 * left.z) + (num2 * right.z);
  7383. result.w = (num3 * left.w) + (num2 * right.w);
  7384. };
  7385. /**
  7386. * Interpolate between two quaternions using Hermite interpolation
  7387. * @param value1 defines first quaternion
  7388. * @param tangent1 defines the incoming tangent
  7389. * @param value2 defines second quaternion
  7390. * @param tangent2 defines the outgoing tangent
  7391. * @param amount defines the target quaternion
  7392. * @returns the new interpolated quaternion
  7393. */
  7394. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7395. var squared = amount * amount;
  7396. var cubed = amount * squared;
  7397. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7398. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7399. var part3 = (cubed - (2.0 * squared)) + amount;
  7400. var part4 = cubed - squared;
  7401. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7402. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7403. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7404. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7405. return new Quaternion(x, y, z, w);
  7406. };
  7407. return Quaternion;
  7408. }());
  7409. BABYLON.Quaternion = Quaternion;
  7410. /**
  7411. * Class used to store matrix data (4x4)
  7412. */
  7413. var Matrix = /** @class */ (function () {
  7414. /**
  7415. * Creates an empty matrix (filled with zeros)
  7416. */
  7417. function Matrix() {
  7418. this._isIdentity = false;
  7419. this._isIdentityDirty = true;
  7420. /**
  7421. * Gets or sets the internal data of the matrix
  7422. */
  7423. this.m = new Float32Array(16);
  7424. this._markAsUpdated();
  7425. }
  7426. /** @hidden */
  7427. Matrix.prototype._markAsUpdated = function () {
  7428. this.updateFlag = Matrix._updateFlagSeed++;
  7429. this._isIdentityDirty = true;
  7430. };
  7431. // Properties
  7432. /**
  7433. * Check if the current matrix is indentity
  7434. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  7435. * @returns true is the matrix is the identity matrix
  7436. */
  7437. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  7438. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  7439. if (this._isIdentityDirty) {
  7440. this._isIdentityDirty = false;
  7441. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7442. this._isIdentity = false;
  7443. }
  7444. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7445. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7446. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7447. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7448. this._isIdentity = false;
  7449. }
  7450. else {
  7451. this._isIdentity = true;
  7452. }
  7453. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  7454. this._isIdentity = false;
  7455. }
  7456. }
  7457. return this._isIdentity;
  7458. };
  7459. /**
  7460. * Gets the determinant of the matrix
  7461. * @returns the matrix determinant
  7462. */
  7463. Matrix.prototype.determinant = function () {
  7464. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7465. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7466. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7467. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7468. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7469. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7470. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7471. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7472. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7473. };
  7474. // Methods
  7475. /**
  7476. * Returns the matrix as a Float32Array
  7477. * @returns the matrix underlying array
  7478. */
  7479. Matrix.prototype.toArray = function () {
  7480. return this.m;
  7481. };
  7482. /**
  7483. * Returns the matrix as a Float32Array
  7484. * @returns the matrix underlying array.
  7485. */
  7486. Matrix.prototype.asArray = function () {
  7487. return this.toArray();
  7488. };
  7489. /**
  7490. * Inverts the current matrix in place
  7491. * @returns the current inverted matrix
  7492. */
  7493. Matrix.prototype.invert = function () {
  7494. this.invertToRef(this);
  7495. return this;
  7496. };
  7497. /**
  7498. * Sets all the matrix elements to zero
  7499. * @returns the current matrix
  7500. */
  7501. Matrix.prototype.reset = function () {
  7502. for (var index = 0; index < 16; index++) {
  7503. this.m[index] = 0.0;
  7504. }
  7505. this._markAsUpdated();
  7506. return this;
  7507. };
  7508. /**
  7509. * Adds the current matrix with a second one
  7510. * @param other defines the matrix to add
  7511. * @returns a new matrix as the addition of the current matrix and the given one
  7512. */
  7513. Matrix.prototype.add = function (other) {
  7514. var result = new Matrix();
  7515. this.addToRef(other, result);
  7516. return result;
  7517. };
  7518. /**
  7519. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7520. * @param other defines the matrix to add
  7521. * @param result defines the target matrix
  7522. * @returns the current matrix
  7523. */
  7524. Matrix.prototype.addToRef = function (other, result) {
  7525. for (var index = 0; index < 16; index++) {
  7526. result.m[index] = this.m[index] + other.m[index];
  7527. }
  7528. result._markAsUpdated();
  7529. return this;
  7530. };
  7531. /**
  7532. * Adds in place the given matrix to the current matrix
  7533. * @param other defines the second operand
  7534. * @returns the current updated matrix
  7535. */
  7536. Matrix.prototype.addToSelf = function (other) {
  7537. for (var index = 0; index < 16; index++) {
  7538. this.m[index] += other.m[index];
  7539. }
  7540. this._markAsUpdated();
  7541. return this;
  7542. };
  7543. /**
  7544. * Sets the given matrix to the current inverted Matrix
  7545. * @param other defines the target matrix
  7546. * @returns the unmodified current matrix
  7547. */
  7548. Matrix.prototype.invertToRef = function (other) {
  7549. var l1 = this.m[0];
  7550. var l2 = this.m[1];
  7551. var l3 = this.m[2];
  7552. var l4 = this.m[3];
  7553. var l5 = this.m[4];
  7554. var l6 = this.m[5];
  7555. var l7 = this.m[6];
  7556. var l8 = this.m[7];
  7557. var l9 = this.m[8];
  7558. var l10 = this.m[9];
  7559. var l11 = this.m[10];
  7560. var l12 = this.m[11];
  7561. var l13 = this.m[12];
  7562. var l14 = this.m[13];
  7563. var l15 = this.m[14];
  7564. var l16 = this.m[15];
  7565. var l17 = (l11 * l16) - (l12 * l15);
  7566. var l18 = (l10 * l16) - (l12 * l14);
  7567. var l19 = (l10 * l15) - (l11 * l14);
  7568. var l20 = (l9 * l16) - (l12 * l13);
  7569. var l21 = (l9 * l15) - (l11 * l13);
  7570. var l22 = (l9 * l14) - (l10 * l13);
  7571. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7572. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7573. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7574. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7575. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7576. var l28 = (l7 * l16) - (l8 * l15);
  7577. var l29 = (l6 * l16) - (l8 * l14);
  7578. var l30 = (l6 * l15) - (l7 * l14);
  7579. var l31 = (l5 * l16) - (l8 * l13);
  7580. var l32 = (l5 * l15) - (l7 * l13);
  7581. var l33 = (l5 * l14) - (l6 * l13);
  7582. var l34 = (l7 * l12) - (l8 * l11);
  7583. var l35 = (l6 * l12) - (l8 * l10);
  7584. var l36 = (l6 * l11) - (l7 * l10);
  7585. var l37 = (l5 * l12) - (l8 * l9);
  7586. var l38 = (l5 * l11) - (l7 * l9);
  7587. var l39 = (l5 * l10) - (l6 * l9);
  7588. other.m[0] = l23 * l27;
  7589. other.m[4] = l24 * l27;
  7590. other.m[8] = l25 * l27;
  7591. other.m[12] = l26 * l27;
  7592. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7593. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7594. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7595. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7596. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7597. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7598. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7599. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7600. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7601. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7602. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7603. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7604. other._markAsUpdated();
  7605. return this;
  7606. };
  7607. /**
  7608. * Inserts the translation vector (using 3 floats) in the current matrix
  7609. * @param x defines the 1st component of the translation
  7610. * @param y defines the 2nd component of the translation
  7611. * @param z defines the 3rd component of the translation
  7612. * @returns the current updated matrix
  7613. */
  7614. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7615. this.m[12] = x;
  7616. this.m[13] = y;
  7617. this.m[14] = z;
  7618. this._markAsUpdated();
  7619. return this;
  7620. };
  7621. /**
  7622. * Inserts the translation vector in the current matrix
  7623. * @param vector3 defines the translation to insert
  7624. * @returns the current updated matrix
  7625. */
  7626. Matrix.prototype.setTranslation = function (vector3) {
  7627. this.m[12] = vector3.x;
  7628. this.m[13] = vector3.y;
  7629. this.m[14] = vector3.z;
  7630. this._markAsUpdated();
  7631. return this;
  7632. };
  7633. /**
  7634. * Gets the translation value of the current matrix
  7635. * @returns a new Vector3 as the extracted translation from the matrix
  7636. */
  7637. Matrix.prototype.getTranslation = function () {
  7638. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7639. };
  7640. /**
  7641. * Fill a Vector3 with the extracted translation from the matrix
  7642. * @param result defines the Vector3 where to store the translation
  7643. * @returns the current matrix
  7644. */
  7645. Matrix.prototype.getTranslationToRef = function (result) {
  7646. result.x = this.m[12];
  7647. result.y = this.m[13];
  7648. result.z = this.m[14];
  7649. return this;
  7650. };
  7651. /**
  7652. * Remove rotation and scaling part from the matrix
  7653. * @returns the updated matrix
  7654. */
  7655. Matrix.prototype.removeRotationAndScaling = function () {
  7656. this.setRowFromFloats(0, 1, 0, 0, 0);
  7657. this.setRowFromFloats(1, 0, 1, 0, 0);
  7658. this.setRowFromFloats(2, 0, 0, 1, 0);
  7659. return this;
  7660. };
  7661. /**
  7662. * Multiply two matrices
  7663. * @param other defines the second operand
  7664. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7665. */
  7666. Matrix.prototype.multiply = function (other) {
  7667. var result = new Matrix();
  7668. this.multiplyToRef(other, result);
  7669. return result;
  7670. };
  7671. /**
  7672. * Copy the current matrix from the given one
  7673. * @param other defines the source matrix
  7674. * @returns the current updated matrix
  7675. */
  7676. Matrix.prototype.copyFrom = function (other) {
  7677. for (var index = 0; index < 16; index++) {
  7678. this.m[index] = other.m[index];
  7679. }
  7680. this._markAsUpdated();
  7681. return this;
  7682. };
  7683. /**
  7684. * Populates the given array from the starting index with the current matrix values
  7685. * @param array defines the target array
  7686. * @param offset defines the offset in the target array where to start storing values
  7687. * @returns the current matrix
  7688. */
  7689. Matrix.prototype.copyToArray = function (array, offset) {
  7690. if (offset === void 0) { offset = 0; }
  7691. for (var index = 0; index < 16; index++) {
  7692. array[offset + index] = this.m[index];
  7693. }
  7694. return this;
  7695. };
  7696. /**
  7697. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7698. * @param other defines the second operand
  7699. * @param result defines the matrix where to store the multiplication
  7700. * @returns the current matrix
  7701. */
  7702. Matrix.prototype.multiplyToRef = function (other, result) {
  7703. this.multiplyToArray(other, result.m, 0);
  7704. result._markAsUpdated();
  7705. return this;
  7706. };
  7707. /**
  7708. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7709. * @param other defines the second operand
  7710. * @param result defines the array where to store the multiplication
  7711. * @param offset defines the offset in the target array where to start storing values
  7712. * @returns the current matrix
  7713. */
  7714. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7715. var tm0 = this.m[0];
  7716. var tm1 = this.m[1];
  7717. var tm2 = this.m[2];
  7718. var tm3 = this.m[3];
  7719. var tm4 = this.m[4];
  7720. var tm5 = this.m[5];
  7721. var tm6 = this.m[6];
  7722. var tm7 = this.m[7];
  7723. var tm8 = this.m[8];
  7724. var tm9 = this.m[9];
  7725. var tm10 = this.m[10];
  7726. var tm11 = this.m[11];
  7727. var tm12 = this.m[12];
  7728. var tm13 = this.m[13];
  7729. var tm14 = this.m[14];
  7730. var tm15 = this.m[15];
  7731. var om0 = other.m[0];
  7732. var om1 = other.m[1];
  7733. var om2 = other.m[2];
  7734. var om3 = other.m[3];
  7735. var om4 = other.m[4];
  7736. var om5 = other.m[5];
  7737. var om6 = other.m[6];
  7738. var om7 = other.m[7];
  7739. var om8 = other.m[8];
  7740. var om9 = other.m[9];
  7741. var om10 = other.m[10];
  7742. var om11 = other.m[11];
  7743. var om12 = other.m[12];
  7744. var om13 = other.m[13];
  7745. var om14 = other.m[14];
  7746. var om15 = other.m[15];
  7747. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7748. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7749. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7750. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7751. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7752. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7753. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7754. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7755. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7756. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7757. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7758. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7759. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7760. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7761. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7762. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7763. return this;
  7764. };
  7765. /**
  7766. * Check equality between this matrix and a second one
  7767. * @param value defines the second matrix to compare
  7768. * @returns true is the current matrix and the given one values are strictly equal
  7769. */
  7770. Matrix.prototype.equals = function (value) {
  7771. return value &&
  7772. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7773. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7774. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7775. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7776. };
  7777. /**
  7778. * Clone the current matrix
  7779. * @returns a new matrix from the current matrix
  7780. */
  7781. Matrix.prototype.clone = function () {
  7782. 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]);
  7783. };
  7784. /**
  7785. * Returns the name of the current matrix class
  7786. * @returns the string "Matrix"
  7787. */
  7788. Matrix.prototype.getClassName = function () {
  7789. return "Matrix";
  7790. };
  7791. /**
  7792. * Gets the hash code of the current matrix
  7793. * @returns the hash code
  7794. */
  7795. Matrix.prototype.getHashCode = function () {
  7796. var hash = this.m[0] || 0;
  7797. for (var i = 1; i < 16; i++) {
  7798. hash = (hash * 397) ^ (this.m[i] || 0);
  7799. }
  7800. return hash;
  7801. };
  7802. /**
  7803. * Decomposes the current Matrix into a translation, rotation and scaling components
  7804. * @param scale defines the scale vector3 given as a reference to update
  7805. * @param rotation defines the rotation quaternion given as a reference to update
  7806. * @param translation defines the translation vector3 given as a reference to update
  7807. * @returns true if operation was successful
  7808. */
  7809. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7810. if (translation) {
  7811. translation.x = this.m[12];
  7812. translation.y = this.m[13];
  7813. translation.z = this.m[14];
  7814. }
  7815. scale = scale || MathTmp.Vector3[0];
  7816. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7817. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7818. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7819. if (this.determinant() <= 0) {
  7820. scale.y *= -1;
  7821. }
  7822. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7823. if (rotation) {
  7824. rotation.x = 0;
  7825. rotation.y = 0;
  7826. rotation.z = 0;
  7827. rotation.w = 1;
  7828. }
  7829. return false;
  7830. }
  7831. if (rotation) {
  7832. 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]);
  7833. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7834. }
  7835. return true;
  7836. };
  7837. /**
  7838. * Gets specific row of the matrix
  7839. * @param index defines the number of the row to get
  7840. * @returns the index-th row of the current matrix as a new Vector4
  7841. */
  7842. Matrix.prototype.getRow = function (index) {
  7843. if (index < 0 || index > 3) {
  7844. return null;
  7845. }
  7846. var i = index * 4;
  7847. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7848. };
  7849. /**
  7850. * Sets the index-th row of the current matrix to the vector4 values
  7851. * @param index defines the number of the row to set
  7852. * @param row defines the target vector4
  7853. * @returns the updated current matrix
  7854. */
  7855. Matrix.prototype.setRow = function (index, row) {
  7856. if (index < 0 || index > 3) {
  7857. return this;
  7858. }
  7859. var i = index * 4;
  7860. this.m[i + 0] = row.x;
  7861. this.m[i + 1] = row.y;
  7862. this.m[i + 2] = row.z;
  7863. this.m[i + 3] = row.w;
  7864. this._markAsUpdated();
  7865. return this;
  7866. };
  7867. /**
  7868. * Compute the transpose of the matrix
  7869. * @returns the new transposed matrix
  7870. */
  7871. Matrix.prototype.transpose = function () {
  7872. return Matrix.Transpose(this);
  7873. };
  7874. /**
  7875. * Compute the transpose of the matrix and store it in a given matrix
  7876. * @param result defines the target matrix
  7877. * @returns the current matrix
  7878. */
  7879. Matrix.prototype.transposeToRef = function (result) {
  7880. Matrix.TransposeToRef(this, result);
  7881. return this;
  7882. };
  7883. /**
  7884. * Sets the index-th row of the current matrix with the given 4 x float values
  7885. * @param index defines the row index
  7886. * @param x defines the x component to set
  7887. * @param y defines the y component to set
  7888. * @param z defines the z component to set
  7889. * @param w defines the w component to set
  7890. * @returns the updated current matrix
  7891. */
  7892. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7893. if (index < 0 || index > 3) {
  7894. return this;
  7895. }
  7896. var i = index * 4;
  7897. this.m[i + 0] = x;
  7898. this.m[i + 1] = y;
  7899. this.m[i + 2] = z;
  7900. this.m[i + 3] = w;
  7901. this._markAsUpdated();
  7902. return this;
  7903. };
  7904. /**
  7905. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7906. * @param scale defines the scale factor
  7907. * @returns a new matrix
  7908. */
  7909. Matrix.prototype.scale = function (scale) {
  7910. var result = new Matrix();
  7911. this.scaleToRef(scale, result);
  7912. return result;
  7913. };
  7914. /**
  7915. * Scale the current matrix values by a factor to a given result matrix
  7916. * @param scale defines the scale factor
  7917. * @param result defines the matrix to store the result
  7918. * @returns the current matrix
  7919. */
  7920. Matrix.prototype.scaleToRef = function (scale, result) {
  7921. for (var index = 0; index < 16; index++) {
  7922. result.m[index] = this.m[index] * scale;
  7923. }
  7924. result._markAsUpdated();
  7925. return this;
  7926. };
  7927. /**
  7928. * Scale the current matrix values by a factor and add the result to a given matrix
  7929. * @param scale defines the scale factor
  7930. * @param result defines the Matrix to store the result
  7931. * @returns the current matrix
  7932. */
  7933. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7934. for (var index = 0; index < 16; index++) {
  7935. result.m[index] += this.m[index] * scale;
  7936. }
  7937. result._markAsUpdated();
  7938. return this;
  7939. };
  7940. /**
  7941. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7942. * @param ref matrix to store the result
  7943. */
  7944. Matrix.prototype.toNormalMatrix = function (ref) {
  7945. this.invertToRef(ref);
  7946. ref.transpose();
  7947. var m = ref.m;
  7948. 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);
  7949. };
  7950. /**
  7951. * Gets only rotation part of the current matrix
  7952. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7953. */
  7954. Matrix.prototype.getRotationMatrix = function () {
  7955. var result = Matrix.Identity();
  7956. this.getRotationMatrixToRef(result);
  7957. return result;
  7958. };
  7959. /**
  7960. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7961. * @param result defines the target matrix to store data to
  7962. * @returns the current matrix
  7963. */
  7964. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7965. var m = this.m;
  7966. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7967. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7968. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7969. if (this.determinant() <= 0) {
  7970. sy *= -1;
  7971. }
  7972. if (sx === 0 || sy === 0 || sz === 0) {
  7973. Matrix.IdentityToRef(result);
  7974. }
  7975. else {
  7976. 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);
  7977. }
  7978. return this;
  7979. };
  7980. // Statics
  7981. /**
  7982. * Creates a matrix from an array
  7983. * @param array defines the source array
  7984. * @param offset defines an offset in the source array
  7985. * @returns a new Matrix set from the starting index of the given array
  7986. */
  7987. Matrix.FromArray = function (array, offset) {
  7988. var result = new Matrix();
  7989. if (!offset) {
  7990. offset = 0;
  7991. }
  7992. Matrix.FromArrayToRef(array, offset, result);
  7993. return result;
  7994. };
  7995. /**
  7996. * Copy the content of an array into a given matrix
  7997. * @param array defines the source array
  7998. * @param offset defines an offset in the source array
  7999. * @param result defines the target matrix
  8000. */
  8001. Matrix.FromArrayToRef = function (array, offset, result) {
  8002. for (var index = 0; index < 16; index++) {
  8003. result.m[index] = array[index + offset];
  8004. }
  8005. result._markAsUpdated();
  8006. };
  8007. /**
  8008. * Stores an array into a matrix after having multiplied each component by a given factor
  8009. * @param array defines the source array
  8010. * @param offset defines the offset in the source array
  8011. * @param scale defines the scaling factor
  8012. * @param result defines the target matrix
  8013. */
  8014. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8015. for (var index = 0; index < 16; index++) {
  8016. result.m[index] = array[index + offset] * scale;
  8017. }
  8018. result._markAsUpdated();
  8019. };
  8020. /**
  8021. * Stores a list of values (16) inside a given matrix
  8022. * @param initialM11 defines 1st value of 1st row
  8023. * @param initialM12 defines 2nd value of 1st row
  8024. * @param initialM13 defines 3rd value of 1st row
  8025. * @param initialM14 defines 4th value of 1st row
  8026. * @param initialM21 defines 1st value of 2nd row
  8027. * @param initialM22 defines 2nd value of 2nd row
  8028. * @param initialM23 defines 3rd value of 2nd row
  8029. * @param initialM24 defines 4th value of 2nd row
  8030. * @param initialM31 defines 1st value of 3rd row
  8031. * @param initialM32 defines 2nd value of 3rd row
  8032. * @param initialM33 defines 3rd value of 3rd row
  8033. * @param initialM34 defines 4th value of 3rd row
  8034. * @param initialM41 defines 1st value of 4th row
  8035. * @param initialM42 defines 2nd value of 4th row
  8036. * @param initialM43 defines 3rd value of 4th row
  8037. * @param initialM44 defines 4th value of 4th row
  8038. * @param result defines the target matrix
  8039. */
  8040. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8041. result.m[0] = initialM11;
  8042. result.m[1] = initialM12;
  8043. result.m[2] = initialM13;
  8044. result.m[3] = initialM14;
  8045. result.m[4] = initialM21;
  8046. result.m[5] = initialM22;
  8047. result.m[6] = initialM23;
  8048. result.m[7] = initialM24;
  8049. result.m[8] = initialM31;
  8050. result.m[9] = initialM32;
  8051. result.m[10] = initialM33;
  8052. result.m[11] = initialM34;
  8053. result.m[12] = initialM41;
  8054. result.m[13] = initialM42;
  8055. result.m[14] = initialM43;
  8056. result.m[15] = initialM44;
  8057. result._markAsUpdated();
  8058. };
  8059. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8060. /**
  8061. * Gets an identity matrix that must not be updated
  8062. */
  8063. get: function () {
  8064. return Matrix._identityReadOnly;
  8065. },
  8066. enumerable: true,
  8067. configurable: true
  8068. });
  8069. /**
  8070. * Creates new matrix from a list of values (16)
  8071. * @param initialM11 defines 1st value of 1st row
  8072. * @param initialM12 defines 2nd value of 1st row
  8073. * @param initialM13 defines 3rd value of 1st row
  8074. * @param initialM14 defines 4th value of 1st row
  8075. * @param initialM21 defines 1st value of 2nd row
  8076. * @param initialM22 defines 2nd value of 2nd row
  8077. * @param initialM23 defines 3rd value of 2nd row
  8078. * @param initialM24 defines 4th value of 2nd row
  8079. * @param initialM31 defines 1st value of 3rd row
  8080. * @param initialM32 defines 2nd value of 3rd row
  8081. * @param initialM33 defines 3rd value of 3rd row
  8082. * @param initialM34 defines 4th value of 3rd row
  8083. * @param initialM41 defines 1st value of 4th row
  8084. * @param initialM42 defines 2nd value of 4th row
  8085. * @param initialM43 defines 3rd value of 4th row
  8086. * @param initialM44 defines 4th value of 4th row
  8087. * @returns the new matrix
  8088. */
  8089. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8090. var result = new Matrix();
  8091. result.m[0] = initialM11;
  8092. result.m[1] = initialM12;
  8093. result.m[2] = initialM13;
  8094. result.m[3] = initialM14;
  8095. result.m[4] = initialM21;
  8096. result.m[5] = initialM22;
  8097. result.m[6] = initialM23;
  8098. result.m[7] = initialM24;
  8099. result.m[8] = initialM31;
  8100. result.m[9] = initialM32;
  8101. result.m[10] = initialM33;
  8102. result.m[11] = initialM34;
  8103. result.m[12] = initialM41;
  8104. result.m[13] = initialM42;
  8105. result.m[14] = initialM43;
  8106. result.m[15] = initialM44;
  8107. return result;
  8108. };
  8109. /**
  8110. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8111. * @param scale defines the scale vector3
  8112. * @param rotation defines the rotation quaternion
  8113. * @param translation defines the translation vector3
  8114. * @returns a new matrix
  8115. */
  8116. Matrix.Compose = function (scale, rotation, translation) {
  8117. var result = Matrix.Identity();
  8118. Matrix.ComposeToRef(scale, rotation, translation, result);
  8119. return result;
  8120. };
  8121. /**
  8122. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8123. * @param scale defines the scale vector3
  8124. * @param rotation defines the rotation quaternion
  8125. * @param translation defines the translation vector3
  8126. * @param result defines the target matrix
  8127. */
  8128. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8129. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8130. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8131. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8132. result.setTranslation(translation);
  8133. };
  8134. /**
  8135. * Creates a new identity matrix
  8136. * @returns a new identity matrix
  8137. */
  8138. Matrix.Identity = function () {
  8139. 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);
  8140. };
  8141. /**
  8142. * Creates a new identity matrix and stores the result in a given matrix
  8143. * @param result defines the target matrix
  8144. */
  8145. Matrix.IdentityToRef = function (result) {
  8146. 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);
  8147. };
  8148. /**
  8149. * Creates a new zero matrix
  8150. * @returns a new zero matrix
  8151. */
  8152. Matrix.Zero = function () {
  8153. 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);
  8154. };
  8155. /**
  8156. * Creates a new rotation matrix for "angle" radians around the X axis
  8157. * @param angle defines the angle (in radians) to use
  8158. * @return the new matrix
  8159. */
  8160. Matrix.RotationX = function (angle) {
  8161. var result = new Matrix();
  8162. Matrix.RotationXToRef(angle, result);
  8163. return result;
  8164. };
  8165. /**
  8166. * Creates a new matrix as the invert of a given matrix
  8167. * @param source defines the source matrix
  8168. * @returns the new matrix
  8169. */
  8170. Matrix.Invert = function (source) {
  8171. var result = new Matrix();
  8172. source.invertToRef(result);
  8173. return result;
  8174. };
  8175. /**
  8176. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8177. * @param angle defines the angle (in radians) to use
  8178. * @param result defines the target matrix
  8179. */
  8180. Matrix.RotationXToRef = function (angle, result) {
  8181. var s = Math.sin(angle);
  8182. var c = Math.cos(angle);
  8183. result.m[0] = 1.0;
  8184. result.m[15] = 1.0;
  8185. result.m[5] = c;
  8186. result.m[10] = c;
  8187. result.m[9] = -s;
  8188. result.m[6] = s;
  8189. result.m[1] = 0.0;
  8190. result.m[2] = 0.0;
  8191. result.m[3] = 0.0;
  8192. result.m[4] = 0.0;
  8193. result.m[7] = 0.0;
  8194. result.m[8] = 0.0;
  8195. result.m[11] = 0.0;
  8196. result.m[12] = 0.0;
  8197. result.m[13] = 0.0;
  8198. result.m[14] = 0.0;
  8199. result._markAsUpdated();
  8200. };
  8201. /**
  8202. * Creates a new rotation matrix for "angle" radians around the Y axis
  8203. * @param angle defines the angle (in radians) to use
  8204. * @return the new matrix
  8205. */
  8206. Matrix.RotationY = function (angle) {
  8207. var result = new Matrix();
  8208. Matrix.RotationYToRef(angle, result);
  8209. return result;
  8210. };
  8211. /**
  8212. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8213. * @param angle defines the angle (in radians) to use
  8214. * @param result defines the target matrix
  8215. */
  8216. Matrix.RotationYToRef = function (angle, result) {
  8217. var s = Math.sin(angle);
  8218. var c = Math.cos(angle);
  8219. result.m[5] = 1.0;
  8220. result.m[15] = 1.0;
  8221. result.m[0] = c;
  8222. result.m[2] = -s;
  8223. result.m[8] = s;
  8224. result.m[10] = c;
  8225. result.m[1] = 0.0;
  8226. result.m[3] = 0.0;
  8227. result.m[4] = 0.0;
  8228. result.m[6] = 0.0;
  8229. result.m[7] = 0.0;
  8230. result.m[9] = 0.0;
  8231. result.m[11] = 0.0;
  8232. result.m[12] = 0.0;
  8233. result.m[13] = 0.0;
  8234. result.m[14] = 0.0;
  8235. result._markAsUpdated();
  8236. };
  8237. /**
  8238. * Creates a new rotation matrix for "angle" radians around the Z axis
  8239. * @param angle defines the angle (in radians) to use
  8240. * @return the new matrix
  8241. */
  8242. Matrix.RotationZ = function (angle) {
  8243. var result = new Matrix();
  8244. Matrix.RotationZToRef(angle, result);
  8245. return result;
  8246. };
  8247. /**
  8248. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8249. * @param angle defines the angle (in radians) to use
  8250. * @param result defines the target matrix
  8251. */
  8252. Matrix.RotationZToRef = function (angle, result) {
  8253. var s = Math.sin(angle);
  8254. var c = Math.cos(angle);
  8255. result.m[10] = 1.0;
  8256. result.m[15] = 1.0;
  8257. result.m[0] = c;
  8258. result.m[1] = s;
  8259. result.m[4] = -s;
  8260. result.m[5] = c;
  8261. result.m[2] = 0.0;
  8262. result.m[3] = 0.0;
  8263. result.m[6] = 0.0;
  8264. result.m[7] = 0.0;
  8265. result.m[8] = 0.0;
  8266. result.m[9] = 0.0;
  8267. result.m[11] = 0.0;
  8268. result.m[12] = 0.0;
  8269. result.m[13] = 0.0;
  8270. result.m[14] = 0.0;
  8271. result._markAsUpdated();
  8272. };
  8273. /**
  8274. * Creates a new rotation matrix for "angle" radians around the given axis
  8275. * @param axis defines the axis to use
  8276. * @param angle defines the angle (in radians) to use
  8277. * @return the new matrix
  8278. */
  8279. Matrix.RotationAxis = function (axis, angle) {
  8280. var result = Matrix.Zero();
  8281. Matrix.RotationAxisToRef(axis, angle, result);
  8282. return result;
  8283. };
  8284. /**
  8285. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8286. * @param axis defines the axis to use
  8287. * @param angle defines the angle (in radians) to use
  8288. * @param result defines the target matrix
  8289. */
  8290. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8291. var s = Math.sin(-angle);
  8292. var c = Math.cos(-angle);
  8293. var c1 = 1 - c;
  8294. axis.normalize();
  8295. result.m[0] = (axis.x * axis.x) * c1 + c;
  8296. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8297. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8298. result.m[3] = 0.0;
  8299. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8300. result.m[5] = (axis.y * axis.y) * c1 + c;
  8301. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8302. result.m[7] = 0.0;
  8303. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8304. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8305. result.m[10] = (axis.z * axis.z) * c1 + c;
  8306. result.m[11] = 0.0;
  8307. result.m[15] = 1.0;
  8308. result._markAsUpdated();
  8309. };
  8310. /**
  8311. * Creates a rotation matrix
  8312. * @param yaw defines the yaw angle in radians (Y axis)
  8313. * @param pitch defines the pitch angle in radians (X axis)
  8314. * @param roll defines the roll angle in radians (X axis)
  8315. * @returns the new rotation matrix
  8316. */
  8317. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8318. var result = new Matrix();
  8319. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8320. return result;
  8321. };
  8322. /**
  8323. * Creates a rotation matrix and stores it in a given matrix
  8324. * @param yaw defines the yaw angle in radians (Y axis)
  8325. * @param pitch defines the pitch angle in radians (X axis)
  8326. * @param roll defines the roll angle in radians (X axis)
  8327. * @param result defines the target matrix
  8328. */
  8329. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8330. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  8331. this._tempQuaternion.toRotationMatrix(result);
  8332. };
  8333. /**
  8334. * Creates a scaling matrix
  8335. * @param x defines the scale factor on X axis
  8336. * @param y defines the scale factor on Y axis
  8337. * @param z defines the scale factor on Z axis
  8338. * @returns the new matrix
  8339. */
  8340. Matrix.Scaling = function (x, y, z) {
  8341. var result = Matrix.Zero();
  8342. Matrix.ScalingToRef(x, y, z, result);
  8343. return result;
  8344. };
  8345. /**
  8346. * Creates a scaling matrix and stores it in a given matrix
  8347. * @param x defines the scale factor on X axis
  8348. * @param y defines the scale factor on Y axis
  8349. * @param z defines the scale factor on Z axis
  8350. * @param result defines the target matrix
  8351. */
  8352. Matrix.ScalingToRef = function (x, y, z, result) {
  8353. result.m[0] = x;
  8354. result.m[1] = 0.0;
  8355. result.m[2] = 0.0;
  8356. result.m[3] = 0.0;
  8357. result.m[4] = 0.0;
  8358. result.m[5] = y;
  8359. result.m[6] = 0.0;
  8360. result.m[7] = 0.0;
  8361. result.m[8] = 0.0;
  8362. result.m[9] = 0.0;
  8363. result.m[10] = z;
  8364. result.m[11] = 0.0;
  8365. result.m[12] = 0.0;
  8366. result.m[13] = 0.0;
  8367. result.m[14] = 0.0;
  8368. result.m[15] = 1.0;
  8369. result._markAsUpdated();
  8370. };
  8371. /**
  8372. * Creates a translation matrix
  8373. * @param x defines the translation on X axis
  8374. * @param y defines the translation on Y axis
  8375. * @param z defines the translationon Z axis
  8376. * @returns the new matrix
  8377. */
  8378. Matrix.Translation = function (x, y, z) {
  8379. var result = Matrix.Identity();
  8380. Matrix.TranslationToRef(x, y, z, result);
  8381. return result;
  8382. };
  8383. /**
  8384. * Creates a translation matrix and stores it in a given matrix
  8385. * @param x defines the translation on X axis
  8386. * @param y defines the translation on Y axis
  8387. * @param z defines the translationon Z axis
  8388. * @param result defines the target matrix
  8389. */
  8390. Matrix.TranslationToRef = function (x, y, z, result) {
  8391. 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);
  8392. };
  8393. /**
  8394. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8395. * @param startValue defines the start value
  8396. * @param endValue defines the end value
  8397. * @param gradient defines the gradient factor
  8398. * @returns the new matrix
  8399. */
  8400. Matrix.Lerp = function (startValue, endValue, gradient) {
  8401. var result = Matrix.Zero();
  8402. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8403. return result;
  8404. };
  8405. /**
  8406. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8407. * @param startValue defines the start value
  8408. * @param endValue defines the end value
  8409. * @param gradient defines the gradient factor
  8410. * @param result defines the Matrix object where to store data
  8411. */
  8412. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8413. for (var index = 0; index < 16; index++) {
  8414. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8415. }
  8416. result._markAsUpdated();
  8417. };
  8418. /**
  8419. * Builds a new matrix whose values are computed by:
  8420. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8421. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8422. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8423. * @param startValue defines the first matrix
  8424. * @param endValue defines the second matrix
  8425. * @param gradient defines the gradient between the two matrices
  8426. * @returns the new matrix
  8427. */
  8428. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8429. var result = Matrix.Zero();
  8430. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8431. return result;
  8432. };
  8433. /**
  8434. * Update a matrix to values which are computed by:
  8435. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8436. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8437. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8438. * @param startValue defines the first matrix
  8439. * @param endValue defines the second matrix
  8440. * @param gradient defines the gradient between the two matrices
  8441. * @param result defines the target matrix
  8442. */
  8443. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8444. var startScale = MathTmp.Vector3[0];
  8445. var startRotation = MathTmp.Quaternion[0];
  8446. var startTranslation = MathTmp.Vector3[1];
  8447. startValue.decompose(startScale, startRotation, startTranslation);
  8448. var endScale = MathTmp.Vector3[2];
  8449. var endRotation = MathTmp.Quaternion[1];
  8450. var endTranslation = MathTmp.Vector3[3];
  8451. endValue.decompose(endScale, endRotation, endTranslation);
  8452. var resultScale = MathTmp.Vector3[4];
  8453. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8454. var resultRotation = MathTmp.Quaternion[2];
  8455. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8456. var resultTranslation = MathTmp.Vector3[5];
  8457. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8458. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8459. };
  8460. /**
  8461. * 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"
  8462. * This function works in left handed mode
  8463. * @param eye defines the final position of the entity
  8464. * @param target defines where the entity should look at
  8465. * @param up defines the up vector for the entity
  8466. * @returns the new matrix
  8467. */
  8468. Matrix.LookAtLH = function (eye, target, up) {
  8469. var result = Matrix.Zero();
  8470. Matrix.LookAtLHToRef(eye, target, up, result);
  8471. return result;
  8472. };
  8473. /**
  8474. * 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".
  8475. * This function works in left handed mode
  8476. * @param eye defines the final position of the entity
  8477. * @param target defines where the entity should look at
  8478. * @param up defines the up vector for the entity
  8479. * @param result defines the target matrix
  8480. */
  8481. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8482. // Z axis
  8483. target.subtractToRef(eye, this._zAxis);
  8484. this._zAxis.normalize();
  8485. // X axis
  8486. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8487. if (this._xAxis.lengthSquared() === 0) {
  8488. this._xAxis.x = 1.0;
  8489. }
  8490. else {
  8491. this._xAxis.normalize();
  8492. }
  8493. // Y axis
  8494. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8495. this._yAxis.normalize();
  8496. // Eye angles
  8497. var ex = -Vector3.Dot(this._xAxis, eye);
  8498. var ey = -Vector3.Dot(this._yAxis, eye);
  8499. var ez = -Vector3.Dot(this._zAxis, eye);
  8500. 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);
  8501. };
  8502. /**
  8503. * 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"
  8504. * This function works in right handed mode
  8505. * @param eye defines the final position of the entity
  8506. * @param target defines where the entity should look at
  8507. * @param up defines the up vector for the entity
  8508. * @returns the new matrix
  8509. */
  8510. Matrix.LookAtRH = function (eye, target, up) {
  8511. var result = Matrix.Zero();
  8512. Matrix.LookAtRHToRef(eye, target, up, result);
  8513. return result;
  8514. };
  8515. /**
  8516. * 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".
  8517. * This function works in right handed mode
  8518. * @param eye defines the final position of the entity
  8519. * @param target defines where the entity should look at
  8520. * @param up defines the up vector for the entity
  8521. * @param result defines the target matrix
  8522. */
  8523. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8524. // Z axis
  8525. eye.subtractToRef(target, this._zAxis);
  8526. this._zAxis.normalize();
  8527. // X axis
  8528. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8529. if (this._xAxis.lengthSquared() === 0) {
  8530. this._xAxis.x = 1.0;
  8531. }
  8532. else {
  8533. this._xAxis.normalize();
  8534. }
  8535. // Y axis
  8536. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8537. this._yAxis.normalize();
  8538. // Eye angles
  8539. var ex = -Vector3.Dot(this._xAxis, eye);
  8540. var ey = -Vector3.Dot(this._yAxis, eye);
  8541. var ez = -Vector3.Dot(this._zAxis, eye);
  8542. 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);
  8543. };
  8544. /**
  8545. * Create a left-handed orthographic projection matrix
  8546. * @param width defines the viewport width
  8547. * @param height defines the viewport height
  8548. * @param znear defines the near clip plane
  8549. * @param zfar defines the far clip plane
  8550. * @returns a new matrix as a left-handed orthographic projection matrix
  8551. */
  8552. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8553. var matrix = Matrix.Zero();
  8554. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8555. return matrix;
  8556. };
  8557. /**
  8558. * Store a left-handed orthographic projection to a given matrix
  8559. * @param width defines the viewport width
  8560. * @param height defines the viewport height
  8561. * @param znear defines the near clip plane
  8562. * @param zfar defines the far clip plane
  8563. * @param result defines the target matrix
  8564. */
  8565. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8566. var n = znear;
  8567. var f = zfar;
  8568. var a = 2.0 / width;
  8569. var b = 2.0 / height;
  8570. var c = 2.0 / (f - n);
  8571. var d = -(f + n) / (f - n);
  8572. 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);
  8573. };
  8574. /**
  8575. * Create a left-handed orthographic projection matrix
  8576. * @param left defines the viewport left coordinate
  8577. * @param right defines the viewport right coordinate
  8578. * @param bottom defines the viewport bottom coordinate
  8579. * @param top defines the viewport top coordinate
  8580. * @param znear defines the near clip plane
  8581. * @param zfar defines the far clip plane
  8582. * @returns a new matrix as a left-handed orthographic projection matrix
  8583. */
  8584. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8585. var matrix = Matrix.Zero();
  8586. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8587. return matrix;
  8588. };
  8589. /**
  8590. * Stores a left-handed orthographic projection into a given matrix
  8591. * @param left defines the viewport left coordinate
  8592. * @param right defines the viewport right coordinate
  8593. * @param bottom defines the viewport bottom coordinate
  8594. * @param top defines the viewport top coordinate
  8595. * @param znear defines the near clip plane
  8596. * @param zfar defines the far clip plane
  8597. * @param result defines the target matrix
  8598. */
  8599. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8600. var n = znear;
  8601. var f = zfar;
  8602. var a = 2.0 / (right - left);
  8603. var b = 2.0 / (top - bottom);
  8604. var c = 2.0 / (f - n);
  8605. var d = -(f + n) / (f - n);
  8606. var i0 = (left + right) / (left - right);
  8607. var i1 = (top + bottom) / (bottom - top);
  8608. 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);
  8609. };
  8610. /**
  8611. * Creates a right-handed orthographic projection matrix
  8612. * @param left defines the viewport left coordinate
  8613. * @param right defines the viewport right coordinate
  8614. * @param bottom defines the viewport bottom coordinate
  8615. * @param top defines the viewport top coordinate
  8616. * @param znear defines the near clip plane
  8617. * @param zfar defines the far clip plane
  8618. * @returns a new matrix as a right-handed orthographic projection matrix
  8619. */
  8620. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8621. var matrix = Matrix.Zero();
  8622. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8623. return matrix;
  8624. };
  8625. /**
  8626. * Stores a right-handed orthographic projection into a given matrix
  8627. * @param left defines the viewport left coordinate
  8628. * @param right defines the viewport right coordinate
  8629. * @param bottom defines the viewport bottom coordinate
  8630. * @param top defines the viewport top coordinate
  8631. * @param znear defines the near clip plane
  8632. * @param zfar defines the far clip plane
  8633. * @param result defines the target matrix
  8634. */
  8635. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8636. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8637. result.m[10] *= -1.0;
  8638. };
  8639. /**
  8640. * Creates a left-handed perspective projection matrix
  8641. * @param width defines the viewport width
  8642. * @param height defines the viewport height
  8643. * @param znear defines the near clip plane
  8644. * @param zfar defines the far clip plane
  8645. * @returns a new matrix as a left-handed perspective projection matrix
  8646. */
  8647. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8648. var matrix = Matrix.Zero();
  8649. var n = znear;
  8650. var f = zfar;
  8651. var a = 2.0 * n / width;
  8652. var b = 2.0 * n / height;
  8653. var c = (f + n) / (f - n);
  8654. var d = -2.0 * f * n / (f - n);
  8655. 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);
  8656. return matrix;
  8657. };
  8658. /**
  8659. * Creates a left-handed perspective projection matrix
  8660. * @param fov defines the horizontal field of view
  8661. * @param aspect defines the aspect ratio
  8662. * @param znear defines the near clip plane
  8663. * @param zfar defines the far clip plane
  8664. * @returns a new matrix as a left-handed perspective projection matrix
  8665. */
  8666. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8667. var matrix = Matrix.Zero();
  8668. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8669. return matrix;
  8670. };
  8671. /**
  8672. * Stores a left-handed perspective projection into a given matrix
  8673. * @param fov defines the horizontal field of view
  8674. * @param aspect defines the aspect ratio
  8675. * @param znear defines the near clip plane
  8676. * @param zfar defines the far clip plane
  8677. * @param result defines the target matrix
  8678. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8679. */
  8680. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8681. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8682. var n = znear;
  8683. var f = zfar;
  8684. var t = 1.0 / (Math.tan(fov * 0.5));
  8685. var a = isVerticalFovFixed ? (t / aspect) : t;
  8686. var b = isVerticalFovFixed ? t : (t * aspect);
  8687. var c = (f + n) / (f - n);
  8688. var d = -2.0 * f * n / (f - n);
  8689. 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);
  8690. };
  8691. /**
  8692. * Creates a right-handed perspective projection matrix
  8693. * @param fov defines the horizontal field of view
  8694. * @param aspect defines the aspect ratio
  8695. * @param znear defines the near clip plane
  8696. * @param zfar defines the far clip plane
  8697. * @returns a new matrix as a right-handed perspective projection matrix
  8698. */
  8699. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8700. var matrix = Matrix.Zero();
  8701. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8702. return matrix;
  8703. };
  8704. /**
  8705. * Stores a right-handed perspective projection into a given matrix
  8706. * @param fov defines the horizontal field of view
  8707. * @param aspect defines the aspect ratio
  8708. * @param znear defines the near clip plane
  8709. * @param zfar defines the far clip plane
  8710. * @param result defines the target matrix
  8711. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8712. */
  8713. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8714. //alternatively this could be expressed as:
  8715. // m = PerspectiveFovLHToRef
  8716. // m[10] *= -1.0;
  8717. // m[11] *= -1.0;
  8718. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8719. var n = znear;
  8720. var f = zfar;
  8721. var t = 1.0 / (Math.tan(fov * 0.5));
  8722. var a = isVerticalFovFixed ? (t / aspect) : t;
  8723. var b = isVerticalFovFixed ? t : (t * aspect);
  8724. var c = -(f + n) / (f - n);
  8725. var d = -2 * f * n / (f - n);
  8726. 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);
  8727. };
  8728. /**
  8729. * Stores a perspective projection for WebVR info a given matrix
  8730. * @param fov defines the field of view
  8731. * @param znear defines the near clip plane
  8732. * @param zfar defines the far clip plane
  8733. * @param result defines the target matrix
  8734. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8735. */
  8736. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8737. if (rightHanded === void 0) { rightHanded = false; }
  8738. var rightHandedFactor = rightHanded ? -1 : 1;
  8739. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8740. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8741. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8742. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8743. var xScale = 2.0 / (leftTan + rightTan);
  8744. var yScale = 2.0 / (upTan + downTan);
  8745. result.m[0] = xScale;
  8746. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8747. result.m[5] = yScale;
  8748. result.m[6] = result.m[7] = 0.0;
  8749. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8750. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8751. result.m[10] = -zfar / (znear - zfar);
  8752. result.m[11] = 1.0 * rightHandedFactor;
  8753. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8754. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8755. result._markAsUpdated();
  8756. };
  8757. /**
  8758. * Computes a complete transformation matrix
  8759. * @param viewport defines the viewport to use
  8760. * @param world defines the world matrix
  8761. * @param view defines the view matrix
  8762. * @param projection defines the projection matrix
  8763. * @param zmin defines the near clip plane
  8764. * @param zmax defines the far clip plane
  8765. * @returns the transformation matrix
  8766. */
  8767. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8768. var cw = viewport.width;
  8769. var ch = viewport.height;
  8770. var cx = viewport.x;
  8771. var cy = viewport.y;
  8772. 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);
  8773. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8774. };
  8775. /**
  8776. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8777. * @param matrix defines the matrix to use
  8778. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8779. */
  8780. Matrix.GetAsMatrix2x2 = function (matrix) {
  8781. return new Float32Array([
  8782. matrix.m[0], matrix.m[1],
  8783. matrix.m[4], matrix.m[5]
  8784. ]);
  8785. };
  8786. /**
  8787. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8788. * @param matrix defines the matrix to use
  8789. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8790. */
  8791. Matrix.GetAsMatrix3x3 = function (matrix) {
  8792. return new Float32Array([
  8793. matrix.m[0], matrix.m[1], matrix.m[2],
  8794. matrix.m[4], matrix.m[5], matrix.m[6],
  8795. matrix.m[8], matrix.m[9], matrix.m[10]
  8796. ]);
  8797. };
  8798. /**
  8799. * Compute the transpose of a given matrix
  8800. * @param matrix defines the matrix to transpose
  8801. * @returns the new matrix
  8802. */
  8803. Matrix.Transpose = function (matrix) {
  8804. var result = new Matrix();
  8805. Matrix.TransposeToRef(matrix, result);
  8806. return result;
  8807. };
  8808. /**
  8809. * Compute the transpose of a matrix and store it in a target matrix
  8810. * @param matrix defines the matrix to transpose
  8811. * @param result defines the target matrix
  8812. */
  8813. Matrix.TransposeToRef = function (matrix, result) {
  8814. result.m[0] = matrix.m[0];
  8815. result.m[1] = matrix.m[4];
  8816. result.m[2] = matrix.m[8];
  8817. result.m[3] = matrix.m[12];
  8818. result.m[4] = matrix.m[1];
  8819. result.m[5] = matrix.m[5];
  8820. result.m[6] = matrix.m[9];
  8821. result.m[7] = matrix.m[13];
  8822. result.m[8] = matrix.m[2];
  8823. result.m[9] = matrix.m[6];
  8824. result.m[10] = matrix.m[10];
  8825. result.m[11] = matrix.m[14];
  8826. result.m[12] = matrix.m[3];
  8827. result.m[13] = matrix.m[7];
  8828. result.m[14] = matrix.m[11];
  8829. result.m[15] = matrix.m[15];
  8830. };
  8831. /**
  8832. * Computes a reflection matrix from a plane
  8833. * @param plane defines the reflection plane
  8834. * @returns a new matrix
  8835. */
  8836. Matrix.Reflection = function (plane) {
  8837. var matrix = new Matrix();
  8838. Matrix.ReflectionToRef(plane, matrix);
  8839. return matrix;
  8840. };
  8841. /**
  8842. * Computes a reflection matrix from a plane
  8843. * @param plane defines the reflection plane
  8844. * @param result defines the target matrix
  8845. */
  8846. Matrix.ReflectionToRef = function (plane, result) {
  8847. plane.normalize();
  8848. var x = plane.normal.x;
  8849. var y = plane.normal.y;
  8850. var z = plane.normal.z;
  8851. var temp = -2 * x;
  8852. var temp2 = -2 * y;
  8853. var temp3 = -2 * z;
  8854. result.m[0] = (temp * x) + 1;
  8855. result.m[1] = temp2 * x;
  8856. result.m[2] = temp3 * x;
  8857. result.m[3] = 0.0;
  8858. result.m[4] = temp * y;
  8859. result.m[5] = (temp2 * y) + 1;
  8860. result.m[6] = temp3 * y;
  8861. result.m[7] = 0.0;
  8862. result.m[8] = temp * z;
  8863. result.m[9] = temp2 * z;
  8864. result.m[10] = (temp3 * z) + 1;
  8865. result.m[11] = 0.0;
  8866. result.m[12] = temp * plane.d;
  8867. result.m[13] = temp2 * plane.d;
  8868. result.m[14] = temp3 * plane.d;
  8869. result.m[15] = 1.0;
  8870. result._markAsUpdated();
  8871. };
  8872. /**
  8873. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8874. * @param xaxis defines the value of the 1st axis
  8875. * @param yaxis defines the value of the 2nd axis
  8876. * @param zaxis defines the value of the 3rd axis
  8877. * @param result defines the target matrix
  8878. */
  8879. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8880. result.m[0] = xaxis.x;
  8881. result.m[1] = xaxis.y;
  8882. result.m[2] = xaxis.z;
  8883. result.m[3] = 0.0;
  8884. result.m[4] = yaxis.x;
  8885. result.m[5] = yaxis.y;
  8886. result.m[6] = yaxis.z;
  8887. result.m[7] = 0.0;
  8888. result.m[8] = zaxis.x;
  8889. result.m[9] = zaxis.y;
  8890. result.m[10] = zaxis.z;
  8891. result.m[11] = 0.0;
  8892. result.m[12] = 0.0;
  8893. result.m[13] = 0.0;
  8894. result.m[14] = 0.0;
  8895. result.m[15] = 1.0;
  8896. result._markAsUpdated();
  8897. };
  8898. /**
  8899. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8900. * @param quat defines the quaternion to use
  8901. * @param result defines the target matrix
  8902. */
  8903. Matrix.FromQuaternionToRef = function (quat, result) {
  8904. var xx = quat.x * quat.x;
  8905. var yy = quat.y * quat.y;
  8906. var zz = quat.z * quat.z;
  8907. var xy = quat.x * quat.y;
  8908. var zw = quat.z * quat.w;
  8909. var zx = quat.z * quat.x;
  8910. var yw = quat.y * quat.w;
  8911. var yz = quat.y * quat.z;
  8912. var xw = quat.x * quat.w;
  8913. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8914. result.m[1] = 2.0 * (xy + zw);
  8915. result.m[2] = 2.0 * (zx - yw);
  8916. result.m[3] = 0.0;
  8917. result.m[4] = 2.0 * (xy - zw);
  8918. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8919. result.m[6] = 2.0 * (yz + xw);
  8920. result.m[7] = 0.0;
  8921. result.m[8] = 2.0 * (zx + yw);
  8922. result.m[9] = 2.0 * (yz - xw);
  8923. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8924. result.m[11] = 0.0;
  8925. result.m[12] = 0.0;
  8926. result.m[13] = 0.0;
  8927. result.m[14] = 0.0;
  8928. result.m[15] = 1.0;
  8929. result._markAsUpdated();
  8930. };
  8931. Matrix._tempQuaternion = new Quaternion();
  8932. Matrix._xAxis = Vector3.Zero();
  8933. Matrix._yAxis = Vector3.Zero();
  8934. Matrix._zAxis = Vector3.Zero();
  8935. Matrix._updateFlagSeed = 0;
  8936. Matrix._identityReadOnly = Matrix.Identity();
  8937. return Matrix;
  8938. }());
  8939. BABYLON.Matrix = Matrix;
  8940. /**
  8941. * Represens a plane by the equation ax + by + cz + d = 0
  8942. */
  8943. var Plane = /** @class */ (function () {
  8944. /**
  8945. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8946. * @param a a component of the plane
  8947. * @param b b component of the plane
  8948. * @param c c component of the plane
  8949. * @param d d component of the plane
  8950. */
  8951. function Plane(a, b, c, d) {
  8952. this.normal = new Vector3(a, b, c);
  8953. this.d = d;
  8954. }
  8955. /**
  8956. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8957. */
  8958. Plane.prototype.asArray = function () {
  8959. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8960. };
  8961. // Methods
  8962. /**
  8963. * @returns a new plane copied from the current Plane.
  8964. */
  8965. Plane.prototype.clone = function () {
  8966. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8967. };
  8968. /**
  8969. * @returns the string "Plane".
  8970. */
  8971. Plane.prototype.getClassName = function () {
  8972. return "Plane";
  8973. };
  8974. /**
  8975. * @returns the Plane hash code.
  8976. */
  8977. Plane.prototype.getHashCode = function () {
  8978. var hash = this.normal.getHashCode();
  8979. hash = (hash * 397) ^ (this.d || 0);
  8980. return hash;
  8981. };
  8982. /**
  8983. * Normalize the current Plane in place.
  8984. * @returns the updated Plane.
  8985. */
  8986. Plane.prototype.normalize = function () {
  8987. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  8988. var magnitude = 0.0;
  8989. if (norm !== 0) {
  8990. magnitude = 1.0 / norm;
  8991. }
  8992. this.normal.x *= magnitude;
  8993. this.normal.y *= magnitude;
  8994. this.normal.z *= magnitude;
  8995. this.d *= magnitude;
  8996. return this;
  8997. };
  8998. /**
  8999. * Applies a transformation the plane and returns the result
  9000. * @param transformation the transformation matrix to be applied to the plane
  9001. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9002. */
  9003. Plane.prototype.transform = function (transformation) {
  9004. var transposedMatrix = Matrix.Transpose(transformation);
  9005. var x = this.normal.x;
  9006. var y = this.normal.y;
  9007. var z = this.normal.z;
  9008. var d = this.d;
  9009. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  9010. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  9011. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  9012. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  9013. return new Plane(normalX, normalY, normalZ, finalD);
  9014. };
  9015. /**
  9016. * Calcualtte the dot product between the point and the plane normal
  9017. * @param point point to calculate the dot product with
  9018. * @returns the dot product (float) of the point coordinates and the plane normal.
  9019. */
  9020. Plane.prototype.dotCoordinate = function (point) {
  9021. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9022. };
  9023. /**
  9024. * Updates the current Plane from the plane defined by the three given points.
  9025. * @param point1 one of the points used to contruct the plane
  9026. * @param point2 one of the points used to contruct the plane
  9027. * @param point3 one of the points used to contruct the plane
  9028. * @returns the updated Plane.
  9029. */
  9030. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9031. var x1 = point2.x - point1.x;
  9032. var y1 = point2.y - point1.y;
  9033. var z1 = point2.z - point1.z;
  9034. var x2 = point3.x - point1.x;
  9035. var y2 = point3.y - point1.y;
  9036. var z2 = point3.z - point1.z;
  9037. var yz = (y1 * z2) - (z1 * y2);
  9038. var xz = (z1 * x2) - (x1 * z2);
  9039. var xy = (x1 * y2) - (y1 * x2);
  9040. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9041. var invPyth;
  9042. if (pyth !== 0) {
  9043. invPyth = 1.0 / pyth;
  9044. }
  9045. else {
  9046. invPyth = 0.0;
  9047. }
  9048. this.normal.x = yz * invPyth;
  9049. this.normal.y = xz * invPyth;
  9050. this.normal.z = xy * invPyth;
  9051. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9052. return this;
  9053. };
  9054. /**
  9055. * Checks if the plane is facing a given direction
  9056. * @param direction the direction to check if the plane is facing
  9057. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9058. * @returns True is the vector "direction" is the same side than the plane normal.
  9059. */
  9060. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9061. var dot = Vector3.Dot(this.normal, direction);
  9062. return (dot <= epsilon);
  9063. };
  9064. /**
  9065. * Calculates the distance to a point
  9066. * @param point point to calculate distance to
  9067. * @returns the signed distance (float) from the given point to the Plane.
  9068. */
  9069. Plane.prototype.signedDistanceTo = function (point) {
  9070. return Vector3.Dot(point, this.normal) + this.d;
  9071. };
  9072. // Statics
  9073. /**
  9074. * Creates a plane from an array
  9075. * @param array the array to create a plane from
  9076. * @returns a new Plane from the given array.
  9077. */
  9078. Plane.FromArray = function (array) {
  9079. return new Plane(array[0], array[1], array[2], array[3]);
  9080. };
  9081. /**
  9082. * Creates a plane from three points
  9083. * @param point1 point used to create the plane
  9084. * @param point2 point used to create the plane
  9085. * @param point3 point used to create the plane
  9086. * @returns a new Plane defined by the three given points.
  9087. */
  9088. Plane.FromPoints = function (point1, point2, point3) {
  9089. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9090. result.copyFromPoints(point1, point2, point3);
  9091. return result;
  9092. };
  9093. /**
  9094. * Creates a plane from an origin point and a normal
  9095. * @param origin origin of the plane to be constructed
  9096. * @param normal normal of the plane to be constructed
  9097. * @returns a new Plane the normal vector to this plane at the given origin point.
  9098. * Note : the vector "normal" is updated because normalized.
  9099. */
  9100. Plane.FromPositionAndNormal = function (origin, normal) {
  9101. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9102. normal.normalize();
  9103. result.normal = normal;
  9104. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9105. return result;
  9106. };
  9107. /**
  9108. * Calculates the distance from a plane and a point
  9109. * @param origin origin of the plane to be constructed
  9110. * @param normal normal of the plane to be constructed
  9111. * @param point point to calculate distance to
  9112. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9113. */
  9114. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9115. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9116. return Vector3.Dot(point, normal) + d;
  9117. };
  9118. return Plane;
  9119. }());
  9120. BABYLON.Plane = Plane;
  9121. /**
  9122. * Class used to represent a viewport on screen
  9123. */
  9124. var Viewport = /** @class */ (function () {
  9125. /**
  9126. * Creates a Viewport object located at (x, y) and sized (width, height)
  9127. * @param x defines viewport left coordinate
  9128. * @param y defines viewport top coordinate
  9129. * @param width defines the viewport width
  9130. * @param height defines the viewport height
  9131. */
  9132. function Viewport(
  9133. /** viewport left coordinate */
  9134. x,
  9135. /** viewport top coordinate */
  9136. y,
  9137. /**viewport width */
  9138. width,
  9139. /** viewport height */
  9140. height) {
  9141. this.x = x;
  9142. this.y = y;
  9143. this.width = width;
  9144. this.height = height;
  9145. }
  9146. /**
  9147. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9148. * @param renderWidthOrEngine defines either an engine or the rendering width
  9149. * @param renderHeight defines the rendering height
  9150. * @returns a new Viewport
  9151. */
  9152. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9153. if (renderWidthOrEngine.getRenderWidth) {
  9154. var engine = renderWidthOrEngine;
  9155. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9156. }
  9157. var renderWidth = renderWidthOrEngine;
  9158. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9159. };
  9160. /**
  9161. * Returns a new Viewport copied from the current one
  9162. * @returns a new Viewport
  9163. */
  9164. Viewport.prototype.clone = function () {
  9165. return new Viewport(this.x, this.y, this.width, this.height);
  9166. };
  9167. return Viewport;
  9168. }());
  9169. BABYLON.Viewport = Viewport;
  9170. /**
  9171. * Reprasents a camera frustum
  9172. */
  9173. var Frustum = /** @class */ (function () {
  9174. function Frustum() {
  9175. }
  9176. /**
  9177. * Gets the planes representing the frustum
  9178. * @param transform matrix to be applied to the returned planes
  9179. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9180. */
  9181. Frustum.GetPlanes = function (transform) {
  9182. var frustumPlanes = [];
  9183. for (var index = 0; index < 6; index++) {
  9184. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9185. }
  9186. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9187. return frustumPlanes;
  9188. };
  9189. /**
  9190. * Gets the near frustum plane transformed by the transform matrix
  9191. * @param transform transformation matrix to be applied to the resulting frustum plane
  9192. * @param frustumPlane the resuling frustum plane
  9193. */
  9194. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9195. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9196. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9197. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9198. frustumPlane.d = transform.m[15] + transform.m[14];
  9199. frustumPlane.normalize();
  9200. };
  9201. /**
  9202. * Gets the far frustum plane transformed by the transform matrix
  9203. * @param transform transformation matrix to be applied to the resulting frustum plane
  9204. * @param frustumPlane the resuling frustum plane
  9205. */
  9206. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9207. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9208. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9209. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9210. frustumPlane.d = transform.m[15] - transform.m[14];
  9211. frustumPlane.normalize();
  9212. };
  9213. /**
  9214. * Gets the left frustum plane transformed by the transform matrix
  9215. * @param transform transformation matrix to be applied to the resulting frustum plane
  9216. * @param frustumPlane the resuling frustum plane
  9217. */
  9218. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9219. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9220. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9221. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9222. frustumPlane.d = transform.m[15] + transform.m[12];
  9223. frustumPlane.normalize();
  9224. };
  9225. /**
  9226. * Gets the right frustum plane transformed by the transform matrix
  9227. * @param transform transformation matrix to be applied to the resulting frustum plane
  9228. * @param frustumPlane the resuling frustum plane
  9229. */
  9230. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9231. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9232. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9233. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9234. frustumPlane.d = transform.m[15] - transform.m[12];
  9235. frustumPlane.normalize();
  9236. };
  9237. /**
  9238. * Gets the top frustum plane transformed by the transform matrix
  9239. * @param transform transformation matrix to be applied to the resulting frustum plane
  9240. * @param frustumPlane the resuling frustum plane
  9241. */
  9242. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9243. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9244. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9245. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9246. frustumPlane.d = transform.m[15] - transform.m[13];
  9247. frustumPlane.normalize();
  9248. };
  9249. /**
  9250. * Gets the bottom frustum plane transformed by the transform matrix
  9251. * @param transform transformation matrix to be applied to the resulting frustum plane
  9252. * @param frustumPlane the resuling frustum plane
  9253. */
  9254. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9255. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9256. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9257. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9258. frustumPlane.d = transform.m[15] + transform.m[13];
  9259. frustumPlane.normalize();
  9260. };
  9261. /**
  9262. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9263. * @param transform transformation matrix to be applied to the resulting frustum planes
  9264. * @param frustumPlanes the resuling frustum planes
  9265. */
  9266. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9267. // Near
  9268. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9269. // Far
  9270. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9271. // Left
  9272. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9273. // Right
  9274. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9275. // Top
  9276. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9277. // Bottom
  9278. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9279. };
  9280. return Frustum;
  9281. }());
  9282. BABYLON.Frustum = Frustum;
  9283. /** Defines supported spaces */
  9284. var Space;
  9285. (function (Space) {
  9286. /** Local (object) space */
  9287. Space[Space["LOCAL"] = 0] = "LOCAL";
  9288. /** World space */
  9289. Space[Space["WORLD"] = 1] = "WORLD";
  9290. /** Bone space */
  9291. Space[Space["BONE"] = 2] = "BONE";
  9292. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9293. /** Defines the 3 main axes */
  9294. var Axis = /** @class */ (function () {
  9295. function Axis() {
  9296. }
  9297. /** X axis */
  9298. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9299. /** Y axis */
  9300. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9301. /** Z axis */
  9302. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9303. return Axis;
  9304. }());
  9305. BABYLON.Axis = Axis;
  9306. /** Class used to represent a Bezier curve */
  9307. var BezierCurve = /** @class */ (function () {
  9308. function BezierCurve() {
  9309. }
  9310. /**
  9311. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9312. * @param t defines the time
  9313. * @param x1 defines the left coordinate on X axis
  9314. * @param y1 defines the left coordinate on Y axis
  9315. * @param x2 defines the right coordinate on X axis
  9316. * @param y2 defines the right coordinate on Y axis
  9317. * @returns the interpolated value
  9318. */
  9319. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9320. // Extract X (which is equal to time here)
  9321. var f0 = 1 - 3 * x2 + 3 * x1;
  9322. var f1 = 3 * x2 - 6 * x1;
  9323. var f2 = 3 * x1;
  9324. var refinedT = t;
  9325. for (var i = 0; i < 5; i++) {
  9326. var refinedT2 = refinedT * refinedT;
  9327. var refinedT3 = refinedT2 * refinedT;
  9328. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9329. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9330. refinedT -= (x - t) * slope;
  9331. refinedT = Math.min(1, Math.max(0, refinedT));
  9332. }
  9333. // Resolve cubic bezier for the given x
  9334. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9335. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9336. Math.pow(refinedT, 3);
  9337. };
  9338. return BezierCurve;
  9339. }());
  9340. BABYLON.BezierCurve = BezierCurve;
  9341. /**
  9342. * Defines potential orientation for back face culling
  9343. */
  9344. var Orientation;
  9345. (function (Orientation) {
  9346. /**
  9347. * Clockwise
  9348. */
  9349. Orientation[Orientation["CW"] = 0] = "CW";
  9350. /** Counter clockwise */
  9351. Orientation[Orientation["CCW"] = 1] = "CCW";
  9352. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9353. /**
  9354. * Defines angle representation
  9355. */
  9356. var Angle = /** @class */ (function () {
  9357. /**
  9358. * Creates an Angle object of "radians" radians (float).
  9359. */
  9360. function Angle(radians) {
  9361. this._radians = radians;
  9362. if (this._radians < 0.0) {
  9363. this._radians += (2.0 * Math.PI);
  9364. }
  9365. }
  9366. /**
  9367. * Get value in degrees
  9368. * @returns the Angle value in degrees (float)
  9369. */
  9370. Angle.prototype.degrees = function () {
  9371. return this._radians * 180.0 / Math.PI;
  9372. };
  9373. /**
  9374. * Get value in radians
  9375. * @returns the Angle value in radians (float)
  9376. */
  9377. Angle.prototype.radians = function () {
  9378. return this._radians;
  9379. };
  9380. /**
  9381. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9382. * @param a defines first vector
  9383. * @param b defines second vector
  9384. * @returns a new Angle
  9385. */
  9386. Angle.BetweenTwoPoints = function (a, b) {
  9387. var delta = b.subtract(a);
  9388. var theta = Math.atan2(delta.y, delta.x);
  9389. return new Angle(theta);
  9390. };
  9391. /**
  9392. * Gets a new Angle object from the given float in radians
  9393. * @param radians defines the angle value in radians
  9394. * @returns a new Angle
  9395. */
  9396. Angle.FromRadians = function (radians) {
  9397. return new Angle(radians);
  9398. };
  9399. /**
  9400. * Gets a new Angle object from the given float in degrees
  9401. * @param degrees defines the angle value in degrees
  9402. * @returns a new Angle
  9403. */
  9404. Angle.FromDegrees = function (degrees) {
  9405. return new Angle(degrees * Math.PI / 180.0);
  9406. };
  9407. return Angle;
  9408. }());
  9409. BABYLON.Angle = Angle;
  9410. /**
  9411. * This represents an arc in a 2d space.
  9412. */
  9413. var Arc2 = /** @class */ (function () {
  9414. /**
  9415. * Creates an Arc object from the three given points : start, middle and end.
  9416. * @param startPoint Defines the start point of the arc
  9417. * @param midPoint Defines the midlle point of the arc
  9418. * @param endPoint Defines the end point of the arc
  9419. */
  9420. function Arc2(
  9421. /** Defines the start point of the arc */
  9422. startPoint,
  9423. /** Defines the mid point of the arc */
  9424. midPoint,
  9425. /** Defines the end point of the arc */
  9426. endPoint) {
  9427. this.startPoint = startPoint;
  9428. this.midPoint = midPoint;
  9429. this.endPoint = endPoint;
  9430. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9431. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9432. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9433. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9434. 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);
  9435. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9436. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9437. var a1 = this.startAngle.degrees();
  9438. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9439. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9440. // angles correction
  9441. if (a2 - a1 > +180.0) {
  9442. a2 -= 360.0;
  9443. }
  9444. if (a2 - a1 < -180.0) {
  9445. a2 += 360.0;
  9446. }
  9447. if (a3 - a2 > +180.0) {
  9448. a3 -= 360.0;
  9449. }
  9450. if (a3 - a2 < -180.0) {
  9451. a3 += 360.0;
  9452. }
  9453. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9454. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9455. }
  9456. return Arc2;
  9457. }());
  9458. BABYLON.Arc2 = Arc2;
  9459. /**
  9460. * Represents a 2D path made up of multiple 2D points
  9461. */
  9462. var Path2 = /** @class */ (function () {
  9463. /**
  9464. * Creates a Path2 object from the starting 2D coordinates x and y.
  9465. * @param x the starting points x value
  9466. * @param y the starting points y value
  9467. */
  9468. function Path2(x, y) {
  9469. this._points = new Array();
  9470. this._length = 0.0;
  9471. /**
  9472. * If the path start and end point are the same
  9473. */
  9474. this.closed = false;
  9475. this._points.push(new Vector2(x, y));
  9476. }
  9477. /**
  9478. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9479. * @param x the added points x value
  9480. * @param y the added points y value
  9481. * @returns the updated Path2.
  9482. */
  9483. Path2.prototype.addLineTo = function (x, y) {
  9484. if (this.closed) {
  9485. return this;
  9486. }
  9487. var newPoint = new Vector2(x, y);
  9488. var previousPoint = this._points[this._points.length - 1];
  9489. this._points.push(newPoint);
  9490. this._length += newPoint.subtract(previousPoint).length();
  9491. return this;
  9492. };
  9493. /**
  9494. * 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.
  9495. * @param midX middle point x value
  9496. * @param midY middle point y value
  9497. * @param endX end point x value
  9498. * @param endY end point y value
  9499. * @param numberOfSegments (default: 36)
  9500. * @returns the updated Path2.
  9501. */
  9502. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9503. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9504. if (this.closed) {
  9505. return this;
  9506. }
  9507. var startPoint = this._points[this._points.length - 1];
  9508. var midPoint = new Vector2(midX, midY);
  9509. var endPoint = new Vector2(endX, endY);
  9510. var arc = new Arc2(startPoint, midPoint, endPoint);
  9511. var increment = arc.angle.radians() / numberOfSegments;
  9512. if (arc.orientation === Orientation.CW) {
  9513. increment *= -1;
  9514. }
  9515. var currentAngle = arc.startAngle.radians() + increment;
  9516. for (var i = 0; i < numberOfSegments; i++) {
  9517. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9518. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9519. this.addLineTo(x, y);
  9520. currentAngle += increment;
  9521. }
  9522. return this;
  9523. };
  9524. /**
  9525. * Closes the Path2.
  9526. * @returns the Path2.
  9527. */
  9528. Path2.prototype.close = function () {
  9529. this.closed = true;
  9530. return this;
  9531. };
  9532. /**
  9533. * Gets the sum of the distance between each sequential point in the path
  9534. * @returns the Path2 total length (float).
  9535. */
  9536. Path2.prototype.length = function () {
  9537. var result = this._length;
  9538. if (!this.closed) {
  9539. var lastPoint = this._points[this._points.length - 1];
  9540. var firstPoint = this._points[0];
  9541. result += (firstPoint.subtract(lastPoint).length());
  9542. }
  9543. return result;
  9544. };
  9545. /**
  9546. * Gets the points which construct the path
  9547. * @returns the Path2 internal array of points.
  9548. */
  9549. Path2.prototype.getPoints = function () {
  9550. return this._points;
  9551. };
  9552. /**
  9553. * Retreives the point at the distance aways from the starting point
  9554. * @param normalizedLengthPosition the length along the path to retreive the point from
  9555. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9556. */
  9557. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9558. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9559. return Vector2.Zero();
  9560. }
  9561. var lengthPosition = normalizedLengthPosition * this.length();
  9562. var previousOffset = 0;
  9563. for (var i = 0; i < this._points.length; i++) {
  9564. var j = (i + 1) % this._points.length;
  9565. var a = this._points[i];
  9566. var b = this._points[j];
  9567. var bToA = b.subtract(a);
  9568. var nextOffset = (bToA.length() + previousOffset);
  9569. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9570. var dir = bToA.normalize();
  9571. var localOffset = lengthPosition - previousOffset;
  9572. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9573. }
  9574. previousOffset = nextOffset;
  9575. }
  9576. return Vector2.Zero();
  9577. };
  9578. /**
  9579. * Creates a new path starting from an x and y position
  9580. * @param x starting x value
  9581. * @param y starting y value
  9582. * @returns a new Path2 starting at the coordinates (x, y).
  9583. */
  9584. Path2.StartingAt = function (x, y) {
  9585. return new Path2(x, y);
  9586. };
  9587. return Path2;
  9588. }());
  9589. BABYLON.Path2 = Path2;
  9590. /**
  9591. * Represents a 3D path made up of multiple 3D points
  9592. */
  9593. var Path3D = /** @class */ (function () {
  9594. /**
  9595. * new Path3D(path, normal, raw)
  9596. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9597. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9598. * @param path an array of Vector3, the curve axis of the Path3D
  9599. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9600. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9601. */
  9602. function Path3D(
  9603. /**
  9604. * an array of Vector3, the curve axis of the Path3D
  9605. */
  9606. path, firstNormal, raw) {
  9607. if (firstNormal === void 0) { firstNormal = null; }
  9608. this.path = path;
  9609. this._curve = new Array();
  9610. this._distances = new Array();
  9611. this._tangents = new Array();
  9612. this._normals = new Array();
  9613. this._binormals = new Array();
  9614. for (var p = 0; p < path.length; p++) {
  9615. this._curve[p] = path[p].clone(); // hard copy
  9616. }
  9617. this._raw = raw || false;
  9618. this._compute(firstNormal);
  9619. }
  9620. /**
  9621. * Returns the Path3D array of successive Vector3 designing its curve.
  9622. * @returns the Path3D array of successive Vector3 designing its curve.
  9623. */
  9624. Path3D.prototype.getCurve = function () {
  9625. return this._curve;
  9626. };
  9627. /**
  9628. * Returns an array populated with tangent vectors on each Path3D curve point.
  9629. * @returns an array populated with tangent vectors on each Path3D curve point.
  9630. */
  9631. Path3D.prototype.getTangents = function () {
  9632. return this._tangents;
  9633. };
  9634. /**
  9635. * Returns an array populated with normal vectors on each Path3D curve point.
  9636. * @returns an array populated with normal vectors on each Path3D curve point.
  9637. */
  9638. Path3D.prototype.getNormals = function () {
  9639. return this._normals;
  9640. };
  9641. /**
  9642. * Returns an array populated with binormal vectors on each Path3D curve point.
  9643. * @returns an array populated with binormal vectors on each Path3D curve point.
  9644. */
  9645. Path3D.prototype.getBinormals = function () {
  9646. return this._binormals;
  9647. };
  9648. /**
  9649. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9650. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9651. */
  9652. Path3D.prototype.getDistances = function () {
  9653. return this._distances;
  9654. };
  9655. /**
  9656. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9657. * @param path path which all values are copied into the curves points
  9658. * @param firstNormal which should be projected onto the curve
  9659. * @returns the same object updated.
  9660. */
  9661. Path3D.prototype.update = function (path, firstNormal) {
  9662. if (firstNormal === void 0) { firstNormal = null; }
  9663. for (var p = 0; p < path.length; p++) {
  9664. this._curve[p].x = path[p].x;
  9665. this._curve[p].y = path[p].y;
  9666. this._curve[p].z = path[p].z;
  9667. }
  9668. this._compute(firstNormal);
  9669. return this;
  9670. };
  9671. // private function compute() : computes tangents, normals and binormals
  9672. Path3D.prototype._compute = function (firstNormal) {
  9673. var l = this._curve.length;
  9674. // first and last tangents
  9675. this._tangents[0] = this._getFirstNonNullVector(0);
  9676. if (!this._raw) {
  9677. this._tangents[0].normalize();
  9678. }
  9679. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9680. if (!this._raw) {
  9681. this._tangents[l - 1].normalize();
  9682. }
  9683. // normals and binormals at first point : arbitrary vector with _normalVector()
  9684. var tg0 = this._tangents[0];
  9685. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9686. this._normals[0] = pp0;
  9687. if (!this._raw) {
  9688. this._normals[0].normalize();
  9689. }
  9690. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9691. if (!this._raw) {
  9692. this._binormals[0].normalize();
  9693. }
  9694. this._distances[0] = 0.0;
  9695. // normals and binormals : next points
  9696. var prev; // previous vector (segment)
  9697. var cur; // current vector (segment)
  9698. var curTang; // current tangent
  9699. // previous normal
  9700. var prevBinor; // previous binormal
  9701. for (var i = 1; i < l; i++) {
  9702. // tangents
  9703. prev = this._getLastNonNullVector(i);
  9704. if (i < l - 1) {
  9705. cur = this._getFirstNonNullVector(i);
  9706. this._tangents[i] = prev.add(cur);
  9707. this._tangents[i].normalize();
  9708. }
  9709. this._distances[i] = this._distances[i - 1] + prev.length();
  9710. // normals and binormals
  9711. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9712. curTang = this._tangents[i];
  9713. prevBinor = this._binormals[i - 1];
  9714. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9715. if (!this._raw) {
  9716. this._normals[i].normalize();
  9717. }
  9718. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9719. if (!this._raw) {
  9720. this._binormals[i].normalize();
  9721. }
  9722. }
  9723. };
  9724. // private function getFirstNonNullVector(index)
  9725. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9726. Path3D.prototype._getFirstNonNullVector = function (index) {
  9727. var i = 1;
  9728. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9729. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9730. i++;
  9731. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9732. }
  9733. return nNVector;
  9734. };
  9735. // private function getLastNonNullVector(index)
  9736. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9737. Path3D.prototype._getLastNonNullVector = function (index) {
  9738. var i = 1;
  9739. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9740. while (nLVector.length() === 0 && index > i + 1) {
  9741. i++;
  9742. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9743. }
  9744. return nLVector;
  9745. };
  9746. // private function normalVector(v0, vt, va) :
  9747. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9748. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9749. Path3D.prototype._normalVector = function (v0, vt, va) {
  9750. var normal0;
  9751. var tgl = vt.length();
  9752. if (tgl === 0.0) {
  9753. tgl = 1.0;
  9754. }
  9755. if (va === undefined || va === null) {
  9756. var point;
  9757. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9758. point = new Vector3(0.0, -1.0, 0.0);
  9759. }
  9760. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9761. point = new Vector3(1.0, 0.0, 0.0);
  9762. }
  9763. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9764. point = new Vector3(0.0, 0.0, 1.0);
  9765. }
  9766. else {
  9767. point = Vector3.Zero();
  9768. }
  9769. normal0 = Vector3.Cross(vt, point);
  9770. }
  9771. else {
  9772. normal0 = Vector3.Cross(vt, va);
  9773. Vector3.CrossToRef(normal0, vt, normal0);
  9774. }
  9775. normal0.normalize();
  9776. return normal0;
  9777. };
  9778. return Path3D;
  9779. }());
  9780. BABYLON.Path3D = Path3D;
  9781. /**
  9782. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9783. * A Curve3 is designed from a series of successive Vector3.
  9784. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9785. */
  9786. var Curve3 = /** @class */ (function () {
  9787. /**
  9788. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9789. * A Curve3 is designed from a series of successive Vector3.
  9790. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9791. * @param points points which make up the curve
  9792. */
  9793. function Curve3(points) {
  9794. this._length = 0.0;
  9795. this._points = points;
  9796. this._length = this._computeLength(points);
  9797. }
  9798. /**
  9799. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9800. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9801. * @param v1 (Vector3) the control point
  9802. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9803. * @param nbPoints (integer) the wanted number of points in the curve
  9804. * @returns the created Curve3
  9805. */
  9806. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9807. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9808. var bez = new Array();
  9809. var equation = function (t, val0, val1, val2) {
  9810. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9811. return res;
  9812. };
  9813. for (var i = 0; i <= nbPoints; i++) {
  9814. 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)));
  9815. }
  9816. return new Curve3(bez);
  9817. };
  9818. /**
  9819. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9820. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9821. * @param v1 (Vector3) the first control point
  9822. * @param v2 (Vector3) the second control point
  9823. * @param v3 (Vector3) the end point of the Cubic Bezier
  9824. * @param nbPoints (integer) the wanted number of points in the curve
  9825. * @returns the created Curve3
  9826. */
  9827. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9828. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9829. var bez = new Array();
  9830. var equation = function (t, val0, val1, val2, val3) {
  9831. 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;
  9832. return res;
  9833. };
  9834. for (var i = 0; i <= nbPoints; i++) {
  9835. 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)));
  9836. }
  9837. return new Curve3(bez);
  9838. };
  9839. /**
  9840. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9841. * @param p1 (Vector3) the origin point of the Hermite Spline
  9842. * @param t1 (Vector3) the tangent vector at the origin point
  9843. * @param p2 (Vector3) the end point of the Hermite Spline
  9844. * @param t2 (Vector3) the tangent vector at the end point
  9845. * @param nbPoints (integer) the wanted number of points in the curve
  9846. * @returns the created Curve3
  9847. */
  9848. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9849. var hermite = new Array();
  9850. var step = 1.0 / nbPoints;
  9851. for (var i = 0; i <= nbPoints; i++) {
  9852. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9853. }
  9854. return new Curve3(hermite);
  9855. };
  9856. /**
  9857. * Returns a Curve3 object along a CatmullRom Spline curve :
  9858. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9859. * @param nbPoints (integer) the wanted number of points between each curve control points
  9860. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9861. * @returns the created Curve3
  9862. */
  9863. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9864. var catmullRom = new Array();
  9865. var step = 1.0 / nbPoints;
  9866. var amount = 0.0;
  9867. if (closed) {
  9868. var pointsCount = points.length;
  9869. for (var i = 0; i < pointsCount; i++) {
  9870. amount = 0;
  9871. for (var c = 0; c < nbPoints; c++) {
  9872. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9873. amount += step;
  9874. }
  9875. }
  9876. catmullRom.push(catmullRom[0]);
  9877. }
  9878. else {
  9879. var totalPoints = new Array();
  9880. totalPoints.push(points[0].clone());
  9881. Array.prototype.push.apply(totalPoints, points);
  9882. totalPoints.push(points[points.length - 1].clone());
  9883. for (var i = 0; i < totalPoints.length - 3; i++) {
  9884. amount = 0;
  9885. for (var c = 0; c < nbPoints; c++) {
  9886. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9887. amount += step;
  9888. }
  9889. }
  9890. i--;
  9891. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9892. }
  9893. return new Curve3(catmullRom);
  9894. };
  9895. /**
  9896. * @returns the Curve3 stored array of successive Vector3
  9897. */
  9898. Curve3.prototype.getPoints = function () {
  9899. return this._points;
  9900. };
  9901. /**
  9902. * @returns the computed length (float) of the curve.
  9903. */
  9904. Curve3.prototype.length = function () {
  9905. return this._length;
  9906. };
  9907. /**
  9908. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9909. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9910. * curveA and curveB keep unchanged.
  9911. * @param curve the curve to continue from this curve
  9912. * @returns the newly constructed curve
  9913. */
  9914. Curve3.prototype.continue = function (curve) {
  9915. var lastPoint = this._points[this._points.length - 1];
  9916. var continuedPoints = this._points.slice();
  9917. var curvePoints = curve.getPoints();
  9918. for (var i = 1; i < curvePoints.length; i++) {
  9919. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9920. }
  9921. var continuedCurve = new Curve3(continuedPoints);
  9922. return continuedCurve;
  9923. };
  9924. Curve3.prototype._computeLength = function (path) {
  9925. var l = 0;
  9926. for (var i = 1; i < path.length; i++) {
  9927. l += (path[i].subtract(path[i - 1])).length();
  9928. }
  9929. return l;
  9930. };
  9931. return Curve3;
  9932. }());
  9933. BABYLON.Curve3 = Curve3;
  9934. // Vertex formats
  9935. /**
  9936. * Contains position and normal vectors for a vertex
  9937. */
  9938. var PositionNormalVertex = /** @class */ (function () {
  9939. /**
  9940. * Creates a PositionNormalVertex
  9941. * @param position the position of the vertex (defaut: 0,0,0)
  9942. * @param normal the normal of the vertex (defaut: 0,1,0)
  9943. */
  9944. function PositionNormalVertex(
  9945. /** the position of the vertex (defaut: 0,0,0) */
  9946. position,
  9947. /** the normal of the vertex (defaut: 0,1,0) */
  9948. normal) {
  9949. if (position === void 0) { position = Vector3.Zero(); }
  9950. if (normal === void 0) { normal = Vector3.Up(); }
  9951. this.position = position;
  9952. this.normal = normal;
  9953. }
  9954. /**
  9955. * Clones the PositionNormalVertex
  9956. * @returns the cloned PositionNormalVertex
  9957. */
  9958. PositionNormalVertex.prototype.clone = function () {
  9959. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9960. };
  9961. return PositionNormalVertex;
  9962. }());
  9963. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9964. /**
  9965. * Contains position, normal and uv vectors for a vertex
  9966. */
  9967. var PositionNormalTextureVertex = /** @class */ (function () {
  9968. /**
  9969. * Creates a PositionNormalTextureVertex
  9970. * @param position the position of the vertex (defaut: 0,0,0)
  9971. * @param normal the normal of the vertex (defaut: 0,1,0)
  9972. * @param uv the uv of the vertex (default: 0,0)
  9973. */
  9974. function PositionNormalTextureVertex(
  9975. /** the position of the vertex (defaut: 0,0,0) */
  9976. position,
  9977. /** the normal of the vertex (defaut: 0,1,0) */
  9978. normal,
  9979. /** the uv of the vertex (default: 0,0) */
  9980. uv) {
  9981. if (position === void 0) { position = Vector3.Zero(); }
  9982. if (normal === void 0) { normal = Vector3.Up(); }
  9983. if (uv === void 0) { uv = Vector2.Zero(); }
  9984. this.position = position;
  9985. this.normal = normal;
  9986. this.uv = uv;
  9987. }
  9988. /**
  9989. * Clones the PositionNormalTextureVertex
  9990. * @returns the cloned PositionNormalTextureVertex
  9991. */
  9992. PositionNormalTextureVertex.prototype.clone = function () {
  9993. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  9994. };
  9995. return PositionNormalTextureVertex;
  9996. }());
  9997. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  9998. // Temporary pre-allocated objects for engine internal use
  9999. // usage in any internal function :
  10000. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10001. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10002. /**
  10003. * @hidden
  10004. */
  10005. var Tmp = /** @class */ (function () {
  10006. function Tmp() {
  10007. }
  10008. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10009. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10010. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10011. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10012. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10013. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10014. Tmp.Matrix = BABYLON.Tools.BuildArray(6, Matrix.Identity); // 6 temp Matrices at once should be enough
  10015. return Tmp;
  10016. }());
  10017. BABYLON.Tmp = Tmp;
  10018. /**
  10019. * @hidden
  10020. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10021. */
  10022. var MathTmp = /** @class */ (function () {
  10023. function MathTmp() {
  10024. }
  10025. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10026. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10027. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10028. return MathTmp;
  10029. }());
  10030. })(BABYLON || (BABYLON = {}));
  10031. //# sourceMappingURL=babylon.math.js.map
  10032. var BABYLON;
  10033. (function (BABYLON) {
  10034. /**
  10035. * Scalar computation library
  10036. */
  10037. var Scalar = /** @class */ (function () {
  10038. function Scalar() {
  10039. }
  10040. /**
  10041. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10042. * @param a number
  10043. * @param b number
  10044. * @param epsilon (default = 1.401298E-45)
  10045. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10046. */
  10047. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10048. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10049. var num = a - b;
  10050. return -epsilon <= num && num <= epsilon;
  10051. };
  10052. /**
  10053. * Returns a string : the upper case translation of the number i to hexadecimal.
  10054. * @param i number
  10055. * @returns the upper case translation of the number i to hexadecimal.
  10056. */
  10057. Scalar.ToHex = function (i) {
  10058. var str = i.toString(16);
  10059. if (i <= 15) {
  10060. return ("0" + str).toUpperCase();
  10061. }
  10062. return str.toUpperCase();
  10063. };
  10064. /**
  10065. * Returns -1 if value is negative and +1 is value is positive.
  10066. * @param value the value
  10067. * @returns the value itself if it's equal to zero.
  10068. */
  10069. Scalar.Sign = function (value) {
  10070. value = +value; // convert to a number
  10071. if (value === 0 || isNaN(value)) {
  10072. return value;
  10073. }
  10074. return value > 0 ? 1 : -1;
  10075. };
  10076. /**
  10077. * Returns the value itself if it's between min and max.
  10078. * Returns min if the value is lower than min.
  10079. * Returns max if the value is greater than max.
  10080. * @param value the value to clmap
  10081. * @param min the min value to clamp to (default: 0)
  10082. * @param max the max value to clamp to (default: 1)
  10083. * @returns the clamped value
  10084. */
  10085. Scalar.Clamp = function (value, min, max) {
  10086. if (min === void 0) { min = 0; }
  10087. if (max === void 0) { max = 1; }
  10088. return Math.min(max, Math.max(min, value));
  10089. };
  10090. /**
  10091. * the log2 of value.
  10092. * @param value the value to compute log2 of
  10093. * @returns the log2 of value.
  10094. */
  10095. Scalar.Log2 = function (value) {
  10096. return Math.log(value) * Math.LOG2E;
  10097. };
  10098. /**
  10099. * Loops the value, so that it is never larger than length and never smaller than 0.
  10100. *
  10101. * This is similar to the modulo operator but it works with floating point numbers.
  10102. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10103. * With t = 5 and length = 2.5, the result would be 0.0.
  10104. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10105. * @param value the value
  10106. * @param length the length
  10107. * @returns the looped value
  10108. */
  10109. Scalar.Repeat = function (value, length) {
  10110. return value - Math.floor(value / length) * length;
  10111. };
  10112. /**
  10113. * Normalize the value between 0.0 and 1.0 using min and max values
  10114. * @param value value to normalize
  10115. * @param min max to normalize between
  10116. * @param max min to normalize between
  10117. * @returns the normalized value
  10118. */
  10119. Scalar.Normalize = function (value, min, max) {
  10120. return (value - min) / (max - min);
  10121. };
  10122. /**
  10123. * Denormalize the value from 0.0 and 1.0 using min and max values
  10124. * @param normalized value to denormalize
  10125. * @param min max to denormalize between
  10126. * @param max min to denormalize between
  10127. * @returns the denormalized value
  10128. */
  10129. Scalar.Denormalize = function (normalized, min, max) {
  10130. return (normalized * (max - min) + min);
  10131. };
  10132. /**
  10133. * Calculates the shortest difference between two given angles given in degrees.
  10134. * @param current current angle in degrees
  10135. * @param target target angle in degrees
  10136. * @returns the delta
  10137. */
  10138. Scalar.DeltaAngle = function (current, target) {
  10139. var num = Scalar.Repeat(target - current, 360.0);
  10140. if (num > 180.0) {
  10141. num -= 360.0;
  10142. }
  10143. return num;
  10144. };
  10145. /**
  10146. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10147. * @param tx value
  10148. * @param length length
  10149. * @returns The returned value will move back and forth between 0 and length
  10150. */
  10151. Scalar.PingPong = function (tx, length) {
  10152. var t = Scalar.Repeat(tx, length * 2.0);
  10153. return length - Math.abs(t - length);
  10154. };
  10155. /**
  10156. * Interpolates between min and max with smoothing at the limits.
  10157. *
  10158. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10159. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10160. * @param from from
  10161. * @param to to
  10162. * @param tx value
  10163. * @returns the smooth stepped value
  10164. */
  10165. Scalar.SmoothStep = function (from, to, tx) {
  10166. var t = Scalar.Clamp(tx);
  10167. t = -2.0 * t * t * t + 3.0 * t * t;
  10168. return to * t + from * (1.0 - t);
  10169. };
  10170. /**
  10171. * Moves a value current towards target.
  10172. *
  10173. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10174. * Negative values of maxDelta pushes the value away from target.
  10175. * @param current current value
  10176. * @param target target value
  10177. * @param maxDelta max distance to move
  10178. * @returns resulting value
  10179. */
  10180. Scalar.MoveTowards = function (current, target, maxDelta) {
  10181. var result = 0;
  10182. if (Math.abs(target - current) <= maxDelta) {
  10183. result = target;
  10184. }
  10185. else {
  10186. result = current + Scalar.Sign(target - current) * maxDelta;
  10187. }
  10188. return result;
  10189. };
  10190. /**
  10191. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10192. *
  10193. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10194. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10195. * @param current current value
  10196. * @param target target value
  10197. * @param maxDelta max distance to move
  10198. * @returns resulting angle
  10199. */
  10200. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10201. var num = Scalar.DeltaAngle(current, target);
  10202. var result = 0;
  10203. if (-maxDelta < num && num < maxDelta) {
  10204. result = target;
  10205. }
  10206. else {
  10207. target = current + num;
  10208. result = Scalar.MoveTowards(current, target, maxDelta);
  10209. }
  10210. return result;
  10211. };
  10212. /**
  10213. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10214. * @param start start value
  10215. * @param end target value
  10216. * @param amount amount to lerp between
  10217. * @returns the lerped value
  10218. */
  10219. Scalar.Lerp = function (start, end, amount) {
  10220. return start + ((end - start) * amount);
  10221. };
  10222. /**
  10223. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10224. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10225. * @param start start value
  10226. * @param end target value
  10227. * @param amount amount to lerp between
  10228. * @returns the lerped value
  10229. */
  10230. Scalar.LerpAngle = function (start, end, amount) {
  10231. var num = Scalar.Repeat(end - start, 360.0);
  10232. if (num > 180.0) {
  10233. num -= 360.0;
  10234. }
  10235. return start + num * Scalar.Clamp(amount);
  10236. };
  10237. /**
  10238. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10239. * @param a start value
  10240. * @param b target value
  10241. * @param value value between a and b
  10242. * @returns the inverseLerp value
  10243. */
  10244. Scalar.InverseLerp = function (a, b, value) {
  10245. var result = 0;
  10246. if (a != b) {
  10247. result = Scalar.Clamp((value - a) / (b - a));
  10248. }
  10249. else {
  10250. result = 0.0;
  10251. }
  10252. return result;
  10253. };
  10254. /**
  10255. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10256. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10257. * @param value1 spline value
  10258. * @param tangent1 spline value
  10259. * @param value2 spline value
  10260. * @param tangent2 spline value
  10261. * @param amount input value
  10262. * @returns hermite result
  10263. */
  10264. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10265. var squared = amount * amount;
  10266. var cubed = amount * squared;
  10267. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10268. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10269. var part3 = (cubed - (2.0 * squared)) + amount;
  10270. var part4 = cubed - squared;
  10271. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10272. };
  10273. /**
  10274. * Returns a random float number between and min and max values
  10275. * @param min min value of random
  10276. * @param max max value of random
  10277. * @returns random value
  10278. */
  10279. Scalar.RandomRange = function (min, max) {
  10280. if (min === max) {
  10281. return min;
  10282. }
  10283. return ((Math.random() * (max - min)) + min);
  10284. };
  10285. /**
  10286. * This function returns percentage of a number in a given range.
  10287. *
  10288. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10289. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10290. * @param number to convert to percentage
  10291. * @param min min range
  10292. * @param max max range
  10293. * @returns the percentage
  10294. */
  10295. Scalar.RangeToPercent = function (number, min, max) {
  10296. return ((number - min) / (max - min));
  10297. };
  10298. /**
  10299. * This function returns number that corresponds to the percentage in a given range.
  10300. *
  10301. * PercentToRange(0.34,0,100) will return 34.
  10302. * @param percent to convert to number
  10303. * @param min min range
  10304. * @param max max range
  10305. * @returns the number
  10306. */
  10307. Scalar.PercentToRange = function (percent, min, max) {
  10308. return ((max - min) * percent + min);
  10309. };
  10310. /**
  10311. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10312. * @param angle The angle to normalize in radian.
  10313. * @return The converted angle.
  10314. */
  10315. Scalar.NormalizeRadians = function (angle) {
  10316. // More precise but slower version kept for reference.
  10317. // angle = angle % Tools.TwoPi;
  10318. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10319. //if (angle > Math.PI) {
  10320. // angle -= Tools.TwoPi;
  10321. //}
  10322. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10323. return angle;
  10324. };
  10325. /**
  10326. * Two pi constants convenient for computation.
  10327. */
  10328. Scalar.TwoPi = Math.PI * 2;
  10329. return Scalar;
  10330. }());
  10331. BABYLON.Scalar = Scalar;
  10332. })(BABYLON || (BABYLON = {}));
  10333. //# sourceMappingURL=babylon.math.scalar.js.map
  10334. //# sourceMappingURL=babylon.mixins.js.map
  10335. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10336. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10337. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10338. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10339. //# sourceMappingURL=babylon.webgl2.js.map
  10340. var BABYLON;
  10341. (function (BABYLON) {
  10342. var __decoratorInitialStore = {};
  10343. var __mergedStore = {};
  10344. var _copySource = function (creationFunction, source, instanciate) {
  10345. var destination = creationFunction();
  10346. // Tags
  10347. if (BABYLON.Tags) {
  10348. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10349. }
  10350. var classStore = getMergedStore(destination);
  10351. // Properties
  10352. for (var property in classStore) {
  10353. var propertyDescriptor = classStore[property];
  10354. var sourceProperty = source[property];
  10355. var propertyType = propertyDescriptor.type;
  10356. if (sourceProperty !== undefined && sourceProperty !== null) {
  10357. switch (propertyType) {
  10358. case 0: // Value
  10359. case 6: // Mesh reference
  10360. case 11: // Camera reference
  10361. destination[property] = sourceProperty;
  10362. break;
  10363. case 1: // Texture
  10364. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10365. break;
  10366. case 2: // Color3
  10367. case 3: // FresnelParameters
  10368. case 4: // Vector2
  10369. case 5: // Vector3
  10370. case 7: // Color Curves
  10371. case 10: // Quaternion
  10372. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10373. break;
  10374. }
  10375. }
  10376. }
  10377. return destination;
  10378. };
  10379. function getDirectStore(target) {
  10380. var classKey = target.getClassName();
  10381. if (!__decoratorInitialStore[classKey]) {
  10382. __decoratorInitialStore[classKey] = {};
  10383. }
  10384. return __decoratorInitialStore[classKey];
  10385. }
  10386. /**
  10387. * Return the list of properties flagged as serializable
  10388. * @param target: host object
  10389. */
  10390. function getMergedStore(target) {
  10391. var classKey = target.getClassName();
  10392. if (__mergedStore[classKey]) {
  10393. return __mergedStore[classKey];
  10394. }
  10395. __mergedStore[classKey] = {};
  10396. var store = __mergedStore[classKey];
  10397. var currentTarget = target;
  10398. var currentKey = classKey;
  10399. while (currentKey) {
  10400. var initialStore = __decoratorInitialStore[currentKey];
  10401. for (var property in initialStore) {
  10402. store[property] = initialStore[property];
  10403. }
  10404. var parent_1 = void 0;
  10405. var done = false;
  10406. do {
  10407. parent_1 = Object.getPrototypeOf(currentTarget);
  10408. if (!parent_1.getClassName) {
  10409. done = true;
  10410. break;
  10411. }
  10412. if (parent_1.getClassName() !== currentKey) {
  10413. break;
  10414. }
  10415. currentTarget = parent_1;
  10416. } while (parent_1);
  10417. if (done) {
  10418. break;
  10419. }
  10420. currentKey = parent_1.getClassName();
  10421. currentTarget = parent_1;
  10422. }
  10423. return store;
  10424. }
  10425. function generateSerializableMember(type, sourceName) {
  10426. return function (target, propertyKey) {
  10427. var classStore = getDirectStore(target);
  10428. if (!classStore[propertyKey]) {
  10429. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10430. }
  10431. };
  10432. }
  10433. function generateExpandMember(setCallback, targetKey) {
  10434. if (targetKey === void 0) { targetKey = null; }
  10435. return function (target, propertyKey) {
  10436. var key = targetKey || ("_" + propertyKey);
  10437. Object.defineProperty(target, propertyKey, {
  10438. get: function () {
  10439. return this[key];
  10440. },
  10441. set: function (value) {
  10442. if (this[key] === value) {
  10443. return;
  10444. }
  10445. this[key] = value;
  10446. target[setCallback].apply(this);
  10447. },
  10448. enumerable: true,
  10449. configurable: true
  10450. });
  10451. };
  10452. }
  10453. function expandToProperty(callback, targetKey) {
  10454. if (targetKey === void 0) { targetKey = null; }
  10455. return generateExpandMember(callback, targetKey);
  10456. }
  10457. BABYLON.expandToProperty = expandToProperty;
  10458. function serialize(sourceName) {
  10459. return generateSerializableMember(0, sourceName); // value member
  10460. }
  10461. BABYLON.serialize = serialize;
  10462. function serializeAsTexture(sourceName) {
  10463. return generateSerializableMember(1, sourceName); // texture member
  10464. }
  10465. BABYLON.serializeAsTexture = serializeAsTexture;
  10466. function serializeAsColor3(sourceName) {
  10467. return generateSerializableMember(2, sourceName); // color3 member
  10468. }
  10469. BABYLON.serializeAsColor3 = serializeAsColor3;
  10470. function serializeAsFresnelParameters(sourceName) {
  10471. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10472. }
  10473. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10474. function serializeAsVector2(sourceName) {
  10475. return generateSerializableMember(4, sourceName); // vector2 member
  10476. }
  10477. BABYLON.serializeAsVector2 = serializeAsVector2;
  10478. function serializeAsVector3(sourceName) {
  10479. return generateSerializableMember(5, sourceName); // vector3 member
  10480. }
  10481. BABYLON.serializeAsVector3 = serializeAsVector3;
  10482. function serializeAsMeshReference(sourceName) {
  10483. return generateSerializableMember(6, sourceName); // mesh reference member
  10484. }
  10485. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10486. function serializeAsColorCurves(sourceName) {
  10487. return generateSerializableMember(7, sourceName); // color curves
  10488. }
  10489. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10490. function serializeAsColor4(sourceName) {
  10491. return generateSerializableMember(8, sourceName); // color 4
  10492. }
  10493. BABYLON.serializeAsColor4 = serializeAsColor4;
  10494. function serializeAsImageProcessingConfiguration(sourceName) {
  10495. return generateSerializableMember(9, sourceName); // image processing
  10496. }
  10497. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10498. function serializeAsQuaternion(sourceName) {
  10499. return generateSerializableMember(10, sourceName); // quaternion member
  10500. }
  10501. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10502. /**
  10503. * Decorator used to define property that can be serialized as reference to a camera
  10504. * @param sourceName defines the name of the property to decorate
  10505. */
  10506. function serializeAsCameraReference(sourceName) {
  10507. return generateSerializableMember(11, sourceName); // camera reference member
  10508. }
  10509. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10510. /**
  10511. * Class used to help serialization objects
  10512. */
  10513. var SerializationHelper = /** @class */ (function () {
  10514. function SerializationHelper() {
  10515. }
  10516. /**
  10517. * Static function used to serialized a specific entity
  10518. * @param entity defines the entity to serialize
  10519. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10520. * @returns a JSON compatible object representing the serialization of the entity
  10521. */
  10522. SerializationHelper.Serialize = function (entity, serializationObject) {
  10523. if (!serializationObject) {
  10524. serializationObject = {};
  10525. }
  10526. // Tags
  10527. if (BABYLON.Tags) {
  10528. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10529. }
  10530. var serializedProperties = getMergedStore(entity);
  10531. // Properties
  10532. for (var property in serializedProperties) {
  10533. var propertyDescriptor = serializedProperties[property];
  10534. var targetPropertyName = propertyDescriptor.sourceName || property;
  10535. var propertyType = propertyDescriptor.type;
  10536. var sourceProperty = entity[property];
  10537. if (sourceProperty !== undefined && sourceProperty !== null) {
  10538. switch (propertyType) {
  10539. case 0: // Value
  10540. serializationObject[targetPropertyName] = sourceProperty;
  10541. break;
  10542. case 1: // Texture
  10543. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10544. break;
  10545. case 2: // Color3
  10546. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10547. break;
  10548. case 3: // FresnelParameters
  10549. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10550. break;
  10551. case 4: // Vector2
  10552. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10553. break;
  10554. case 5: // Vector3
  10555. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10556. break;
  10557. case 6: // Mesh reference
  10558. serializationObject[targetPropertyName] = sourceProperty.id;
  10559. break;
  10560. case 7: // Color Curves
  10561. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10562. break;
  10563. case 8: // Color 4
  10564. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10565. break;
  10566. case 9: // Image Processing
  10567. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10568. break;
  10569. case 10: // Quaternion
  10570. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10571. break;
  10572. case 11: // Camera reference
  10573. serializationObject[targetPropertyName] = sourceProperty.id;
  10574. break;
  10575. }
  10576. }
  10577. }
  10578. return serializationObject;
  10579. };
  10580. /**
  10581. * Creates a new entity from a serialization data object
  10582. * @param creationFunction defines a function used to instanciated the new entity
  10583. * @param source defines the source serialization data
  10584. * @param scene defines the hosting scene
  10585. * @param rootUrl defines the root url for resources
  10586. * @returns a new entity
  10587. */
  10588. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10589. if (rootUrl === void 0) { rootUrl = null; }
  10590. var destination = creationFunction();
  10591. if (!rootUrl) {
  10592. rootUrl = "";
  10593. }
  10594. // Tags
  10595. if (BABYLON.Tags) {
  10596. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10597. }
  10598. var classStore = getMergedStore(destination);
  10599. // Properties
  10600. for (var property in classStore) {
  10601. var propertyDescriptor = classStore[property];
  10602. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10603. var propertyType = propertyDescriptor.type;
  10604. if (sourceProperty !== undefined && sourceProperty !== null) {
  10605. var dest = destination;
  10606. switch (propertyType) {
  10607. case 0: // Value
  10608. dest[property] = sourceProperty;
  10609. break;
  10610. case 1: // Texture
  10611. if (scene) {
  10612. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10613. }
  10614. break;
  10615. case 2: // Color3
  10616. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10617. break;
  10618. case 3: // FresnelParameters
  10619. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10620. break;
  10621. case 4: // Vector2
  10622. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10623. break;
  10624. case 5: // Vector3
  10625. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10626. break;
  10627. case 6: // Mesh reference
  10628. if (scene) {
  10629. dest[property] = scene.getLastMeshByID(sourceProperty);
  10630. }
  10631. break;
  10632. case 7: // Color Curves
  10633. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10634. break;
  10635. case 8: // Color 4
  10636. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10637. break;
  10638. case 9: // Image Processing
  10639. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10640. break;
  10641. case 10: // Quaternion
  10642. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10643. break;
  10644. case 11: // Camera reference
  10645. if (scene) {
  10646. dest[property] = scene.getCameraByID(sourceProperty);
  10647. }
  10648. break;
  10649. }
  10650. }
  10651. }
  10652. return destination;
  10653. };
  10654. /**
  10655. * Clones an object
  10656. * @param creationFunction defines the function used to instanciate the new object
  10657. * @param source defines the source object
  10658. * @returns the cloned object
  10659. */
  10660. SerializationHelper.Clone = function (creationFunction, source) {
  10661. return _copySource(creationFunction, source, false);
  10662. };
  10663. /**
  10664. * Instanciates a new object based on a source one (some data will be shared between both object)
  10665. * @param creationFunction defines the function used to instanciate the new object
  10666. * @param source defines the source object
  10667. * @returns the new object
  10668. */
  10669. SerializationHelper.Instanciate = function (creationFunction, source) {
  10670. return _copySource(creationFunction, source, true);
  10671. };
  10672. return SerializationHelper;
  10673. }());
  10674. BABYLON.SerializationHelper = SerializationHelper;
  10675. })(BABYLON || (BABYLON = {}));
  10676. //# sourceMappingURL=babylon.decorators.js.map
  10677. var BABYLON;
  10678. (function (BABYLON) {
  10679. /**
  10680. * Wrapper class for promise with external resolve and reject.
  10681. */
  10682. var Deferred = /** @class */ (function () {
  10683. /**
  10684. * Constructor for this deferred object.
  10685. */
  10686. function Deferred() {
  10687. var _this = this;
  10688. this.promise = new Promise(function (resolve, reject) {
  10689. _this._resolve = resolve;
  10690. _this._reject = reject;
  10691. });
  10692. }
  10693. Object.defineProperty(Deferred.prototype, "resolve", {
  10694. /**
  10695. * The resolve method of the promise associated with this deferred object.
  10696. */
  10697. get: function () {
  10698. return this._resolve;
  10699. },
  10700. enumerable: true,
  10701. configurable: true
  10702. });
  10703. Object.defineProperty(Deferred.prototype, "reject", {
  10704. /**
  10705. * The reject method of the promise associated with this deferred object.
  10706. */
  10707. get: function () {
  10708. return this._reject;
  10709. },
  10710. enumerable: true,
  10711. configurable: true
  10712. });
  10713. return Deferred;
  10714. }());
  10715. BABYLON.Deferred = Deferred;
  10716. })(BABYLON || (BABYLON = {}));
  10717. //# sourceMappingURL=babylon.deferred.js.map
  10718. var BABYLON;
  10719. (function (BABYLON) {
  10720. /**
  10721. * A class serves as a medium between the observable and its observers
  10722. */
  10723. var EventState = /** @class */ (function () {
  10724. /**
  10725. * Create a new EventState
  10726. * @param mask defines the mask associated with this state
  10727. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10728. * @param target defines the original target of the state
  10729. * @param currentTarget defines the current target of the state
  10730. */
  10731. function EventState(mask, skipNextObservers, target, currentTarget) {
  10732. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10733. this.initalize(mask, skipNextObservers, target, currentTarget);
  10734. }
  10735. /**
  10736. * Initialize the current event state
  10737. * @param mask defines the mask associated with this state
  10738. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10739. * @param target defines the original target of the state
  10740. * @param currentTarget defines the current target of the state
  10741. * @returns the current event state
  10742. */
  10743. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10744. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10745. this.mask = mask;
  10746. this.skipNextObservers = skipNextObservers;
  10747. this.target = target;
  10748. this.currentTarget = currentTarget;
  10749. return this;
  10750. };
  10751. return EventState;
  10752. }());
  10753. BABYLON.EventState = EventState;
  10754. /**
  10755. * Represent an Observer registered to a given Observable object.
  10756. */
  10757. var Observer = /** @class */ (function () {
  10758. /**
  10759. * Creates a new observer
  10760. * @param callback defines the callback to call when the observer is notified
  10761. * @param mask defines the mask of the observer (used to filter notifications)
  10762. * @param scope defines the current scope used to restore the JS context
  10763. */
  10764. function Observer(
  10765. /**
  10766. * Defines the callback to call when the observer is notified
  10767. */
  10768. callback,
  10769. /**
  10770. * Defines the mask of the observer (used to filter notifications)
  10771. */
  10772. mask,
  10773. /**
  10774. * Defines the current scope used to restore the JS context
  10775. */
  10776. scope) {
  10777. if (scope === void 0) { scope = null; }
  10778. this.callback = callback;
  10779. this.mask = mask;
  10780. this.scope = scope;
  10781. /** @hidden */
  10782. this._willBeUnregistered = false;
  10783. /**
  10784. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10785. */
  10786. this.unregisterOnNextCall = false;
  10787. }
  10788. return Observer;
  10789. }());
  10790. BABYLON.Observer = Observer;
  10791. /**
  10792. * Represent a list of observers registered to multiple Observables object.
  10793. */
  10794. var MultiObserver = /** @class */ (function () {
  10795. function MultiObserver() {
  10796. }
  10797. /**
  10798. * Release associated resources
  10799. */
  10800. MultiObserver.prototype.dispose = function () {
  10801. if (this._observers && this._observables) {
  10802. for (var index = 0; index < this._observers.length; index++) {
  10803. this._observables[index].remove(this._observers[index]);
  10804. }
  10805. }
  10806. this._observers = null;
  10807. this._observables = null;
  10808. };
  10809. /**
  10810. * Raise a callback when one of the observable will notify
  10811. * @param observables defines a list of observables to watch
  10812. * @param callback defines the callback to call on notification
  10813. * @param mask defines the mask used to filter notifications
  10814. * @param scope defines the current scope used to restore the JS context
  10815. * @returns the new MultiObserver
  10816. */
  10817. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10818. if (mask === void 0) { mask = -1; }
  10819. if (scope === void 0) { scope = null; }
  10820. var result = new MultiObserver();
  10821. result._observers = new Array();
  10822. result._observables = observables;
  10823. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10824. var observable = observables_1[_i];
  10825. var observer = observable.add(callback, mask, false, scope);
  10826. if (observer) {
  10827. result._observers.push(observer);
  10828. }
  10829. }
  10830. return result;
  10831. };
  10832. return MultiObserver;
  10833. }());
  10834. BABYLON.MultiObserver = MultiObserver;
  10835. /**
  10836. * The Observable class is a simple implementation of the Observable pattern.
  10837. *
  10838. * 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.
  10839. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10840. * 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).
  10841. * 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.
  10842. */
  10843. var Observable = /** @class */ (function () {
  10844. /**
  10845. * Creates a new observable
  10846. * @param onObserverAdded defines a callback to call when a new observer is added
  10847. */
  10848. function Observable(onObserverAdded) {
  10849. this._observers = new Array();
  10850. this._eventState = new EventState(0);
  10851. if (onObserverAdded) {
  10852. this._onObserverAdded = onObserverAdded;
  10853. }
  10854. }
  10855. /**
  10856. * Create a new Observer with the specified callback
  10857. * @param callback the callback that will be executed for that Observer
  10858. * @param mask the mask used to filter observers
  10859. * @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.
  10860. * @param scope optional scope for the callback to be called from
  10861. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10862. * @returns the new observer created for the callback
  10863. */
  10864. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10865. if (mask === void 0) { mask = -1; }
  10866. if (insertFirst === void 0) { insertFirst = false; }
  10867. if (scope === void 0) { scope = null; }
  10868. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10869. if (!callback) {
  10870. return null;
  10871. }
  10872. var observer = new Observer(callback, mask, scope);
  10873. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10874. if (insertFirst) {
  10875. this._observers.unshift(observer);
  10876. }
  10877. else {
  10878. this._observers.push(observer);
  10879. }
  10880. if (this._onObserverAdded) {
  10881. this._onObserverAdded(observer);
  10882. }
  10883. return observer;
  10884. };
  10885. /**
  10886. * Create a new Observer with the specified callback and unregisters after the next notification
  10887. * @param callback the callback that will be executed for that Observer
  10888. * @returns the new observer created for the callback
  10889. */
  10890. Observable.prototype.addOnce = function (callback) {
  10891. return this.add(callback, undefined, undefined, undefined, true);
  10892. };
  10893. /**
  10894. * Remove an Observer from the Observable object
  10895. * @param observer the instance of the Observer to remove
  10896. * @returns false if it doesn't belong to this Observable
  10897. */
  10898. Observable.prototype.remove = function (observer) {
  10899. if (!observer) {
  10900. return false;
  10901. }
  10902. var index = this._observers.indexOf(observer);
  10903. if (index !== -1) {
  10904. this._deferUnregister(observer);
  10905. return true;
  10906. }
  10907. return false;
  10908. };
  10909. /**
  10910. * Remove a callback from the Observable object
  10911. * @param callback the callback to remove
  10912. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10913. * @returns false if it doesn't belong to this Observable
  10914. */
  10915. Observable.prototype.removeCallback = function (callback, scope) {
  10916. for (var index = 0; index < this._observers.length; index++) {
  10917. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10918. this._deferUnregister(this._observers[index]);
  10919. return true;
  10920. }
  10921. }
  10922. return false;
  10923. };
  10924. Observable.prototype._deferUnregister = function (observer) {
  10925. var _this = this;
  10926. observer.unregisterOnNextCall = false;
  10927. observer._willBeUnregistered = true;
  10928. BABYLON.Tools.SetImmediate(function () {
  10929. _this._remove(observer);
  10930. });
  10931. };
  10932. // This should only be called when not iterating over _observers to avoid callback skipping.
  10933. // Removes an observer from the _observer Array.
  10934. Observable.prototype._remove = function (observer) {
  10935. if (!observer) {
  10936. return false;
  10937. }
  10938. var index = this._observers.indexOf(observer);
  10939. if (index !== -1) {
  10940. this._observers.splice(index, 1);
  10941. return true;
  10942. }
  10943. return false;
  10944. };
  10945. /**
  10946. * Notify all Observers by calling their respective callback with the given data
  10947. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10948. * @param eventData defines the data to send to all observers
  10949. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10950. * @param target defines the original target of the state
  10951. * @param currentTarget defines the current target of the state
  10952. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10953. */
  10954. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10955. if (mask === void 0) { mask = -1; }
  10956. if (!this._observers.length) {
  10957. return true;
  10958. }
  10959. var state = this._eventState;
  10960. state.mask = mask;
  10961. state.target = target;
  10962. state.currentTarget = currentTarget;
  10963. state.skipNextObservers = false;
  10964. state.lastReturnValue = eventData;
  10965. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10966. var obs = _a[_i];
  10967. if (obs._willBeUnregistered) {
  10968. continue;
  10969. }
  10970. if (obs.mask & mask) {
  10971. if (obs.scope) {
  10972. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  10973. }
  10974. else {
  10975. state.lastReturnValue = obs.callback(eventData, state);
  10976. }
  10977. if (obs.unregisterOnNextCall) {
  10978. this._deferUnregister(obs);
  10979. }
  10980. }
  10981. if (state.skipNextObservers) {
  10982. return false;
  10983. }
  10984. }
  10985. return true;
  10986. };
  10987. /**
  10988. * Calling this will execute each callback, expecting it to be a promise or return a value.
  10989. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  10990. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  10991. * and it is crucial that all callbacks will be executed.
  10992. * The order of the callbacks is kept, callbacks are not executed parallel.
  10993. *
  10994. * @param eventData The data to be sent to each callback
  10995. * @param mask is used to filter observers defaults to -1
  10996. * @param target defines the callback target (see EventState)
  10997. * @param currentTarget defines he current object in the bubbling phase
  10998. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  10999. */
  11000. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11001. var _this = this;
  11002. if (mask === void 0) { mask = -1; }
  11003. // create an empty promise
  11004. var p = Promise.resolve(eventData);
  11005. // no observers? return this promise.
  11006. if (!this._observers.length) {
  11007. return p;
  11008. }
  11009. var state = this._eventState;
  11010. state.mask = mask;
  11011. state.target = target;
  11012. state.currentTarget = currentTarget;
  11013. state.skipNextObservers = false;
  11014. // execute one callback after another (not using Promise.all, the order is important)
  11015. this._observers.forEach(function (obs) {
  11016. if (state.skipNextObservers) {
  11017. return;
  11018. }
  11019. if (obs._willBeUnregistered) {
  11020. return;
  11021. }
  11022. if (obs.mask & mask) {
  11023. if (obs.scope) {
  11024. p = p.then(function (lastReturnedValue) {
  11025. state.lastReturnValue = lastReturnedValue;
  11026. return obs.callback.apply(obs.scope, [eventData, state]);
  11027. });
  11028. }
  11029. else {
  11030. p = p.then(function (lastReturnedValue) {
  11031. state.lastReturnValue = lastReturnedValue;
  11032. return obs.callback(eventData, state);
  11033. });
  11034. }
  11035. if (obs.unregisterOnNextCall) {
  11036. _this._deferUnregister(obs);
  11037. }
  11038. }
  11039. });
  11040. // return the eventData
  11041. return p.then(function () { return eventData; });
  11042. };
  11043. /**
  11044. * Notify a specific observer
  11045. * @param observer defines the observer to notify
  11046. * @param eventData defines the data to be sent to each callback
  11047. * @param mask is used to filter observers defaults to -1
  11048. */
  11049. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11050. if (mask === void 0) { mask = -1; }
  11051. var state = this._eventState;
  11052. state.mask = mask;
  11053. state.skipNextObservers = false;
  11054. observer.callback(eventData, state);
  11055. };
  11056. /**
  11057. * Gets a boolean indicating if the observable has at least one observer
  11058. * @returns true is the Observable has at least one Observer registered
  11059. */
  11060. Observable.prototype.hasObservers = function () {
  11061. return this._observers.length > 0;
  11062. };
  11063. /**
  11064. * Clear the list of observers
  11065. */
  11066. Observable.prototype.clear = function () {
  11067. this._observers = new Array();
  11068. this._onObserverAdded = null;
  11069. };
  11070. /**
  11071. * Clone the current observable
  11072. * @returns a new observable
  11073. */
  11074. Observable.prototype.clone = function () {
  11075. var result = new Observable();
  11076. result._observers = this._observers.slice(0);
  11077. return result;
  11078. };
  11079. /**
  11080. * Does this observable handles observer registered with a given mask
  11081. * @param mask defines the mask to be tested
  11082. * @return whether or not one observer registered with the given mask is handeled
  11083. **/
  11084. Observable.prototype.hasSpecificMask = function (mask) {
  11085. if (mask === void 0) { mask = -1; }
  11086. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11087. var obs = _a[_i];
  11088. if (obs.mask & mask || obs.mask === mask) {
  11089. return true;
  11090. }
  11091. }
  11092. return false;
  11093. };
  11094. return Observable;
  11095. }());
  11096. BABYLON.Observable = Observable;
  11097. })(BABYLON || (BABYLON = {}));
  11098. //# sourceMappingURL=babylon.observable.js.map
  11099. var BABYLON;
  11100. (function (BABYLON) {
  11101. /**
  11102. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11103. */
  11104. var SmartArray = /** @class */ (function () {
  11105. /**
  11106. * Instantiates a Smart Array.
  11107. * @param capacity defines the default capacity of the array.
  11108. */
  11109. function SmartArray(capacity) {
  11110. /**
  11111. * The active length of the array.
  11112. */
  11113. this.length = 0;
  11114. this.data = new Array(capacity);
  11115. this._id = SmartArray._GlobalId++;
  11116. }
  11117. /**
  11118. * Pushes a value at the end of the active data.
  11119. * @param value defines the object to push in the array.
  11120. */
  11121. SmartArray.prototype.push = function (value) {
  11122. this.data[this.length++] = value;
  11123. if (this.length > this.data.length) {
  11124. this.data.length *= 2;
  11125. }
  11126. };
  11127. /**
  11128. * Iterates over the active data and apply the lambda to them.
  11129. * @param func defines the action to apply on each value.
  11130. */
  11131. SmartArray.prototype.forEach = function (func) {
  11132. for (var index = 0; index < this.length; index++) {
  11133. func(this.data[index]);
  11134. }
  11135. };
  11136. /**
  11137. * Sorts the full sets of data.
  11138. * @param compareFn defines the comparison function to apply.
  11139. */
  11140. SmartArray.prototype.sort = function (compareFn) {
  11141. this.data.sort(compareFn);
  11142. };
  11143. /**
  11144. * Resets the active data to an empty array.
  11145. */
  11146. SmartArray.prototype.reset = function () {
  11147. this.length = 0;
  11148. };
  11149. /**
  11150. * Releases all the data from the array as well as the array.
  11151. */
  11152. SmartArray.prototype.dispose = function () {
  11153. this.reset();
  11154. if (this.data) {
  11155. this.data.length = 0;
  11156. this.data = [];
  11157. }
  11158. };
  11159. /**
  11160. * Concats the active data with a given array.
  11161. * @param array defines the data to concatenate with.
  11162. */
  11163. SmartArray.prototype.concat = function (array) {
  11164. if (array.length === 0) {
  11165. return;
  11166. }
  11167. if (this.length + array.length > this.data.length) {
  11168. this.data.length = (this.length + array.length) * 2;
  11169. }
  11170. for (var index = 0; index < array.length; index++) {
  11171. this.data[this.length++] = (array.data || array)[index];
  11172. }
  11173. };
  11174. /**
  11175. * Returns the position of a value in the active data.
  11176. * @param value defines the value to find the index for
  11177. * @returns the index if found in the active data otherwise -1
  11178. */
  11179. SmartArray.prototype.indexOf = function (value) {
  11180. var position = this.data.indexOf(value);
  11181. if (position >= this.length) {
  11182. return -1;
  11183. }
  11184. return position;
  11185. };
  11186. /**
  11187. * Returns whether an element is part of the active data.
  11188. * @param value defines the value to look for
  11189. * @returns true if found in the active data otherwise false
  11190. */
  11191. SmartArray.prototype.contains = function (value) {
  11192. return this.indexOf(value) !== -1;
  11193. };
  11194. // Statics
  11195. SmartArray._GlobalId = 0;
  11196. return SmartArray;
  11197. }());
  11198. BABYLON.SmartArray = SmartArray;
  11199. /**
  11200. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11201. * The data in this array can only be present once
  11202. */
  11203. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11204. __extends(SmartArrayNoDuplicate, _super);
  11205. function SmartArrayNoDuplicate() {
  11206. var _this = _super !== null && _super.apply(this, arguments) || this;
  11207. _this._duplicateId = 0;
  11208. return _this;
  11209. }
  11210. /**
  11211. * Pushes a value at the end of the active data.
  11212. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11213. * @param value defines the object to push in the array.
  11214. */
  11215. SmartArrayNoDuplicate.prototype.push = function (value) {
  11216. _super.prototype.push.call(this, value);
  11217. if (!value.__smartArrayFlags) {
  11218. value.__smartArrayFlags = {};
  11219. }
  11220. value.__smartArrayFlags[this._id] = this._duplicateId;
  11221. };
  11222. /**
  11223. * Pushes a value at the end of the active data.
  11224. * If the data is already present, it won t be added again
  11225. * @param value defines the object to push in the array.
  11226. * @returns true if added false if it was already present
  11227. */
  11228. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11229. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11230. return false;
  11231. }
  11232. this.push(value);
  11233. return true;
  11234. };
  11235. /**
  11236. * Resets the active data to an empty array.
  11237. */
  11238. SmartArrayNoDuplicate.prototype.reset = function () {
  11239. _super.prototype.reset.call(this);
  11240. this._duplicateId++;
  11241. };
  11242. /**
  11243. * Concats the active data with a given array.
  11244. * This ensures no dupplicate will be present in the result.
  11245. * @param array defines the data to concatenate with.
  11246. */
  11247. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11248. if (array.length === 0) {
  11249. return;
  11250. }
  11251. if (this.length + array.length > this.data.length) {
  11252. this.data.length = (this.length + array.length) * 2;
  11253. }
  11254. for (var index = 0; index < array.length; index++) {
  11255. var item = (array.data || array)[index];
  11256. this.pushNoDuplicate(item);
  11257. }
  11258. };
  11259. return SmartArrayNoDuplicate;
  11260. }(SmartArray));
  11261. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11262. })(BABYLON || (BABYLON = {}));
  11263. //# sourceMappingURL=babylon.smartArray.js.map
  11264. var BABYLON;
  11265. (function (BABYLON) {
  11266. var PromiseStates;
  11267. (function (PromiseStates) {
  11268. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11269. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11270. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11271. })(PromiseStates || (PromiseStates = {}));
  11272. var FulFillmentAgregator = /** @class */ (function () {
  11273. function FulFillmentAgregator() {
  11274. this.count = 0;
  11275. this.target = 0;
  11276. this.results = [];
  11277. }
  11278. return FulFillmentAgregator;
  11279. }());
  11280. var InternalPromise = /** @class */ (function () {
  11281. function InternalPromise(resolver) {
  11282. var _this = this;
  11283. this._state = PromiseStates.Pending;
  11284. this._children = new Array();
  11285. this._rejectWasConsumed = false;
  11286. if (!resolver) {
  11287. return;
  11288. }
  11289. try {
  11290. resolver(function (value) {
  11291. _this._resolve(value);
  11292. }, function (reason) {
  11293. _this._reject(reason);
  11294. });
  11295. }
  11296. catch (e) {
  11297. this._reject(e);
  11298. }
  11299. }
  11300. Object.defineProperty(InternalPromise.prototype, "_result", {
  11301. get: function () {
  11302. return this._resultValue;
  11303. },
  11304. set: function (value) {
  11305. this._resultValue = value;
  11306. if (this._parent && this._parent._result === undefined) {
  11307. this._parent._result = value;
  11308. }
  11309. },
  11310. enumerable: true,
  11311. configurable: true
  11312. });
  11313. InternalPromise.prototype.catch = function (onRejected) {
  11314. return this.then(undefined, onRejected);
  11315. };
  11316. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11317. var _this = this;
  11318. var newPromise = new InternalPromise();
  11319. newPromise._onFulfilled = onFulfilled;
  11320. newPromise._onRejected = onRejected;
  11321. // Composition
  11322. this._children.push(newPromise);
  11323. newPromise._parent = this;
  11324. if (this._state !== PromiseStates.Pending) {
  11325. BABYLON.Tools.SetImmediate(function () {
  11326. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11327. var returnedValue = newPromise._resolve(_this._result);
  11328. if (returnedValue !== undefined && returnedValue !== null) {
  11329. if (returnedValue._state !== undefined) {
  11330. var returnedPromise = returnedValue;
  11331. newPromise._children.push(returnedPromise);
  11332. returnedPromise._parent = newPromise;
  11333. newPromise = returnedPromise;
  11334. }
  11335. else {
  11336. newPromise._result = returnedValue;
  11337. }
  11338. }
  11339. }
  11340. else {
  11341. newPromise._reject(_this._reason);
  11342. }
  11343. });
  11344. }
  11345. return newPromise;
  11346. };
  11347. InternalPromise.prototype._moveChildren = function (children) {
  11348. var _this = this;
  11349. var _a;
  11350. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11351. this._children.forEach(function (child) {
  11352. child._parent = _this;
  11353. });
  11354. if (this._state === PromiseStates.Fulfilled) {
  11355. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11356. var child = _b[_i];
  11357. child._resolve(this._result);
  11358. }
  11359. }
  11360. else if (this._state === PromiseStates.Rejected) {
  11361. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11362. var child = _d[_c];
  11363. child._reject(this._reason);
  11364. }
  11365. }
  11366. };
  11367. InternalPromise.prototype._resolve = function (value) {
  11368. try {
  11369. this._state = PromiseStates.Fulfilled;
  11370. var returnedValue = null;
  11371. if (this._onFulfilled) {
  11372. returnedValue = this._onFulfilled(value);
  11373. }
  11374. if (returnedValue !== undefined && returnedValue !== null) {
  11375. if (returnedValue._state !== undefined) {
  11376. // Transmit children
  11377. var returnedPromise = returnedValue;
  11378. returnedPromise._parent = this;
  11379. returnedPromise._moveChildren(this._children);
  11380. value = returnedPromise._result;
  11381. }
  11382. else {
  11383. value = returnedValue;
  11384. }
  11385. }
  11386. this._result = value;
  11387. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11388. var child = _a[_i];
  11389. child._resolve(value);
  11390. }
  11391. this._children.length = 0;
  11392. delete this._onFulfilled;
  11393. delete this._onRejected;
  11394. }
  11395. catch (e) {
  11396. this._reject(e, true);
  11397. }
  11398. };
  11399. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11400. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11401. this._state = PromiseStates.Rejected;
  11402. this._reason = reason;
  11403. if (this._onRejected && !onLocalThrow) {
  11404. try {
  11405. this._onRejected(reason);
  11406. this._rejectWasConsumed = true;
  11407. }
  11408. catch (e) {
  11409. reason = e;
  11410. }
  11411. }
  11412. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11413. var child = _a[_i];
  11414. if (this._rejectWasConsumed) {
  11415. child._resolve(null);
  11416. }
  11417. else {
  11418. child._reject(reason);
  11419. }
  11420. }
  11421. this._children.length = 0;
  11422. delete this._onFulfilled;
  11423. delete this._onRejected;
  11424. };
  11425. InternalPromise.resolve = function (value) {
  11426. var newPromise = new InternalPromise();
  11427. newPromise._resolve(value);
  11428. return newPromise;
  11429. };
  11430. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11431. promise.then(function (value) {
  11432. agregator.results[index] = value;
  11433. agregator.count++;
  11434. if (agregator.count === agregator.target) {
  11435. agregator.rootPromise._resolve(agregator.results);
  11436. }
  11437. return null;
  11438. }, function (reason) {
  11439. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11440. agregator.rootPromise._reject(reason);
  11441. }
  11442. });
  11443. };
  11444. InternalPromise.all = function (promises) {
  11445. var newPromise = new InternalPromise();
  11446. var agregator = new FulFillmentAgregator();
  11447. agregator.target = promises.length;
  11448. agregator.rootPromise = newPromise;
  11449. if (promises.length) {
  11450. for (var index = 0; index < promises.length; index++) {
  11451. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11452. }
  11453. }
  11454. else {
  11455. newPromise._resolve([]);
  11456. }
  11457. return newPromise;
  11458. };
  11459. InternalPromise.race = function (promises) {
  11460. var newPromise = new InternalPromise();
  11461. if (promises.length) {
  11462. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11463. var promise = promises_1[_i];
  11464. promise.then(function (value) {
  11465. if (newPromise) {
  11466. newPromise._resolve(value);
  11467. newPromise = null;
  11468. }
  11469. return null;
  11470. }, function (reason) {
  11471. if (newPromise) {
  11472. newPromise._reject(reason);
  11473. newPromise = null;
  11474. }
  11475. });
  11476. }
  11477. }
  11478. return newPromise;
  11479. };
  11480. return InternalPromise;
  11481. }());
  11482. /**
  11483. * Helper class that provides a small promise polyfill
  11484. */
  11485. var PromisePolyfill = /** @class */ (function () {
  11486. function PromisePolyfill() {
  11487. }
  11488. /**
  11489. * Static function used to check if the polyfill is required
  11490. * If this is the case then the function will inject the polyfill to window.Promise
  11491. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11492. */
  11493. PromisePolyfill.Apply = function (force) {
  11494. if (force === void 0) { force = false; }
  11495. if (force || typeof Promise === 'undefined') {
  11496. var root = window;
  11497. root.Promise = InternalPromise;
  11498. }
  11499. };
  11500. return PromisePolyfill;
  11501. }());
  11502. BABYLON.PromisePolyfill = PromisePolyfill;
  11503. })(BABYLON || (BABYLON = {}));
  11504. //# sourceMappingURL=babylon.promise.js.map
  11505. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11506. var BABYLON;
  11507. (function (BABYLON) {
  11508. /**
  11509. * Helper class to push actions to a pool of workers.
  11510. */
  11511. var WorkerPool = /** @class */ (function () {
  11512. /**
  11513. * Constructor
  11514. * @param workers Array of workers to use for actions
  11515. */
  11516. function WorkerPool(workers) {
  11517. this._pendingActions = new Array();
  11518. this._workerInfos = workers.map(function (worker) { return ({
  11519. worker: worker,
  11520. active: false
  11521. }); });
  11522. }
  11523. /**
  11524. * Terminates all workers and clears any pending actions.
  11525. */
  11526. WorkerPool.prototype.dispose = function () {
  11527. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11528. var workerInfo = _a[_i];
  11529. workerInfo.worker.terminate();
  11530. }
  11531. delete this._workerInfos;
  11532. delete this._pendingActions;
  11533. };
  11534. /**
  11535. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11536. * pended until a worker has completed its action.
  11537. * @param action The action to perform. Call onComplete when the action is complete.
  11538. */
  11539. WorkerPool.prototype.push = function (action) {
  11540. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11541. var workerInfo = _a[_i];
  11542. if (!workerInfo.active) {
  11543. this._execute(workerInfo, action);
  11544. return;
  11545. }
  11546. }
  11547. this._pendingActions.push(action);
  11548. };
  11549. WorkerPool.prototype._execute = function (workerInfo, action) {
  11550. var _this = this;
  11551. workerInfo.active = true;
  11552. action(workerInfo.worker, function () {
  11553. workerInfo.active = false;
  11554. var nextAction = _this._pendingActions.shift();
  11555. if (nextAction) {
  11556. _this._execute(workerInfo, nextAction);
  11557. }
  11558. });
  11559. };
  11560. return WorkerPool;
  11561. }());
  11562. BABYLON.WorkerPool = WorkerPool;
  11563. })(BABYLON || (BABYLON = {}));
  11564. //# sourceMappingURL=babylon.workerPool.js.map
  11565. var BABYLON;
  11566. (function (BABYLON) {
  11567. /**
  11568. * @hidden
  11569. **/
  11570. var _AlphaState = /** @class */ (function () {
  11571. /**
  11572. * Initializes the state.
  11573. */
  11574. function _AlphaState() {
  11575. this._isAlphaBlendDirty = false;
  11576. this._isBlendFunctionParametersDirty = false;
  11577. this._isBlendEquationParametersDirty = false;
  11578. this._isBlendConstantsDirty = false;
  11579. this._alphaBlend = false;
  11580. this._blendFunctionParameters = new Array(4);
  11581. this._blendEquationParameters = new Array(2);
  11582. this._blendConstants = new Array(4);
  11583. this.reset();
  11584. }
  11585. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11586. get: function () {
  11587. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11588. },
  11589. enumerable: true,
  11590. configurable: true
  11591. });
  11592. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11593. get: function () {
  11594. return this._alphaBlend;
  11595. },
  11596. set: function (value) {
  11597. if (this._alphaBlend === value) {
  11598. return;
  11599. }
  11600. this._alphaBlend = value;
  11601. this._isAlphaBlendDirty = true;
  11602. },
  11603. enumerable: true,
  11604. configurable: true
  11605. });
  11606. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11607. if (this._blendConstants[0] === r &&
  11608. this._blendConstants[1] === g &&
  11609. this._blendConstants[2] === b &&
  11610. this._blendConstants[3] === a) {
  11611. return;
  11612. }
  11613. this._blendConstants[0] = r;
  11614. this._blendConstants[1] = g;
  11615. this._blendConstants[2] = b;
  11616. this._blendConstants[3] = a;
  11617. this._isBlendConstantsDirty = true;
  11618. };
  11619. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11620. if (this._blendFunctionParameters[0] === value0 &&
  11621. this._blendFunctionParameters[1] === value1 &&
  11622. this._blendFunctionParameters[2] === value2 &&
  11623. this._blendFunctionParameters[3] === value3) {
  11624. return;
  11625. }
  11626. this._blendFunctionParameters[0] = value0;
  11627. this._blendFunctionParameters[1] = value1;
  11628. this._blendFunctionParameters[2] = value2;
  11629. this._blendFunctionParameters[3] = value3;
  11630. this._isBlendFunctionParametersDirty = true;
  11631. };
  11632. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11633. if (this._blendEquationParameters[0] === rgb &&
  11634. this._blendEquationParameters[1] === alpha) {
  11635. return;
  11636. }
  11637. this._blendEquationParameters[0] = rgb;
  11638. this._blendEquationParameters[1] = alpha;
  11639. this._isBlendEquationParametersDirty = true;
  11640. };
  11641. _AlphaState.prototype.reset = function () {
  11642. this._alphaBlend = false;
  11643. this._blendFunctionParameters[0] = null;
  11644. this._blendFunctionParameters[1] = null;
  11645. this._blendFunctionParameters[2] = null;
  11646. this._blendFunctionParameters[3] = null;
  11647. this._blendEquationParameters[0] = null;
  11648. this._blendEquationParameters[1] = null;
  11649. this._blendConstants[0] = null;
  11650. this._blendConstants[1] = null;
  11651. this._blendConstants[2] = null;
  11652. this._blendConstants[3] = null;
  11653. this._isAlphaBlendDirty = true;
  11654. this._isBlendFunctionParametersDirty = false;
  11655. this._isBlendEquationParametersDirty = false;
  11656. this._isBlendConstantsDirty = false;
  11657. };
  11658. _AlphaState.prototype.apply = function (gl) {
  11659. if (!this.isDirty) {
  11660. return;
  11661. }
  11662. // Alpha blend
  11663. if (this._isAlphaBlendDirty) {
  11664. if (this._alphaBlend) {
  11665. gl.enable(gl.BLEND);
  11666. }
  11667. else {
  11668. gl.disable(gl.BLEND);
  11669. }
  11670. this._isAlphaBlendDirty = false;
  11671. }
  11672. // Alpha function
  11673. if (this._isBlendFunctionParametersDirty) {
  11674. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11675. this._isBlendFunctionParametersDirty = false;
  11676. }
  11677. // Alpha equation
  11678. if (this._isBlendEquationParametersDirty) {
  11679. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11680. this._isBlendEquationParametersDirty = false;
  11681. }
  11682. // Constants
  11683. if (this._isBlendConstantsDirty) {
  11684. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11685. this._isBlendConstantsDirty = false;
  11686. }
  11687. };
  11688. return _AlphaState;
  11689. }());
  11690. BABYLON._AlphaState = _AlphaState;
  11691. })(BABYLON || (BABYLON = {}));
  11692. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11693. var BABYLON;
  11694. (function (BABYLON) {
  11695. /**
  11696. * @hidden
  11697. **/
  11698. var _DepthCullingState = /** @class */ (function () {
  11699. /**
  11700. * Initializes the state.
  11701. */
  11702. function _DepthCullingState() {
  11703. this._isDepthTestDirty = false;
  11704. this._isDepthMaskDirty = false;
  11705. this._isDepthFuncDirty = false;
  11706. this._isCullFaceDirty = false;
  11707. this._isCullDirty = false;
  11708. this._isZOffsetDirty = false;
  11709. this._isFrontFaceDirty = false;
  11710. this.reset();
  11711. }
  11712. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11713. get: function () {
  11714. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11715. },
  11716. enumerable: true,
  11717. configurable: true
  11718. });
  11719. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11720. get: function () {
  11721. return this._zOffset;
  11722. },
  11723. set: function (value) {
  11724. if (this._zOffset === value) {
  11725. return;
  11726. }
  11727. this._zOffset = value;
  11728. this._isZOffsetDirty = true;
  11729. },
  11730. enumerable: true,
  11731. configurable: true
  11732. });
  11733. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11734. get: function () {
  11735. return this._cullFace;
  11736. },
  11737. set: function (value) {
  11738. if (this._cullFace === value) {
  11739. return;
  11740. }
  11741. this._cullFace = value;
  11742. this._isCullFaceDirty = true;
  11743. },
  11744. enumerable: true,
  11745. configurable: true
  11746. });
  11747. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11748. get: function () {
  11749. return this._cull;
  11750. },
  11751. set: function (value) {
  11752. if (this._cull === value) {
  11753. return;
  11754. }
  11755. this._cull = value;
  11756. this._isCullDirty = true;
  11757. },
  11758. enumerable: true,
  11759. configurable: true
  11760. });
  11761. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11762. get: function () {
  11763. return this._depthFunc;
  11764. },
  11765. set: function (value) {
  11766. if (this._depthFunc === value) {
  11767. return;
  11768. }
  11769. this._depthFunc = value;
  11770. this._isDepthFuncDirty = true;
  11771. },
  11772. enumerable: true,
  11773. configurable: true
  11774. });
  11775. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11776. get: function () {
  11777. return this._depthMask;
  11778. },
  11779. set: function (value) {
  11780. if (this._depthMask === value) {
  11781. return;
  11782. }
  11783. this._depthMask = value;
  11784. this._isDepthMaskDirty = true;
  11785. },
  11786. enumerable: true,
  11787. configurable: true
  11788. });
  11789. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11790. get: function () {
  11791. return this._depthTest;
  11792. },
  11793. set: function (value) {
  11794. if (this._depthTest === value) {
  11795. return;
  11796. }
  11797. this._depthTest = value;
  11798. this._isDepthTestDirty = true;
  11799. },
  11800. enumerable: true,
  11801. configurable: true
  11802. });
  11803. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11804. get: function () {
  11805. return this._frontFace;
  11806. },
  11807. set: function (value) {
  11808. if (this._frontFace === value) {
  11809. return;
  11810. }
  11811. this._frontFace = value;
  11812. this._isFrontFaceDirty = true;
  11813. },
  11814. enumerable: true,
  11815. configurable: true
  11816. });
  11817. _DepthCullingState.prototype.reset = function () {
  11818. this._depthMask = true;
  11819. this._depthTest = true;
  11820. this._depthFunc = null;
  11821. this._cullFace = null;
  11822. this._cull = null;
  11823. this._zOffset = 0;
  11824. this._frontFace = null;
  11825. this._isDepthTestDirty = true;
  11826. this._isDepthMaskDirty = true;
  11827. this._isDepthFuncDirty = false;
  11828. this._isCullFaceDirty = false;
  11829. this._isCullDirty = false;
  11830. this._isZOffsetDirty = false;
  11831. this._isFrontFaceDirty = false;
  11832. };
  11833. _DepthCullingState.prototype.apply = function (gl) {
  11834. if (!this.isDirty) {
  11835. return;
  11836. }
  11837. // Cull
  11838. if (this._isCullDirty) {
  11839. if (this.cull) {
  11840. gl.enable(gl.CULL_FACE);
  11841. }
  11842. else {
  11843. gl.disable(gl.CULL_FACE);
  11844. }
  11845. this._isCullDirty = false;
  11846. }
  11847. // Cull face
  11848. if (this._isCullFaceDirty) {
  11849. gl.cullFace(this.cullFace);
  11850. this._isCullFaceDirty = false;
  11851. }
  11852. // Depth mask
  11853. if (this._isDepthMaskDirty) {
  11854. gl.depthMask(this.depthMask);
  11855. this._isDepthMaskDirty = false;
  11856. }
  11857. // Depth test
  11858. if (this._isDepthTestDirty) {
  11859. if (this.depthTest) {
  11860. gl.enable(gl.DEPTH_TEST);
  11861. }
  11862. else {
  11863. gl.disable(gl.DEPTH_TEST);
  11864. }
  11865. this._isDepthTestDirty = false;
  11866. }
  11867. // Depth func
  11868. if (this._isDepthFuncDirty) {
  11869. gl.depthFunc(this.depthFunc);
  11870. this._isDepthFuncDirty = false;
  11871. }
  11872. // zOffset
  11873. if (this._isZOffsetDirty) {
  11874. if (this.zOffset) {
  11875. gl.enable(gl.POLYGON_OFFSET_FILL);
  11876. gl.polygonOffset(this.zOffset, 0);
  11877. }
  11878. else {
  11879. gl.disable(gl.POLYGON_OFFSET_FILL);
  11880. }
  11881. this._isZOffsetDirty = false;
  11882. }
  11883. // Front face
  11884. if (this._isFrontFaceDirty) {
  11885. gl.frontFace(this.frontFace);
  11886. this._isFrontFaceDirty = false;
  11887. }
  11888. };
  11889. return _DepthCullingState;
  11890. }());
  11891. BABYLON._DepthCullingState = _DepthCullingState;
  11892. })(BABYLON || (BABYLON = {}));
  11893. //# sourceMappingURL=babylon.depthCullingState.js.map
  11894. var BABYLON;
  11895. (function (BABYLON) {
  11896. /**
  11897. * @hidden
  11898. **/
  11899. var _StencilState = /** @class */ (function () {
  11900. function _StencilState() {
  11901. this._isStencilTestDirty = false;
  11902. this._isStencilMaskDirty = false;
  11903. this._isStencilFuncDirty = false;
  11904. this._isStencilOpDirty = false;
  11905. this.reset();
  11906. }
  11907. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11908. get: function () {
  11909. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11910. },
  11911. enumerable: true,
  11912. configurable: true
  11913. });
  11914. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11915. get: function () {
  11916. return this._stencilFunc;
  11917. },
  11918. set: function (value) {
  11919. if (this._stencilFunc === value) {
  11920. return;
  11921. }
  11922. this._stencilFunc = value;
  11923. this._isStencilFuncDirty = true;
  11924. },
  11925. enumerable: true,
  11926. configurable: true
  11927. });
  11928. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11929. get: function () {
  11930. return this._stencilFuncRef;
  11931. },
  11932. set: function (value) {
  11933. if (this._stencilFuncRef === value) {
  11934. return;
  11935. }
  11936. this._stencilFuncRef = value;
  11937. this._isStencilFuncDirty = true;
  11938. },
  11939. enumerable: true,
  11940. configurable: true
  11941. });
  11942. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11943. get: function () {
  11944. return this._stencilFuncMask;
  11945. },
  11946. set: function (value) {
  11947. if (this._stencilFuncMask === value) {
  11948. return;
  11949. }
  11950. this._stencilFuncMask = value;
  11951. this._isStencilFuncDirty = true;
  11952. },
  11953. enumerable: true,
  11954. configurable: true
  11955. });
  11956. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11957. get: function () {
  11958. return this._stencilOpStencilFail;
  11959. },
  11960. set: function (value) {
  11961. if (this._stencilOpStencilFail === value) {
  11962. return;
  11963. }
  11964. this._stencilOpStencilFail = value;
  11965. this._isStencilOpDirty = true;
  11966. },
  11967. enumerable: true,
  11968. configurable: true
  11969. });
  11970. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11971. get: function () {
  11972. return this._stencilOpDepthFail;
  11973. },
  11974. set: function (value) {
  11975. if (this._stencilOpDepthFail === value) {
  11976. return;
  11977. }
  11978. this._stencilOpDepthFail = value;
  11979. this._isStencilOpDirty = true;
  11980. },
  11981. enumerable: true,
  11982. configurable: true
  11983. });
  11984. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11985. get: function () {
  11986. return this._stencilOpStencilDepthPass;
  11987. },
  11988. set: function (value) {
  11989. if (this._stencilOpStencilDepthPass === value) {
  11990. return;
  11991. }
  11992. this._stencilOpStencilDepthPass = value;
  11993. this._isStencilOpDirty = true;
  11994. },
  11995. enumerable: true,
  11996. configurable: true
  11997. });
  11998. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11999. get: function () {
  12000. return this._stencilMask;
  12001. },
  12002. set: function (value) {
  12003. if (this._stencilMask === value) {
  12004. return;
  12005. }
  12006. this._stencilMask = value;
  12007. this._isStencilMaskDirty = true;
  12008. },
  12009. enumerable: true,
  12010. configurable: true
  12011. });
  12012. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12013. get: function () {
  12014. return this._stencilTest;
  12015. },
  12016. set: function (value) {
  12017. if (this._stencilTest === value) {
  12018. return;
  12019. }
  12020. this._stencilTest = value;
  12021. this._isStencilTestDirty = true;
  12022. },
  12023. enumerable: true,
  12024. configurable: true
  12025. });
  12026. _StencilState.prototype.reset = function () {
  12027. this._stencilTest = false;
  12028. this._stencilMask = 0xFF;
  12029. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12030. this._stencilFuncRef = 1;
  12031. this._stencilFuncMask = 0xFF;
  12032. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12033. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12034. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12035. this._isStencilTestDirty = true;
  12036. this._isStencilMaskDirty = true;
  12037. this._isStencilFuncDirty = true;
  12038. this._isStencilOpDirty = true;
  12039. };
  12040. _StencilState.prototype.apply = function (gl) {
  12041. if (!this.isDirty) {
  12042. return;
  12043. }
  12044. // Stencil test
  12045. if (this._isStencilTestDirty) {
  12046. if (this.stencilTest) {
  12047. gl.enable(gl.STENCIL_TEST);
  12048. }
  12049. else {
  12050. gl.disable(gl.STENCIL_TEST);
  12051. }
  12052. this._isStencilTestDirty = false;
  12053. }
  12054. // Stencil mask
  12055. if (this._isStencilMaskDirty) {
  12056. gl.stencilMask(this.stencilMask);
  12057. this._isStencilMaskDirty = false;
  12058. }
  12059. // Stencil func
  12060. if (this._isStencilFuncDirty) {
  12061. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12062. this._isStencilFuncDirty = false;
  12063. }
  12064. // Stencil op
  12065. if (this._isStencilOpDirty) {
  12066. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12067. this._isStencilOpDirty = false;
  12068. }
  12069. };
  12070. return _StencilState;
  12071. }());
  12072. BABYLON._StencilState = _StencilState;
  12073. })(BABYLON || (BABYLON = {}));
  12074. //# sourceMappingURL=babylon.stencilState.js.map
  12075. var __assign = (this && this.__assign) || function () {
  12076. __assign = Object.assign || function(t) {
  12077. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12078. s = arguments[i];
  12079. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12080. t[p] = s[p];
  12081. }
  12082. return t;
  12083. };
  12084. return __assign.apply(this, arguments);
  12085. };
  12086. var BABYLON;
  12087. (function (BABYLON) {
  12088. /**
  12089. * Keeps track of all the buffer info used in engine.
  12090. */
  12091. var BufferPointer = /** @class */ (function () {
  12092. function BufferPointer() {
  12093. }
  12094. return BufferPointer;
  12095. }());
  12096. /**
  12097. * Interface for attribute information associated with buffer instanciation
  12098. */
  12099. var InstancingAttributeInfo = /** @class */ (function () {
  12100. function InstancingAttributeInfo() {
  12101. }
  12102. return InstancingAttributeInfo;
  12103. }());
  12104. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12105. /**
  12106. * Define options used to create a render target texture
  12107. */
  12108. var RenderTargetCreationOptions = /** @class */ (function () {
  12109. function RenderTargetCreationOptions() {
  12110. }
  12111. return RenderTargetCreationOptions;
  12112. }());
  12113. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12114. /**
  12115. * Define options used to create a depth texture
  12116. */
  12117. var DepthTextureCreationOptions = /** @class */ (function () {
  12118. function DepthTextureCreationOptions() {
  12119. }
  12120. return DepthTextureCreationOptions;
  12121. }());
  12122. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12123. /**
  12124. * Class used to describe the capabilities of the engine relatively to the current browser
  12125. */
  12126. var EngineCapabilities = /** @class */ (function () {
  12127. function EngineCapabilities() {
  12128. }
  12129. return EngineCapabilities;
  12130. }());
  12131. BABYLON.EngineCapabilities = EngineCapabilities;
  12132. /**
  12133. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12134. */
  12135. var Engine = /** @class */ (function () {
  12136. /**
  12137. * Creates a new engine
  12138. * @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
  12139. * @param antialias defines enable antialiasing (default: false)
  12140. * @param options defines further options to be sent to the getContext() function
  12141. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12142. */
  12143. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12144. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12145. var _this = this;
  12146. // Public members
  12147. /**
  12148. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12149. */
  12150. this.forcePOTTextures = false;
  12151. /**
  12152. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12153. */
  12154. this.isFullscreen = false;
  12155. /**
  12156. * Gets a boolean indicating if the pointer is currently locked
  12157. */
  12158. this.isPointerLock = false;
  12159. /**
  12160. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12161. */
  12162. this.cullBackFaces = true;
  12163. /**
  12164. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12165. */
  12166. this.renderEvenInBackground = true;
  12167. /**
  12168. * Gets or sets a boolean indicating that cache can be kept between frames
  12169. */
  12170. this.preventCacheWipeBetweenFrames = false;
  12171. /**
  12172. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12173. **/
  12174. this.enableOfflineSupport = false;
  12175. /**
  12176. * 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)
  12177. **/
  12178. this.disableManifestCheck = false;
  12179. /**
  12180. * Gets the list of created scenes
  12181. */
  12182. this.scenes = new Array();
  12183. /**
  12184. * Gets the list of created postprocesses
  12185. */
  12186. this.postProcesses = new Array();
  12187. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12188. this.validateShaderPrograms = false;
  12189. // Observables
  12190. /**
  12191. * Observable event triggered each time the rendering canvas is resized
  12192. */
  12193. this.onResizeObservable = new BABYLON.Observable();
  12194. /**
  12195. * Observable event triggered each time the canvas loses focus
  12196. */
  12197. this.onCanvasBlurObservable = new BABYLON.Observable();
  12198. /**
  12199. * Observable event triggered each time the canvas gains focus
  12200. */
  12201. this.onCanvasFocusObservable = new BABYLON.Observable();
  12202. /**
  12203. * Observable event triggered each time the canvas receives pointerout event
  12204. */
  12205. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12206. /**
  12207. * Observable event triggered before each texture is initialized
  12208. */
  12209. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12210. //WebVR
  12211. this._vrDisplay = undefined;
  12212. this._vrSupported = false;
  12213. this._vrExclusivePointerMode = false;
  12214. // Uniform buffers list
  12215. /**
  12216. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12217. */
  12218. this.disableUniformBuffers = false;
  12219. /** @hidden */
  12220. this._uniformBuffers = new Array();
  12221. // Observables
  12222. /**
  12223. * Observable raised when the engine begins a new frame
  12224. */
  12225. this.onBeginFrameObservable = new BABYLON.Observable();
  12226. /**
  12227. * If set, will be used to request the next animation frame for the render loop
  12228. */
  12229. this.customAnimationFrameRequester = null;
  12230. /**
  12231. * Observable raised when the engine ends the current frame
  12232. */
  12233. this.onEndFrameObservable = new BABYLON.Observable();
  12234. /**
  12235. * Observable raised when the engine is about to compile a shader
  12236. */
  12237. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12238. /**
  12239. * Observable raised when the engine has jsut compiled a shader
  12240. */
  12241. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12242. this._windowIsBackground = false;
  12243. this._webGLVersion = 1.0;
  12244. /** @hidden */
  12245. this._badOS = false;
  12246. /** @hidden */
  12247. this._badDesktopOS = false;
  12248. /**
  12249. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12250. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12251. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12252. */
  12253. this.disableTextureBindingOptimization = false;
  12254. /**
  12255. * Observable signaled when VR display mode changes
  12256. */
  12257. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12258. /**
  12259. * Observable signaled when VR request present is complete
  12260. */
  12261. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12262. /**
  12263. * Observable signaled when VR request present starts
  12264. */
  12265. this.onVRRequestPresentStart = new BABYLON.Observable();
  12266. this._colorWrite = true;
  12267. /** @hidden */
  12268. this._drawCalls = new BABYLON.PerfCounter();
  12269. /** @hidden */
  12270. this._textureCollisions = new BABYLON.PerfCounter();
  12271. this._renderingQueueLaunched = false;
  12272. this._activeRenderLoops = new Array();
  12273. // Deterministic lockstepMaxSteps
  12274. this._deterministicLockstep = false;
  12275. this._lockstepMaxSteps = 4;
  12276. // Lost context
  12277. /**
  12278. * Observable signaled when a context lost event is raised
  12279. */
  12280. this.onContextLostObservable = new BABYLON.Observable();
  12281. /**
  12282. * Observable signaled when a context restored event is raised
  12283. */
  12284. this.onContextRestoredObservable = new BABYLON.Observable();
  12285. this._contextWasLost = false;
  12286. this._doNotHandleContextLost = false;
  12287. // FPS
  12288. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12289. this._fps = 60;
  12290. this._deltaTime = 0;
  12291. /**
  12292. * Turn this value on if you want to pause FPS computation when in background
  12293. */
  12294. this.disablePerformanceMonitorInBackground = false;
  12295. // States
  12296. /** @hidden */
  12297. this._depthCullingState = new BABYLON._DepthCullingState();
  12298. /** @hidden */
  12299. this._stencilState = new BABYLON._StencilState();
  12300. /** @hidden */
  12301. this._alphaState = new BABYLON._AlphaState();
  12302. /** @hidden */
  12303. this._alphaMode = Engine.ALPHA_DISABLE;
  12304. // Cache
  12305. this._internalTexturesCache = new Array();
  12306. /** @hidden */
  12307. this._activeChannel = 0;
  12308. this._currentTextureChannel = -1;
  12309. /** @hidden */
  12310. this._boundTexturesCache = {};
  12311. this._compiledEffects = {};
  12312. this._vertexAttribArraysEnabled = [];
  12313. this._uintIndicesCurrentlySet = false;
  12314. this._currentBoundBuffer = new Array();
  12315. /** @hidden */
  12316. this._currentFramebuffer = null;
  12317. this._currentBufferPointers = new Array();
  12318. this._currentInstanceLocations = new Array();
  12319. this._currentInstanceBuffers = new Array();
  12320. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12321. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12322. this._vaoRecordInProgress = false;
  12323. this._mustWipeVertexAttributes = false;
  12324. this._nextFreeTextureSlots = new Array();
  12325. this._maxSimultaneousTextures = 0;
  12326. this._activeRequests = new Array();
  12327. // Hardware supported Compressed Textures
  12328. this._texturesSupported = new Array();
  12329. /**
  12330. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12331. */
  12332. this.premultipliedAlpha = true;
  12333. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12334. this._onVRFullScreenTriggered = function () {
  12335. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12336. //get the old size before we change
  12337. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12338. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12339. //get the width and height, change the render size
  12340. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12341. _this.setHardwareScalingLevel(1);
  12342. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12343. }
  12344. else {
  12345. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12346. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12347. }
  12348. };
  12349. this._unpackFlipYCached = null;
  12350. /**
  12351. * In case you are sharing the context with other applications, it might
  12352. * be interested to not cache the unpack flip y state to ensure a consistent
  12353. * value would be set.
  12354. */
  12355. this.enableUnpackFlipYCached = true;
  12356. this._boundUniforms = {};
  12357. // Register promises
  12358. BABYLON.PromisePolyfill.Apply();
  12359. var canvas = null;
  12360. Engine.Instances.push(this);
  12361. if (!canvasOrContext) {
  12362. return;
  12363. }
  12364. options = options || {};
  12365. if (canvasOrContext.getContext) {
  12366. canvas = canvasOrContext;
  12367. this._renderingCanvas = canvas;
  12368. if (antialias != null) {
  12369. options.antialias = antialias;
  12370. }
  12371. if (options.deterministicLockstep === undefined) {
  12372. options.deterministicLockstep = false;
  12373. }
  12374. if (options.lockstepMaxSteps === undefined) {
  12375. options.lockstepMaxSteps = 4;
  12376. }
  12377. if (options.preserveDrawingBuffer === undefined) {
  12378. options.preserveDrawingBuffer = false;
  12379. }
  12380. if (options.audioEngine === undefined) {
  12381. options.audioEngine = true;
  12382. }
  12383. if (options.stencil === undefined) {
  12384. options.stencil = true;
  12385. }
  12386. if (options.premultipliedAlpha === false) {
  12387. this.premultipliedAlpha = false;
  12388. }
  12389. this._deterministicLockstep = options.deterministicLockstep;
  12390. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12391. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12392. // Exceptions
  12393. if (navigator && navigator.userAgent) {
  12394. var ua = navigator.userAgent;
  12395. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12396. var exception = _a[_i];
  12397. var key = exception.key;
  12398. var targets = exception.targets;
  12399. if (ua.indexOf(key) > -1) {
  12400. if (exception.capture && exception.captureConstraint) {
  12401. var capture = exception.capture;
  12402. var constraint = exception.captureConstraint;
  12403. var regex = new RegExp(capture);
  12404. var matches = regex.exec(ua);
  12405. if (matches && matches.length > 0) {
  12406. var capturedValue = parseInt(matches[matches.length - 1]);
  12407. if (capturedValue >= constraint) {
  12408. continue;
  12409. }
  12410. }
  12411. }
  12412. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12413. var target = targets_1[_b];
  12414. switch (target) {
  12415. case "uniformBuffer":
  12416. this.disableUniformBuffers = true;
  12417. break;
  12418. case "textureBindingOptimization":
  12419. this.disableTextureBindingOptimization = true;
  12420. break;
  12421. }
  12422. }
  12423. }
  12424. }
  12425. }
  12426. // GL
  12427. if (!options.disableWebGL2Support) {
  12428. try {
  12429. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12430. if (this._gl) {
  12431. this._webGLVersion = 2.0;
  12432. // Prevent weird browsers to lie :-)
  12433. if (!this._gl.deleteQuery) {
  12434. this._webGLVersion = 1.0;
  12435. }
  12436. }
  12437. }
  12438. catch (e) {
  12439. // Do nothing
  12440. }
  12441. }
  12442. if (!this._gl) {
  12443. if (!canvas) {
  12444. throw new Error("The provided canvas is null or undefined.");
  12445. }
  12446. try {
  12447. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12448. }
  12449. catch (e) {
  12450. throw new Error("WebGL not supported");
  12451. }
  12452. }
  12453. if (!this._gl) {
  12454. throw new Error("WebGL not supported");
  12455. }
  12456. this._onCanvasFocus = function () {
  12457. _this.onCanvasFocusObservable.notifyObservers(_this);
  12458. };
  12459. this._onCanvasBlur = function () {
  12460. _this.onCanvasBlurObservable.notifyObservers(_this);
  12461. };
  12462. canvas.addEventListener("focus", this._onCanvasFocus);
  12463. canvas.addEventListener("blur", this._onCanvasBlur);
  12464. this._onBlur = function () {
  12465. if (_this.disablePerformanceMonitorInBackground) {
  12466. _this._performanceMonitor.disable();
  12467. }
  12468. _this._windowIsBackground = true;
  12469. };
  12470. this._onFocus = function () {
  12471. if (_this.disablePerformanceMonitorInBackground) {
  12472. _this._performanceMonitor.enable();
  12473. }
  12474. _this._windowIsBackground = false;
  12475. };
  12476. this._onCanvasPointerOut = function (ev) {
  12477. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12478. };
  12479. window.addEventListener("blur", this._onBlur);
  12480. window.addEventListener("focus", this._onFocus);
  12481. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12482. // Context lost
  12483. if (!this._doNotHandleContextLost) {
  12484. this._onContextLost = function (evt) {
  12485. evt.preventDefault();
  12486. _this._contextWasLost = true;
  12487. BABYLON.Tools.Warn("WebGL context lost.");
  12488. _this.onContextLostObservable.notifyObservers(_this);
  12489. };
  12490. this._onContextRestored = function (evt) {
  12491. // Adding a timeout to avoid race condition at browser level
  12492. setTimeout(function () {
  12493. // Rebuild gl context
  12494. _this._initGLContext();
  12495. // Rebuild effects
  12496. _this._rebuildEffects();
  12497. // Rebuild textures
  12498. _this._rebuildInternalTextures();
  12499. // Rebuild buffers
  12500. _this._rebuildBuffers();
  12501. // Cache
  12502. _this.wipeCaches(true);
  12503. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12504. _this.onContextRestoredObservable.notifyObservers(_this);
  12505. _this._contextWasLost = false;
  12506. }, 0);
  12507. };
  12508. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12509. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12510. }
  12511. }
  12512. else {
  12513. this._gl = canvasOrContext;
  12514. this._renderingCanvas = this._gl.canvas;
  12515. if (this._gl.renderbufferStorageMultisample) {
  12516. this._webGLVersion = 2.0;
  12517. }
  12518. var attributes = this._gl.getContextAttributes();
  12519. if (attributes) {
  12520. options.stencil = attributes.stencil;
  12521. }
  12522. }
  12523. // Viewport
  12524. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12525. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12526. this.resize();
  12527. this._isStencilEnable = options.stencil ? true : false;
  12528. this._initGLContext();
  12529. if (canvas) {
  12530. // Fullscreen
  12531. this._onFullscreenChange = function () {
  12532. if (document.fullscreen !== undefined) {
  12533. _this.isFullscreen = document.fullscreen;
  12534. }
  12535. else if (document.mozFullScreen !== undefined) {
  12536. _this.isFullscreen = document.mozFullScreen;
  12537. }
  12538. else if (document.webkitIsFullScreen !== undefined) {
  12539. _this.isFullscreen = document.webkitIsFullScreen;
  12540. }
  12541. else if (document.msIsFullScreen !== undefined) {
  12542. _this.isFullscreen = document.msIsFullScreen;
  12543. }
  12544. // Pointer lock
  12545. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12546. canvas.requestPointerLock = canvas.requestPointerLock ||
  12547. canvas.msRequestPointerLock ||
  12548. canvas.mozRequestPointerLock ||
  12549. canvas.webkitRequestPointerLock;
  12550. if (canvas.requestPointerLock) {
  12551. canvas.requestPointerLock();
  12552. }
  12553. }
  12554. };
  12555. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12556. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12557. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12558. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12559. // Pointer lock
  12560. this._onPointerLockChange = function () {
  12561. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12562. document.webkitPointerLockElement === canvas ||
  12563. document.msPointerLockElement === canvas ||
  12564. document.pointerLockElement === canvas);
  12565. };
  12566. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12567. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12568. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12569. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12570. this._onVRDisplayPointerRestricted = function () {
  12571. if (canvas) {
  12572. canvas.requestPointerLock();
  12573. }
  12574. };
  12575. this._onVRDisplayPointerUnrestricted = function () {
  12576. document.exitPointerLock();
  12577. };
  12578. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12579. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12580. }
  12581. // Create Audio Engine if needed.
  12582. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12583. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12584. }
  12585. // Prepare buffer pointers
  12586. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12587. this._currentBufferPointers[i] = new BufferPointer();
  12588. }
  12589. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12590. // Load WebVR Devices
  12591. if (options.autoEnableWebVR) {
  12592. this.initWebVR();
  12593. }
  12594. // Detect if we are running on a faulty buggy OS.
  12595. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12596. // Detect if we are running on a faulty buggy desktop OS.
  12597. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12598. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  12599. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12600. }
  12601. Object.defineProperty(Engine, "LastCreatedEngine", {
  12602. /**
  12603. * Gets the latest created engine
  12604. */
  12605. get: function () {
  12606. if (Engine.Instances.length === 0) {
  12607. return null;
  12608. }
  12609. return Engine.Instances[Engine.Instances.length - 1];
  12610. },
  12611. enumerable: true,
  12612. configurable: true
  12613. });
  12614. Object.defineProperty(Engine, "LastCreatedScene", {
  12615. /**
  12616. * Gets the latest created scene
  12617. */
  12618. get: function () {
  12619. var lastCreatedEngine = Engine.LastCreatedEngine;
  12620. if (!lastCreatedEngine) {
  12621. return null;
  12622. }
  12623. if (lastCreatedEngine.scenes.length === 0) {
  12624. return null;
  12625. }
  12626. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12627. },
  12628. enumerable: true,
  12629. configurable: true
  12630. });
  12631. /**
  12632. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12633. * @param flag defines which part of the materials must be marked as dirty
  12634. * @param predicate defines a predicate used to filter which materials should be affected
  12635. */
  12636. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12637. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12638. var engine = Engine.Instances[engineIndex];
  12639. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12640. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12641. }
  12642. }
  12643. };
  12644. Object.defineProperty(Engine, "Version", {
  12645. /**
  12646. * Returns the current version of the framework
  12647. */
  12648. get: function () {
  12649. return "4.0.0-alpha.0";
  12650. },
  12651. enumerable: true,
  12652. configurable: true
  12653. });
  12654. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12655. /**
  12656. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12657. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12658. */
  12659. get: function () {
  12660. return this._vrExclusivePointerMode;
  12661. },
  12662. enumerable: true,
  12663. configurable: true
  12664. });
  12665. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12666. /**
  12667. * Gets a boolean indicating that the engine supports uniform buffers
  12668. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12669. */
  12670. get: function () {
  12671. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12672. },
  12673. enumerable: true,
  12674. configurable: true
  12675. });
  12676. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12677. /**
  12678. * Gets a boolean indicating that only power of 2 textures are supported
  12679. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12680. */
  12681. get: function () {
  12682. return this._webGLVersion < 2 || this.forcePOTTextures;
  12683. },
  12684. enumerable: true,
  12685. configurable: true
  12686. });
  12687. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12688. /**
  12689. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12690. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12691. */
  12692. get: function () {
  12693. return this._doNotHandleContextLost;
  12694. },
  12695. set: function (value) {
  12696. this._doNotHandleContextLost = value;
  12697. },
  12698. enumerable: true,
  12699. configurable: true
  12700. });
  12701. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12702. /**
  12703. * Gets the performance monitor attached to this engine
  12704. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12705. */
  12706. get: function () {
  12707. return this._performanceMonitor;
  12708. },
  12709. enumerable: true,
  12710. configurable: true
  12711. });
  12712. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12713. /**
  12714. * Gets the list of texture formats supported
  12715. */
  12716. get: function () {
  12717. return this._texturesSupported;
  12718. },
  12719. enumerable: true,
  12720. configurable: true
  12721. });
  12722. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12723. /**
  12724. * Gets the list of texture formats in use
  12725. */
  12726. get: function () {
  12727. return this._textureFormatInUse;
  12728. },
  12729. enumerable: true,
  12730. configurable: true
  12731. });
  12732. Object.defineProperty(Engine.prototype, "currentViewport", {
  12733. /**
  12734. * Gets the current viewport
  12735. */
  12736. get: function () {
  12737. return this._cachedViewport;
  12738. },
  12739. enumerable: true,
  12740. configurable: true
  12741. });
  12742. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12743. /**
  12744. * Gets the default empty texture
  12745. */
  12746. get: function () {
  12747. if (!this._emptyTexture) {
  12748. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12749. }
  12750. return this._emptyTexture;
  12751. },
  12752. enumerable: true,
  12753. configurable: true
  12754. });
  12755. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12756. /**
  12757. * Gets the default empty 3D texture
  12758. */
  12759. get: function () {
  12760. if (!this._emptyTexture3D) {
  12761. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12762. }
  12763. return this._emptyTexture3D;
  12764. },
  12765. enumerable: true,
  12766. configurable: true
  12767. });
  12768. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12769. /**
  12770. * Gets the default empty cube texture
  12771. */
  12772. get: function () {
  12773. if (!this._emptyCubeTexture) {
  12774. var faceData = new Uint8Array(4);
  12775. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12776. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12777. }
  12778. return this._emptyCubeTexture;
  12779. },
  12780. enumerable: true,
  12781. configurable: true
  12782. });
  12783. Engine.prototype._rebuildInternalTextures = function () {
  12784. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12785. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12786. var internalTexture = currentState_1[_i];
  12787. internalTexture._rebuild();
  12788. }
  12789. };
  12790. Engine.prototype._rebuildEffects = function () {
  12791. for (var key in this._compiledEffects) {
  12792. var effect = this._compiledEffects[key];
  12793. effect._prepareEffect();
  12794. }
  12795. BABYLON.Effect.ResetCache();
  12796. };
  12797. /**
  12798. * Gets a boolean indicating if all created effects are ready
  12799. * @returns true if all effects are ready
  12800. */
  12801. Engine.prototype.areAllEffectsReady = function () {
  12802. for (var key in this._compiledEffects) {
  12803. var effect = this._compiledEffects[key];
  12804. if (!effect.isReady()) {
  12805. return false;
  12806. }
  12807. }
  12808. return true;
  12809. };
  12810. Engine.prototype._rebuildBuffers = function () {
  12811. // Index / Vertex
  12812. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12813. var scene = _a[_i];
  12814. scene.resetCachedMaterial();
  12815. scene._rebuildGeometries();
  12816. scene._rebuildTextures();
  12817. }
  12818. // Uniforms
  12819. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12820. var uniformBuffer = _c[_b];
  12821. uniformBuffer._rebuild();
  12822. }
  12823. };
  12824. Engine.prototype._initGLContext = function () {
  12825. // Caps
  12826. this._caps = new EngineCapabilities();
  12827. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12828. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12829. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12830. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12831. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12832. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12833. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12834. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12835. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12836. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12837. // Infos
  12838. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12839. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12840. if (rendererInfo != null) {
  12841. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12842. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12843. }
  12844. if (!this._glVendor) {
  12845. this._glVendor = "Unknown vendor";
  12846. }
  12847. if (!this._glRenderer) {
  12848. this._glRenderer = "Unknown renderer";
  12849. }
  12850. // Constants
  12851. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12852. if (this._gl.RGBA16F !== 0x881A) {
  12853. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12854. }
  12855. if (this._gl.RGBA32F !== 0x8814) {
  12856. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12857. }
  12858. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12859. this._gl.DEPTH24_STENCIL8 = 35056;
  12860. }
  12861. // Extensions
  12862. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12863. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12864. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12865. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12866. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12867. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12868. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12869. 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');
  12870. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12871. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12872. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12873. this._caps.highPrecisionShaderSupported = true;
  12874. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12875. if (this._caps.timerQuery) {
  12876. if (this._webGLVersion === 1) {
  12877. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12878. }
  12879. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12880. }
  12881. // Checks if some of the format renders first to allow the use of webgl inspector.
  12882. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12883. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12884. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12885. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12886. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12887. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12888. if (this._webGLVersion > 1) {
  12889. this._gl.HALF_FLOAT_OES = 0x140B;
  12890. }
  12891. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12892. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12893. // Draw buffers
  12894. if (this._webGLVersion > 1) {
  12895. this._caps.drawBuffersExtension = true;
  12896. }
  12897. else {
  12898. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12899. if (drawBuffersExtension !== null) {
  12900. this._caps.drawBuffersExtension = true;
  12901. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12902. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12903. for (var i = 0; i < 16; i++) {
  12904. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12905. }
  12906. }
  12907. else {
  12908. this._caps.drawBuffersExtension = false;
  12909. }
  12910. }
  12911. // Shader compiler threads
  12912. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12913. if (this._caps.parallelShaderCompile) {
  12914. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12915. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12916. }
  12917. // Depth Texture
  12918. if (this._webGLVersion > 1) {
  12919. this._caps.depthTextureExtension = true;
  12920. }
  12921. else {
  12922. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12923. if (depthTextureExtension != null) {
  12924. this._caps.depthTextureExtension = true;
  12925. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12926. }
  12927. }
  12928. // Vertex array object
  12929. if (this._webGLVersion > 1) {
  12930. this._caps.vertexArrayObject = true;
  12931. }
  12932. else {
  12933. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12934. if (vertexArrayObjectExtension != null) {
  12935. this._caps.vertexArrayObject = true;
  12936. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12937. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12938. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12939. }
  12940. else {
  12941. this._caps.vertexArrayObject = false;
  12942. }
  12943. }
  12944. // Instances count
  12945. if (this._webGLVersion > 1) {
  12946. this._caps.instancedArrays = true;
  12947. }
  12948. else {
  12949. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12950. if (instanceExtension != null) {
  12951. this._caps.instancedArrays = true;
  12952. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12953. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12954. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12955. }
  12956. else {
  12957. this._caps.instancedArrays = false;
  12958. }
  12959. }
  12960. // Intelligently add supported compressed formats in order to check for.
  12961. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12962. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12963. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12964. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12965. if (this._caps.astc) {
  12966. this.texturesSupported.push('-astc.ktx');
  12967. }
  12968. if (this._caps.s3tc) {
  12969. this.texturesSupported.push('-dxt.ktx');
  12970. }
  12971. if (this._caps.pvrtc) {
  12972. this.texturesSupported.push('-pvrtc.ktx');
  12973. }
  12974. if (this._caps.etc2) {
  12975. this.texturesSupported.push('-etc2.ktx');
  12976. }
  12977. if (this._caps.etc1) {
  12978. this.texturesSupported.push('-etc1.ktx');
  12979. }
  12980. if (this._gl.getShaderPrecisionFormat) {
  12981. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12982. if (highp) {
  12983. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12984. }
  12985. }
  12986. // Depth buffer
  12987. this.setDepthBuffer(true);
  12988. this.setDepthFunctionToLessOrEqual();
  12989. this.setDepthWrite(true);
  12990. // Texture maps
  12991. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12992. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12993. this._nextFreeTextureSlots.push(slot);
  12994. }
  12995. };
  12996. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12997. /**
  12998. * Gets version of the current webGL context
  12999. */
  13000. get: function () {
  13001. return this._webGLVersion;
  13002. },
  13003. enumerable: true,
  13004. configurable: true
  13005. });
  13006. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13007. /**
  13008. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13009. */
  13010. get: function () {
  13011. return this._isStencilEnable;
  13012. },
  13013. enumerable: true,
  13014. configurable: true
  13015. });
  13016. Engine.prototype._prepareWorkingCanvas = function () {
  13017. if (this._workingCanvas) {
  13018. return;
  13019. }
  13020. this._workingCanvas = document.createElement("canvas");
  13021. var context = this._workingCanvas.getContext("2d");
  13022. if (context) {
  13023. this._workingContext = context;
  13024. }
  13025. };
  13026. /**
  13027. * Reset the texture cache to empty state
  13028. */
  13029. Engine.prototype.resetTextureCache = function () {
  13030. for (var key in this._boundTexturesCache) {
  13031. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13032. continue;
  13033. }
  13034. var boundTexture = this._boundTexturesCache[key];
  13035. if (boundTexture) {
  13036. this._removeDesignatedSlot(boundTexture);
  13037. }
  13038. this._boundTexturesCache[key] = null;
  13039. }
  13040. if (!this.disableTextureBindingOptimization) {
  13041. this._nextFreeTextureSlots = [];
  13042. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13043. this._nextFreeTextureSlots.push(slot);
  13044. }
  13045. }
  13046. this._currentTextureChannel = -1;
  13047. };
  13048. /**
  13049. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13050. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13051. * @returns true if engine is in deterministic lock step mode
  13052. */
  13053. Engine.prototype.isDeterministicLockStep = function () {
  13054. return this._deterministicLockstep;
  13055. };
  13056. /**
  13057. * Gets the max steps when engine is running in deterministic lock step
  13058. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13059. * @returns the max steps
  13060. */
  13061. Engine.prototype.getLockstepMaxSteps = function () {
  13062. return this._lockstepMaxSteps;
  13063. };
  13064. /**
  13065. * Gets an object containing information about the current webGL context
  13066. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13067. */
  13068. Engine.prototype.getGlInfo = function () {
  13069. return {
  13070. vendor: this._glVendor,
  13071. renderer: this._glRenderer,
  13072. version: this._glVersion
  13073. };
  13074. };
  13075. /**
  13076. * Gets current aspect ratio
  13077. * @param camera defines the camera to use to get the aspect ratio
  13078. * @param useScreen defines if screen size must be used (or the current render target if any)
  13079. * @returns a number defining the aspect ratio
  13080. */
  13081. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13082. if (useScreen === void 0) { useScreen = false; }
  13083. var viewport = camera.viewport;
  13084. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13085. };
  13086. /**
  13087. * Gets current screen aspect ratio
  13088. * @returns a number defining the aspect ratio
  13089. */
  13090. Engine.prototype.getScreenAspectRatio = function () {
  13091. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13092. };
  13093. /**
  13094. * Gets the current render width
  13095. * @param useScreen defines if screen size must be used (or the current render target if any)
  13096. * @returns a number defining the current render width
  13097. */
  13098. Engine.prototype.getRenderWidth = function (useScreen) {
  13099. if (useScreen === void 0) { useScreen = false; }
  13100. if (!useScreen && this._currentRenderTarget) {
  13101. return this._currentRenderTarget.width;
  13102. }
  13103. return this._gl.drawingBufferWidth;
  13104. };
  13105. /**
  13106. * Gets the current render height
  13107. * @param useScreen defines if screen size must be used (or the current render target if any)
  13108. * @returns a number defining the current render height
  13109. */
  13110. Engine.prototype.getRenderHeight = function (useScreen) {
  13111. if (useScreen === void 0) { useScreen = false; }
  13112. if (!useScreen && this._currentRenderTarget) {
  13113. return this._currentRenderTarget.height;
  13114. }
  13115. return this._gl.drawingBufferHeight;
  13116. };
  13117. /**
  13118. * Gets the HTML canvas attached with the current webGL context
  13119. * @returns a HTML canvas
  13120. */
  13121. Engine.prototype.getRenderingCanvas = function () {
  13122. return this._renderingCanvas;
  13123. };
  13124. /**
  13125. * Gets the client rect of the HTML canvas attached with the current webGL context
  13126. * @returns a client rectanglee
  13127. */
  13128. Engine.prototype.getRenderingCanvasClientRect = function () {
  13129. if (!this._renderingCanvas) {
  13130. return null;
  13131. }
  13132. return this._renderingCanvas.getBoundingClientRect();
  13133. };
  13134. /**
  13135. * Defines the hardware scaling level.
  13136. * By default the hardware scaling level is computed from the window device ratio.
  13137. * 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.
  13138. * @param level defines the level to use
  13139. */
  13140. Engine.prototype.setHardwareScalingLevel = function (level) {
  13141. this._hardwareScalingLevel = level;
  13142. this.resize();
  13143. };
  13144. /**
  13145. * Gets the current hardware scaling level.
  13146. * By default the hardware scaling level is computed from the window device ratio.
  13147. * 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.
  13148. * @returns a number indicating the current hardware scaling level
  13149. */
  13150. Engine.prototype.getHardwareScalingLevel = function () {
  13151. return this._hardwareScalingLevel;
  13152. };
  13153. /**
  13154. * Gets the list of loaded textures
  13155. * @returns an array containing all loaded textures
  13156. */
  13157. Engine.prototype.getLoadedTexturesCache = function () {
  13158. return this._internalTexturesCache;
  13159. };
  13160. /**
  13161. * Gets the object containing all engine capabilities
  13162. * @returns the EngineCapabilities object
  13163. */
  13164. Engine.prototype.getCaps = function () {
  13165. return this._caps;
  13166. };
  13167. Object.defineProperty(Engine.prototype, "drawCalls", {
  13168. /** @hidden */
  13169. get: function () {
  13170. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13171. return 0;
  13172. },
  13173. enumerable: true,
  13174. configurable: true
  13175. });
  13176. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13177. /** @hidden */
  13178. get: function () {
  13179. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13180. return null;
  13181. },
  13182. enumerable: true,
  13183. configurable: true
  13184. });
  13185. /**
  13186. * Gets the current depth function
  13187. * @returns a number defining the depth function
  13188. */
  13189. Engine.prototype.getDepthFunction = function () {
  13190. return this._depthCullingState.depthFunc;
  13191. };
  13192. /**
  13193. * Sets the current depth function
  13194. * @param depthFunc defines the function to use
  13195. */
  13196. Engine.prototype.setDepthFunction = function (depthFunc) {
  13197. this._depthCullingState.depthFunc = depthFunc;
  13198. };
  13199. /**
  13200. * Sets the current depth function to GREATER
  13201. */
  13202. Engine.prototype.setDepthFunctionToGreater = function () {
  13203. this._depthCullingState.depthFunc = this._gl.GREATER;
  13204. };
  13205. /**
  13206. * Sets the current depth function to GEQUAL
  13207. */
  13208. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13209. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13210. };
  13211. /**
  13212. * Sets the current depth function to LESS
  13213. */
  13214. Engine.prototype.setDepthFunctionToLess = function () {
  13215. this._depthCullingState.depthFunc = this._gl.LESS;
  13216. };
  13217. /**
  13218. * Sets the current depth function to LEQUAL
  13219. */
  13220. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13221. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13222. };
  13223. /**
  13224. * Gets a boolean indicating if stencil buffer is enabled
  13225. * @returns the current stencil buffer state
  13226. */
  13227. Engine.prototype.getStencilBuffer = function () {
  13228. return this._stencilState.stencilTest;
  13229. };
  13230. /**
  13231. * Enable or disable the stencil buffer
  13232. * @param enable defines if the stencil buffer must be enabled or disabled
  13233. */
  13234. Engine.prototype.setStencilBuffer = function (enable) {
  13235. this._stencilState.stencilTest = enable;
  13236. };
  13237. /**
  13238. * Gets the current stencil mask
  13239. * @returns a number defining the new stencil mask to use
  13240. */
  13241. Engine.prototype.getStencilMask = function () {
  13242. return this._stencilState.stencilMask;
  13243. };
  13244. /**
  13245. * Sets the current stencil mask
  13246. * @param mask defines the new stencil mask to use
  13247. */
  13248. Engine.prototype.setStencilMask = function (mask) {
  13249. this._stencilState.stencilMask = mask;
  13250. };
  13251. /**
  13252. * Gets the current stencil function
  13253. * @returns a number defining the stencil function to use
  13254. */
  13255. Engine.prototype.getStencilFunction = function () {
  13256. return this._stencilState.stencilFunc;
  13257. };
  13258. /**
  13259. * Gets the current stencil reference value
  13260. * @returns a number defining the stencil reference value to use
  13261. */
  13262. Engine.prototype.getStencilFunctionReference = function () {
  13263. return this._stencilState.stencilFuncRef;
  13264. };
  13265. /**
  13266. * Gets the current stencil mask
  13267. * @returns a number defining the stencil mask to use
  13268. */
  13269. Engine.prototype.getStencilFunctionMask = function () {
  13270. return this._stencilState.stencilFuncMask;
  13271. };
  13272. /**
  13273. * Sets the current stencil function
  13274. * @param stencilFunc defines the new stencil function to use
  13275. */
  13276. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13277. this._stencilState.stencilFunc = stencilFunc;
  13278. };
  13279. /**
  13280. * Sets the current stencil reference
  13281. * @param reference defines the new stencil reference to use
  13282. */
  13283. Engine.prototype.setStencilFunctionReference = function (reference) {
  13284. this._stencilState.stencilFuncRef = reference;
  13285. };
  13286. /**
  13287. * Sets the current stencil mask
  13288. * @param mask defines the new stencil mask to use
  13289. */
  13290. Engine.prototype.setStencilFunctionMask = function (mask) {
  13291. this._stencilState.stencilFuncMask = mask;
  13292. };
  13293. /**
  13294. * Gets the current stencil operation when stencil fails
  13295. * @returns a number defining stencil operation to use when stencil fails
  13296. */
  13297. Engine.prototype.getStencilOperationFail = function () {
  13298. return this._stencilState.stencilOpStencilFail;
  13299. };
  13300. /**
  13301. * Gets the current stencil operation when depth fails
  13302. * @returns a number defining stencil operation to use when depth fails
  13303. */
  13304. Engine.prototype.getStencilOperationDepthFail = function () {
  13305. return this._stencilState.stencilOpDepthFail;
  13306. };
  13307. /**
  13308. * Gets the current stencil operation when stencil passes
  13309. * @returns a number defining stencil operation to use when stencil passes
  13310. */
  13311. Engine.prototype.getStencilOperationPass = function () {
  13312. return this._stencilState.stencilOpStencilDepthPass;
  13313. };
  13314. /**
  13315. * Sets the stencil operation to use when stencil fails
  13316. * @param operation defines the stencil operation to use when stencil fails
  13317. */
  13318. Engine.prototype.setStencilOperationFail = function (operation) {
  13319. this._stencilState.stencilOpStencilFail = operation;
  13320. };
  13321. /**
  13322. * Sets the stencil operation to use when depth fails
  13323. * @param operation defines the stencil operation to use when depth fails
  13324. */
  13325. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13326. this._stencilState.stencilOpDepthFail = operation;
  13327. };
  13328. /**
  13329. * Sets the stencil operation to use when stencil passes
  13330. * @param operation defines the stencil operation to use when stencil passes
  13331. */
  13332. Engine.prototype.setStencilOperationPass = function (operation) {
  13333. this._stencilState.stencilOpStencilDepthPass = operation;
  13334. };
  13335. /**
  13336. * Sets a boolean indicating if the dithering state is enabled or disabled
  13337. * @param value defines the dithering state
  13338. */
  13339. Engine.prototype.setDitheringState = function (value) {
  13340. if (value) {
  13341. this._gl.enable(this._gl.DITHER);
  13342. }
  13343. else {
  13344. this._gl.disable(this._gl.DITHER);
  13345. }
  13346. };
  13347. /**
  13348. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13349. * @param value defines the rasterizer state
  13350. */
  13351. Engine.prototype.setRasterizerState = function (value) {
  13352. if (value) {
  13353. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13354. }
  13355. else {
  13356. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13357. }
  13358. };
  13359. /**
  13360. * stop executing a render loop function and remove it from the execution array
  13361. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13362. */
  13363. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13364. if (!renderFunction) {
  13365. this._activeRenderLoops = [];
  13366. return;
  13367. }
  13368. var index = this._activeRenderLoops.indexOf(renderFunction);
  13369. if (index >= 0) {
  13370. this._activeRenderLoops.splice(index, 1);
  13371. }
  13372. };
  13373. /** @hidden */
  13374. Engine.prototype._renderLoop = function () {
  13375. if (!this._contextWasLost) {
  13376. var shouldRender = true;
  13377. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13378. shouldRender = false;
  13379. }
  13380. if (shouldRender) {
  13381. // Start new frame
  13382. this.beginFrame();
  13383. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13384. var renderFunction = this._activeRenderLoops[index];
  13385. renderFunction();
  13386. }
  13387. // Present
  13388. this.endFrame();
  13389. }
  13390. }
  13391. if (this._activeRenderLoops.length > 0) {
  13392. // Register new frame
  13393. if (this.customAnimationFrameRequester) {
  13394. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13395. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13396. }
  13397. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13398. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13399. }
  13400. else {
  13401. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13402. }
  13403. }
  13404. else {
  13405. this._renderingQueueLaunched = false;
  13406. }
  13407. };
  13408. /**
  13409. * Register and execute a render loop. The engine can have more than one render function
  13410. * @param renderFunction defines the function to continuously execute
  13411. */
  13412. Engine.prototype.runRenderLoop = function (renderFunction) {
  13413. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13414. return;
  13415. }
  13416. this._activeRenderLoops.push(renderFunction);
  13417. if (!this._renderingQueueLaunched) {
  13418. this._renderingQueueLaunched = true;
  13419. this._bindedRenderFunction = this._renderLoop.bind(this);
  13420. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13421. }
  13422. };
  13423. /**
  13424. * Toggle full screen mode
  13425. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13426. */
  13427. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13428. if (this.isFullscreen) {
  13429. BABYLON.Tools.ExitFullscreen();
  13430. }
  13431. else {
  13432. this._pointerLockRequested = requestPointerLock;
  13433. if (this._renderingCanvas) {
  13434. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13435. }
  13436. }
  13437. };
  13438. /**
  13439. * Clear the current render buffer or the current render target (if any is set up)
  13440. * @param color defines the color to use
  13441. * @param backBuffer defines if the back buffer must be cleared
  13442. * @param depth defines if the depth buffer must be cleared
  13443. * @param stencil defines if the stencil buffer must be cleared
  13444. */
  13445. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13446. if (stencil === void 0) { stencil = false; }
  13447. this.applyStates();
  13448. var mode = 0;
  13449. if (backBuffer && color) {
  13450. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13451. mode |= this._gl.COLOR_BUFFER_BIT;
  13452. }
  13453. if (depth) {
  13454. this._gl.clearDepth(1.0);
  13455. mode |= this._gl.DEPTH_BUFFER_BIT;
  13456. }
  13457. if (stencil) {
  13458. this._gl.clearStencil(0);
  13459. mode |= this._gl.STENCIL_BUFFER_BIT;
  13460. }
  13461. this._gl.clear(mode);
  13462. };
  13463. /**
  13464. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13465. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13466. * @param y defines the y-coordinate of the corner of the clear rectangle
  13467. * @param width defines the width of the clear rectangle
  13468. * @param height defines the height of the clear rectangle
  13469. * @param clearColor defines the clear color
  13470. */
  13471. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13472. var gl = this._gl;
  13473. // Save state
  13474. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13475. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13476. // Change state
  13477. gl.enable(gl.SCISSOR_TEST);
  13478. gl.scissor(x, y, width, height);
  13479. // Clear
  13480. this.clear(clearColor, true, true, true);
  13481. // Restore state
  13482. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13483. if (curScissor === true) {
  13484. gl.enable(gl.SCISSOR_TEST);
  13485. }
  13486. else {
  13487. gl.disable(gl.SCISSOR_TEST);
  13488. }
  13489. };
  13490. /** @hidden */
  13491. Engine.prototype._viewport = function (x, y, width, height) {
  13492. if (x !== this._viewportCached.x ||
  13493. y !== this._viewportCached.y ||
  13494. width !== this._viewportCached.z ||
  13495. height !== this._viewportCached.w) {
  13496. this._viewportCached.x = x;
  13497. this._viewportCached.y = y;
  13498. this._viewportCached.z = width;
  13499. this._viewportCached.w = height;
  13500. this._gl.viewport(x, y, width, height);
  13501. }
  13502. };
  13503. /**
  13504. * Set the WebGL's viewport
  13505. * @param viewport defines the viewport element to be used
  13506. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13507. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13508. */
  13509. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13510. var width = requiredWidth || this.getRenderWidth();
  13511. var height = requiredHeight || this.getRenderHeight();
  13512. var x = viewport.x || 0;
  13513. var y = viewport.y || 0;
  13514. this._cachedViewport = viewport;
  13515. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13516. };
  13517. /**
  13518. * Directly set the WebGL Viewport
  13519. * @param x defines the x coordinate of the viewport (in screen space)
  13520. * @param y defines the y coordinate of the viewport (in screen space)
  13521. * @param width defines the width of the viewport (in screen space)
  13522. * @param height defines the height of the viewport (in screen space)
  13523. * @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
  13524. */
  13525. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13526. var currentViewport = this._cachedViewport;
  13527. this._cachedViewport = null;
  13528. this._viewport(x, y, width, height);
  13529. return currentViewport;
  13530. };
  13531. /**
  13532. * Begin a new frame
  13533. */
  13534. Engine.prototype.beginFrame = function () {
  13535. this.onBeginFrameObservable.notifyObservers(this);
  13536. this._measureFps();
  13537. };
  13538. /**
  13539. * Enf the current frame
  13540. */
  13541. Engine.prototype.endFrame = function () {
  13542. // Force a flush in case we are using a bad OS.
  13543. if (this._badOS) {
  13544. this.flushFramebuffer();
  13545. }
  13546. // Submit frame to the vr device, if enabled
  13547. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13548. // TODO: We should only submit the frame if we read frameData successfully.
  13549. this._vrDisplay.submitFrame();
  13550. }
  13551. this.onEndFrameObservable.notifyObservers(this);
  13552. };
  13553. /**
  13554. * Resize the view according to the canvas' size
  13555. */
  13556. Engine.prototype.resize = function () {
  13557. // We're not resizing the size of the canvas while in VR mode & presenting
  13558. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13559. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13560. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13561. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13562. }
  13563. };
  13564. /**
  13565. * Force a specific size of the canvas
  13566. * @param width defines the new canvas' width
  13567. * @param height defines the new canvas' height
  13568. */
  13569. Engine.prototype.setSize = function (width, height) {
  13570. if (!this._renderingCanvas) {
  13571. return;
  13572. }
  13573. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13574. return;
  13575. }
  13576. this._renderingCanvas.width = width;
  13577. this._renderingCanvas.height = height;
  13578. for (var index = 0; index < this.scenes.length; index++) {
  13579. var scene = this.scenes[index];
  13580. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13581. var cam = scene.cameras[camIndex];
  13582. cam._currentRenderId = 0;
  13583. }
  13584. }
  13585. if (this.onResizeObservable.hasObservers) {
  13586. this.onResizeObservable.notifyObservers(this);
  13587. }
  13588. };
  13589. // WebVR functions
  13590. /**
  13591. * Gets a boolean indicating if a webVR device was detected
  13592. * @returns true if a webVR device was detected
  13593. */
  13594. Engine.prototype.isVRDevicePresent = function () {
  13595. return !!this._vrDisplay;
  13596. };
  13597. /**
  13598. * Gets the current webVR device
  13599. * @returns the current webVR device (or null)
  13600. */
  13601. Engine.prototype.getVRDevice = function () {
  13602. return this._vrDisplay;
  13603. };
  13604. /**
  13605. * Initializes a webVR display and starts listening to display change events
  13606. * The onVRDisplayChangedObservable will be notified upon these changes
  13607. * @returns The onVRDisplayChangedObservable
  13608. */
  13609. Engine.prototype.initWebVR = function () {
  13610. this.initWebVRAsync();
  13611. return this.onVRDisplayChangedObservable;
  13612. };
  13613. /**
  13614. * Initializes a webVR display and starts listening to display change events
  13615. * The onVRDisplayChangedObservable will be notified upon these changes
  13616. * @returns A promise containing a VRDisplay and if vr is supported
  13617. */
  13618. Engine.prototype.initWebVRAsync = function () {
  13619. var _this = this;
  13620. var notifyObservers = function () {
  13621. var eventArgs = {
  13622. vrDisplay: _this._vrDisplay,
  13623. vrSupported: _this._vrSupported
  13624. };
  13625. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13626. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13627. };
  13628. if (!this._onVrDisplayConnect) {
  13629. this._onVrDisplayConnect = function (event) {
  13630. _this._vrDisplay = event.display;
  13631. notifyObservers();
  13632. };
  13633. this._onVrDisplayDisconnect = function () {
  13634. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13635. _this._vrDisplay = undefined;
  13636. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13637. notifyObservers();
  13638. };
  13639. this._onVrDisplayPresentChange = function () {
  13640. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13641. };
  13642. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13643. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13644. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13645. }
  13646. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13647. this._webVRInitPromise.then(notifyObservers);
  13648. return this._webVRInitPromise;
  13649. };
  13650. /**
  13651. * Call this function to switch to webVR mode
  13652. * Will do nothing if webVR is not supported or if there is no webVR device
  13653. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13654. */
  13655. Engine.prototype.enableVR = function () {
  13656. var _this = this;
  13657. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13658. var onResolved = function () {
  13659. _this.onVRRequestPresentComplete.notifyObservers(true);
  13660. _this._onVRFullScreenTriggered();
  13661. };
  13662. var onRejected = function () {
  13663. _this.onVRRequestPresentComplete.notifyObservers(false);
  13664. };
  13665. this.onVRRequestPresentStart.notifyObservers(this);
  13666. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13667. }
  13668. };
  13669. /**
  13670. * Call this function to leave webVR mode
  13671. * Will do nothing if webVR is not supported or if there is no webVR device
  13672. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13673. */
  13674. Engine.prototype.disableVR = function () {
  13675. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13676. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13677. }
  13678. };
  13679. Engine.prototype._getVRDisplaysAsync = function () {
  13680. var _this = this;
  13681. return new Promise(function (res, rej) {
  13682. if (navigator.getVRDisplays) {
  13683. navigator.getVRDisplays().then(function (devices) {
  13684. _this._vrSupported = true;
  13685. // note that devices may actually be an empty array. This is fine;
  13686. // we expect this._vrDisplay to be undefined in this case.
  13687. _this._vrDisplay = devices[0];
  13688. res({
  13689. vrDisplay: _this._vrDisplay,
  13690. vrSupported: _this._vrSupported
  13691. });
  13692. });
  13693. }
  13694. else {
  13695. _this._vrDisplay = undefined;
  13696. _this._vrSupported = false;
  13697. res({
  13698. vrDisplay: _this._vrDisplay,
  13699. vrSupported: _this._vrSupported
  13700. });
  13701. }
  13702. });
  13703. };
  13704. /**
  13705. * Binds the frame buffer to the specified texture.
  13706. * @param texture The texture to render to or null for the default canvas
  13707. * @param faceIndex The face of the texture to render to in case of cube texture
  13708. * @param requiredWidth The width of the target to render to
  13709. * @param requiredHeight The height of the target to render to
  13710. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13711. * @param depthStencilTexture The depth stencil texture to use to render
  13712. * @param lodLevel defines le lod level to bind to the frame buffer
  13713. */
  13714. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13715. if (lodLevel === void 0) { lodLevel = 0; }
  13716. if (this._currentRenderTarget) {
  13717. this.unBindFramebuffer(this._currentRenderTarget);
  13718. }
  13719. this._currentRenderTarget = texture;
  13720. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13721. var gl = this._gl;
  13722. if (texture.isCube) {
  13723. if (faceIndex === undefined) {
  13724. faceIndex = 0;
  13725. }
  13726. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13727. if (depthStencilTexture) {
  13728. if (depthStencilTexture._generateStencilBuffer) {
  13729. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13730. }
  13731. else {
  13732. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13733. }
  13734. }
  13735. }
  13736. if (this._cachedViewport && !forceFullscreenViewport) {
  13737. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13738. }
  13739. else {
  13740. if (!requiredWidth) {
  13741. requiredWidth = texture.width;
  13742. if (lodLevel) {
  13743. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13744. }
  13745. }
  13746. if (!requiredHeight) {
  13747. requiredHeight = texture.height;
  13748. if (lodLevel) {
  13749. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13750. }
  13751. }
  13752. this._viewport(0, 0, requiredWidth, requiredHeight);
  13753. }
  13754. this.wipeCaches();
  13755. };
  13756. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13757. if (this._currentFramebuffer !== framebuffer) {
  13758. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13759. this._currentFramebuffer = framebuffer;
  13760. }
  13761. };
  13762. /**
  13763. * Unbind the current render target texture from the webGL context
  13764. * @param texture defines the render target texture to unbind
  13765. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13766. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13767. */
  13768. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13769. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13770. this._currentRenderTarget = null;
  13771. // If MSAA, we need to bitblt back to main texture
  13772. var gl = this._gl;
  13773. if (texture._MSAAFramebuffer) {
  13774. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13775. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13776. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13777. }
  13778. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13779. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13780. gl.generateMipmap(gl.TEXTURE_2D);
  13781. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13782. }
  13783. if (onBeforeUnbind) {
  13784. if (texture._MSAAFramebuffer) {
  13785. // Bind the correct framebuffer
  13786. this.bindUnboundFramebuffer(texture._framebuffer);
  13787. }
  13788. onBeforeUnbind();
  13789. }
  13790. this.bindUnboundFramebuffer(null);
  13791. };
  13792. /**
  13793. * Unbind a list of render target textures from the webGL context
  13794. * This is used only when drawBuffer extension or webGL2 are active
  13795. * @param textures defines the render target textures to unbind
  13796. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13797. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13798. */
  13799. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13800. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13801. this._currentRenderTarget = null;
  13802. // If MSAA, we need to bitblt back to main texture
  13803. var gl = this._gl;
  13804. if (textures[0]._MSAAFramebuffer) {
  13805. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13806. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13807. var attachments = textures[0]._attachments;
  13808. if (!attachments) {
  13809. attachments = new Array(textures.length);
  13810. textures[0]._attachments = attachments;
  13811. }
  13812. for (var i = 0; i < textures.length; i++) {
  13813. var texture = textures[i];
  13814. for (var j = 0; j < attachments.length; j++) {
  13815. attachments[j] = gl.NONE;
  13816. }
  13817. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13818. gl.readBuffer(attachments[i]);
  13819. gl.drawBuffers(attachments);
  13820. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13821. }
  13822. for (var i = 0; i < attachments.length; i++) {
  13823. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13824. }
  13825. gl.drawBuffers(attachments);
  13826. }
  13827. for (var i = 0; i < textures.length; i++) {
  13828. var texture = textures[i];
  13829. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13830. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13831. gl.generateMipmap(gl.TEXTURE_2D);
  13832. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13833. }
  13834. }
  13835. if (onBeforeUnbind) {
  13836. if (textures[0]._MSAAFramebuffer) {
  13837. // Bind the correct framebuffer
  13838. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13839. }
  13840. onBeforeUnbind();
  13841. }
  13842. this.bindUnboundFramebuffer(null);
  13843. };
  13844. /**
  13845. * Force the mipmap generation for the given render target texture
  13846. * @param texture defines the render target texture to use
  13847. */
  13848. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13849. if (texture.generateMipMaps) {
  13850. var gl = this._gl;
  13851. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13852. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13853. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13854. }
  13855. };
  13856. /**
  13857. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13858. */
  13859. Engine.prototype.flushFramebuffer = function () {
  13860. this._gl.flush();
  13861. };
  13862. /**
  13863. * Unbind the current render target and bind the default framebuffer
  13864. */
  13865. Engine.prototype.restoreDefaultFramebuffer = function () {
  13866. if (this._currentRenderTarget) {
  13867. this.unBindFramebuffer(this._currentRenderTarget);
  13868. }
  13869. else {
  13870. this.bindUnboundFramebuffer(null);
  13871. }
  13872. if (this._cachedViewport) {
  13873. this.setViewport(this._cachedViewport);
  13874. }
  13875. this.wipeCaches();
  13876. };
  13877. // UBOs
  13878. /**
  13879. * Create an uniform buffer
  13880. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13881. * @param elements defines the content of the uniform buffer
  13882. * @returns the webGL uniform buffer
  13883. */
  13884. Engine.prototype.createUniformBuffer = function (elements) {
  13885. var ubo = this._gl.createBuffer();
  13886. if (!ubo) {
  13887. throw new Error("Unable to create uniform buffer");
  13888. }
  13889. this.bindUniformBuffer(ubo);
  13890. if (elements instanceof Float32Array) {
  13891. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13892. }
  13893. else {
  13894. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13895. }
  13896. this.bindUniformBuffer(null);
  13897. ubo.references = 1;
  13898. return ubo;
  13899. };
  13900. /**
  13901. * Create a dynamic uniform buffer
  13902. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13903. * @param elements defines the content of the uniform buffer
  13904. * @returns the webGL uniform buffer
  13905. */
  13906. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13907. var ubo = this._gl.createBuffer();
  13908. if (!ubo) {
  13909. throw new Error("Unable to create dynamic uniform buffer");
  13910. }
  13911. this.bindUniformBuffer(ubo);
  13912. if (elements instanceof Float32Array) {
  13913. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13914. }
  13915. else {
  13916. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13917. }
  13918. this.bindUniformBuffer(null);
  13919. ubo.references = 1;
  13920. return ubo;
  13921. };
  13922. /**
  13923. * Update an existing uniform buffer
  13924. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13925. * @param uniformBuffer defines the target uniform buffer
  13926. * @param elements defines the content to update
  13927. * @param offset defines the offset in the uniform buffer where update should start
  13928. * @param count defines the size of the data to update
  13929. */
  13930. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13931. this.bindUniformBuffer(uniformBuffer);
  13932. if (offset === undefined) {
  13933. offset = 0;
  13934. }
  13935. if (count === undefined) {
  13936. if (elements instanceof Float32Array) {
  13937. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13938. }
  13939. else {
  13940. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13941. }
  13942. }
  13943. else {
  13944. if (elements instanceof Float32Array) {
  13945. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13946. }
  13947. else {
  13948. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13949. }
  13950. }
  13951. this.bindUniformBuffer(null);
  13952. };
  13953. // VBOs
  13954. Engine.prototype._resetVertexBufferBinding = function () {
  13955. this.bindArrayBuffer(null);
  13956. this._cachedVertexBuffers = null;
  13957. };
  13958. /**
  13959. * Creates a vertex buffer
  13960. * @param data the data for the vertex buffer
  13961. * @returns the new WebGL static buffer
  13962. */
  13963. Engine.prototype.createVertexBuffer = function (data) {
  13964. var vbo = this._gl.createBuffer();
  13965. if (!vbo) {
  13966. throw new Error("Unable to create vertex buffer");
  13967. }
  13968. this.bindArrayBuffer(vbo);
  13969. if (data instanceof Array) {
  13970. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13971. }
  13972. else {
  13973. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13974. }
  13975. this._resetVertexBufferBinding();
  13976. vbo.references = 1;
  13977. return vbo;
  13978. };
  13979. /**
  13980. * Creates a dynamic vertex buffer
  13981. * @param data the data for the dynamic vertex buffer
  13982. * @returns the new WebGL dynamic buffer
  13983. */
  13984. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13985. var vbo = this._gl.createBuffer();
  13986. if (!vbo) {
  13987. throw new Error("Unable to create dynamic vertex buffer");
  13988. }
  13989. this.bindArrayBuffer(vbo);
  13990. if (data instanceof Array) {
  13991. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13992. }
  13993. else {
  13994. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13995. }
  13996. this._resetVertexBufferBinding();
  13997. vbo.references = 1;
  13998. return vbo;
  13999. };
  14000. /**
  14001. * Update a dynamic index buffer
  14002. * @param indexBuffer defines the target index buffer
  14003. * @param indices defines the data to update
  14004. * @param offset defines the offset in the target index buffer where update should start
  14005. */
  14006. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14007. if (offset === void 0) { offset = 0; }
  14008. // Force cache update
  14009. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14010. this.bindIndexBuffer(indexBuffer);
  14011. var arrayBuffer;
  14012. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14013. arrayBuffer = indices;
  14014. }
  14015. else {
  14016. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14017. }
  14018. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14019. this._resetIndexBufferBinding();
  14020. };
  14021. /**
  14022. * Updates a dynamic vertex buffer.
  14023. * @param vertexBuffer the vertex buffer to update
  14024. * @param data the data used to update the vertex buffer
  14025. * @param byteOffset the byte offset of the data
  14026. * @param byteLength the byte length of the data
  14027. */
  14028. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14029. this.bindArrayBuffer(vertexBuffer);
  14030. if (byteOffset === undefined) {
  14031. byteOffset = 0;
  14032. }
  14033. if (byteLength === undefined) {
  14034. if (data instanceof Array) {
  14035. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14036. }
  14037. else {
  14038. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14039. }
  14040. }
  14041. else {
  14042. if (data instanceof Array) {
  14043. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14044. }
  14045. else {
  14046. if (data instanceof ArrayBuffer) {
  14047. data = new Uint8Array(data, byteOffset, byteLength);
  14048. }
  14049. else {
  14050. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14051. }
  14052. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14053. }
  14054. }
  14055. this._resetVertexBufferBinding();
  14056. };
  14057. Engine.prototype._resetIndexBufferBinding = function () {
  14058. this.bindIndexBuffer(null);
  14059. this._cachedIndexBuffer = null;
  14060. };
  14061. /**
  14062. * Creates a new index buffer
  14063. * @param indices defines the content of the index buffer
  14064. * @param updatable defines if the index buffer must be updatable
  14065. * @returns a new webGL buffer
  14066. */
  14067. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14068. var vbo = this._gl.createBuffer();
  14069. if (!vbo) {
  14070. throw new Error("Unable to create index buffer");
  14071. }
  14072. this.bindIndexBuffer(vbo);
  14073. // Check for 32 bits indices
  14074. var arrayBuffer;
  14075. var need32Bits = false;
  14076. if (indices instanceof Uint16Array) {
  14077. arrayBuffer = indices;
  14078. }
  14079. else {
  14080. //check 32 bit support
  14081. if (this._caps.uintIndices) {
  14082. if (indices instanceof Uint32Array) {
  14083. arrayBuffer = indices;
  14084. need32Bits = true;
  14085. }
  14086. else {
  14087. //number[] or Int32Array, check if 32 bit is necessary
  14088. for (var index = 0; index < indices.length; index++) {
  14089. if (indices[index] > 65535) {
  14090. need32Bits = true;
  14091. break;
  14092. }
  14093. }
  14094. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14095. }
  14096. }
  14097. else {
  14098. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14099. arrayBuffer = new Uint16Array(indices);
  14100. }
  14101. }
  14102. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14103. this._resetIndexBufferBinding();
  14104. vbo.references = 1;
  14105. vbo.is32Bits = need32Bits;
  14106. return vbo;
  14107. };
  14108. /**
  14109. * Bind a webGL buffer to the webGL context
  14110. * @param buffer defines the buffer to bind
  14111. */
  14112. Engine.prototype.bindArrayBuffer = function (buffer) {
  14113. if (!this._vaoRecordInProgress) {
  14114. this._unbindVertexArrayObject();
  14115. }
  14116. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14117. };
  14118. /**
  14119. * Bind an uniform buffer to the current webGL context
  14120. * @param buffer defines the buffer to bind
  14121. */
  14122. Engine.prototype.bindUniformBuffer = function (buffer) {
  14123. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14124. };
  14125. /**
  14126. * Bind a buffer to the current webGL context at a given location
  14127. * @param buffer defines the buffer to bind
  14128. * @param location defines the index where to bind the buffer
  14129. */
  14130. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14131. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14132. };
  14133. /**
  14134. * Bind a specific block at a given index in a specific shader program
  14135. * @param shaderProgram defines the shader program
  14136. * @param blockName defines the block name
  14137. * @param index defines the index where to bind the block
  14138. */
  14139. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14140. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14141. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14142. };
  14143. Engine.prototype.bindIndexBuffer = function (buffer) {
  14144. if (!this._vaoRecordInProgress) {
  14145. this._unbindVertexArrayObject();
  14146. }
  14147. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14148. };
  14149. Engine.prototype.bindBuffer = function (buffer, target) {
  14150. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14151. this._gl.bindBuffer(target, buffer);
  14152. this._currentBoundBuffer[target] = buffer;
  14153. }
  14154. };
  14155. /**
  14156. * update the bound buffer with the given data
  14157. * @param data defines the data to update
  14158. */
  14159. Engine.prototype.updateArrayBuffer = function (data) {
  14160. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14161. };
  14162. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14163. var pointer = this._currentBufferPointers[indx];
  14164. var changed = false;
  14165. if (!pointer.active) {
  14166. changed = true;
  14167. pointer.active = true;
  14168. pointer.index = indx;
  14169. pointer.size = size;
  14170. pointer.type = type;
  14171. pointer.normalized = normalized;
  14172. pointer.stride = stride;
  14173. pointer.offset = offset;
  14174. pointer.buffer = buffer;
  14175. }
  14176. else {
  14177. if (pointer.buffer !== buffer) {
  14178. pointer.buffer = buffer;
  14179. changed = true;
  14180. }
  14181. if (pointer.size !== size) {
  14182. pointer.size = size;
  14183. changed = true;
  14184. }
  14185. if (pointer.type !== type) {
  14186. pointer.type = type;
  14187. changed = true;
  14188. }
  14189. if (pointer.normalized !== normalized) {
  14190. pointer.normalized = normalized;
  14191. changed = true;
  14192. }
  14193. if (pointer.stride !== stride) {
  14194. pointer.stride = stride;
  14195. changed = true;
  14196. }
  14197. if (pointer.offset !== offset) {
  14198. pointer.offset = offset;
  14199. changed = true;
  14200. }
  14201. }
  14202. if (changed || this._vaoRecordInProgress) {
  14203. this.bindArrayBuffer(buffer);
  14204. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14205. }
  14206. };
  14207. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14208. if (indexBuffer == null) {
  14209. return;
  14210. }
  14211. if (this._cachedIndexBuffer !== indexBuffer) {
  14212. this._cachedIndexBuffer = indexBuffer;
  14213. this.bindIndexBuffer(indexBuffer);
  14214. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14215. }
  14216. };
  14217. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14218. var attributes = effect.getAttributesNames();
  14219. if (!this._vaoRecordInProgress) {
  14220. this._unbindVertexArrayObject();
  14221. }
  14222. this.unbindAllAttributes();
  14223. for (var index = 0; index < attributes.length; index++) {
  14224. var order = effect.getAttributeLocation(index);
  14225. if (order >= 0) {
  14226. var vertexBuffer = vertexBuffers[attributes[index]];
  14227. if (!vertexBuffer) {
  14228. continue;
  14229. }
  14230. this._gl.enableVertexAttribArray(order);
  14231. if (!this._vaoRecordInProgress) {
  14232. this._vertexAttribArraysEnabled[order] = true;
  14233. }
  14234. var buffer = vertexBuffer.getBuffer();
  14235. if (buffer) {
  14236. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14237. if (vertexBuffer.getIsInstanced()) {
  14238. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14239. if (!this._vaoRecordInProgress) {
  14240. this._currentInstanceLocations.push(order);
  14241. this._currentInstanceBuffers.push(buffer);
  14242. }
  14243. }
  14244. }
  14245. }
  14246. }
  14247. };
  14248. /**
  14249. * Records a vertex array object
  14250. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14251. * @param vertexBuffers defines the list of vertex buffers to store
  14252. * @param indexBuffer defines the index buffer to store
  14253. * @param effect defines the effect to store
  14254. * @returns the new vertex array object
  14255. */
  14256. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14257. var vao = this._gl.createVertexArray();
  14258. this._vaoRecordInProgress = true;
  14259. this._gl.bindVertexArray(vao);
  14260. this._mustWipeVertexAttributes = true;
  14261. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14262. this.bindIndexBuffer(indexBuffer);
  14263. this._vaoRecordInProgress = false;
  14264. this._gl.bindVertexArray(null);
  14265. return vao;
  14266. };
  14267. /**
  14268. * Bind a specific vertex array object
  14269. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14270. * @param vertexArrayObject defines the vertex array object to bind
  14271. * @param indexBuffer defines the index buffer to bind
  14272. */
  14273. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14274. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14275. this._cachedVertexArrayObject = vertexArrayObject;
  14276. this._gl.bindVertexArray(vertexArrayObject);
  14277. this._cachedVertexBuffers = null;
  14278. this._cachedIndexBuffer = null;
  14279. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14280. this._mustWipeVertexAttributes = true;
  14281. }
  14282. };
  14283. /**
  14284. * Bind webGl buffers directly to the webGL context
  14285. * @param vertexBuffer defines the vertex buffer to bind
  14286. * @param indexBuffer defines the index buffer to bind
  14287. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14288. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14289. * @param effect defines the effect associated with the vertex buffer
  14290. */
  14291. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14292. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14293. this._cachedVertexBuffers = vertexBuffer;
  14294. this._cachedEffectForVertexBuffers = effect;
  14295. var attributesCount = effect.getAttributesCount();
  14296. this._unbindVertexArrayObject();
  14297. this.unbindAllAttributes();
  14298. var offset = 0;
  14299. for (var index = 0; index < attributesCount; index++) {
  14300. if (index < vertexDeclaration.length) {
  14301. var order = effect.getAttributeLocation(index);
  14302. if (order >= 0) {
  14303. this._gl.enableVertexAttribArray(order);
  14304. this._vertexAttribArraysEnabled[order] = true;
  14305. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14306. }
  14307. offset += vertexDeclaration[index] * 4;
  14308. }
  14309. }
  14310. }
  14311. this._bindIndexBufferWithCache(indexBuffer);
  14312. };
  14313. Engine.prototype._unbindVertexArrayObject = function () {
  14314. if (!this._cachedVertexArrayObject) {
  14315. return;
  14316. }
  14317. this._cachedVertexArrayObject = null;
  14318. this._gl.bindVertexArray(null);
  14319. };
  14320. /**
  14321. * Bind a list of vertex buffers to the webGL context
  14322. * @param vertexBuffers defines the list of vertex buffers to bind
  14323. * @param indexBuffer defines the index buffer to bind
  14324. * @param effect defines the effect associated with the vertex buffers
  14325. */
  14326. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14327. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14328. this._cachedVertexBuffers = vertexBuffers;
  14329. this._cachedEffectForVertexBuffers = effect;
  14330. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14331. }
  14332. this._bindIndexBufferWithCache(indexBuffer);
  14333. };
  14334. /**
  14335. * Unbind all instance attributes
  14336. */
  14337. Engine.prototype.unbindInstanceAttributes = function () {
  14338. var boundBuffer;
  14339. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14340. var instancesBuffer = this._currentInstanceBuffers[i];
  14341. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14342. boundBuffer = instancesBuffer;
  14343. this.bindArrayBuffer(instancesBuffer);
  14344. }
  14345. var offsetLocation = this._currentInstanceLocations[i];
  14346. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14347. }
  14348. this._currentInstanceBuffers.length = 0;
  14349. this._currentInstanceLocations.length = 0;
  14350. };
  14351. /**
  14352. * Release and free the memory of a vertex array object
  14353. * @param vao defines the vertex array object to delete
  14354. */
  14355. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14356. this._gl.deleteVertexArray(vao);
  14357. };
  14358. /** @hidden */
  14359. Engine.prototype._releaseBuffer = function (buffer) {
  14360. buffer.references--;
  14361. if (buffer.references === 0) {
  14362. this._gl.deleteBuffer(buffer);
  14363. return true;
  14364. }
  14365. return false;
  14366. };
  14367. /**
  14368. * Creates a webGL buffer to use with instanciation
  14369. * @param capacity defines the size of the buffer
  14370. * @returns the webGL buffer
  14371. */
  14372. Engine.prototype.createInstancesBuffer = function (capacity) {
  14373. var buffer = this._gl.createBuffer();
  14374. if (!buffer) {
  14375. throw new Error("Unable to create instance buffer");
  14376. }
  14377. buffer.capacity = capacity;
  14378. this.bindArrayBuffer(buffer);
  14379. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14380. return buffer;
  14381. };
  14382. /**
  14383. * Delete a webGL buffer used with instanciation
  14384. * @param buffer defines the webGL buffer to delete
  14385. */
  14386. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14387. this._gl.deleteBuffer(buffer);
  14388. };
  14389. /**
  14390. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14391. * @param instancesBuffer defines the webGL buffer to update and bind
  14392. * @param data defines the data to store in the buffer
  14393. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14394. */
  14395. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14396. this.bindArrayBuffer(instancesBuffer);
  14397. if (data) {
  14398. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14399. }
  14400. if (offsetLocations[0].index !== undefined) {
  14401. var stride = 0;
  14402. for (var i = 0; i < offsetLocations.length; i++) {
  14403. var ai = offsetLocations[i];
  14404. stride += ai.attributeSize * 4;
  14405. }
  14406. for (var i = 0; i < offsetLocations.length; i++) {
  14407. var ai = offsetLocations[i];
  14408. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14409. this._gl.enableVertexAttribArray(ai.index);
  14410. this._vertexAttribArraysEnabled[ai.index] = true;
  14411. }
  14412. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14413. this._gl.vertexAttribDivisor(ai.index, 1);
  14414. this._currentInstanceLocations.push(ai.index);
  14415. this._currentInstanceBuffers.push(instancesBuffer);
  14416. }
  14417. }
  14418. else {
  14419. for (var index = 0; index < 4; index++) {
  14420. var offsetLocation = offsetLocations[index];
  14421. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14422. this._gl.enableVertexAttribArray(offsetLocation);
  14423. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14424. }
  14425. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14426. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14427. this._currentInstanceLocations.push(offsetLocation);
  14428. this._currentInstanceBuffers.push(instancesBuffer);
  14429. }
  14430. }
  14431. };
  14432. /**
  14433. * Apply all cached states (depth, culling, stencil and alpha)
  14434. */
  14435. Engine.prototype.applyStates = function () {
  14436. this._depthCullingState.apply(this._gl);
  14437. this._stencilState.apply(this._gl);
  14438. this._alphaState.apply(this._gl);
  14439. };
  14440. /**
  14441. * Send a draw order
  14442. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14443. * @param indexStart defines the starting index
  14444. * @param indexCount defines the number of index to draw
  14445. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14446. */
  14447. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14448. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14449. };
  14450. /**
  14451. * Draw a list of points
  14452. * @param verticesStart defines the index of first vertex to draw
  14453. * @param verticesCount defines the count of vertices to draw
  14454. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14455. */
  14456. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14457. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14458. };
  14459. /**
  14460. * Draw a list of unindexed primitives
  14461. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14462. * @param verticesStart defines the index of first vertex to draw
  14463. * @param verticesCount defines the count of vertices to draw
  14464. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14465. */
  14466. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14467. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14468. };
  14469. /**
  14470. * Draw a list of indexed primitives
  14471. * @param fillMode defines the primitive to use
  14472. * @param indexStart defines the starting index
  14473. * @param indexCount defines the number of index to draw
  14474. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14475. */
  14476. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14477. // Apply states
  14478. this.applyStates();
  14479. this._drawCalls.addCount(1, false);
  14480. // Render
  14481. var drawMode = this._drawMode(fillMode);
  14482. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14483. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14484. if (instancesCount) {
  14485. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14486. }
  14487. else {
  14488. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14489. }
  14490. };
  14491. /**
  14492. * Draw a list of unindexed primitives
  14493. * @param fillMode defines the primitive to use
  14494. * @param verticesStart defines the index of first vertex to draw
  14495. * @param verticesCount defines the count of vertices to draw
  14496. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14497. */
  14498. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14499. // Apply states
  14500. this.applyStates();
  14501. this._drawCalls.addCount(1, false);
  14502. var drawMode = this._drawMode(fillMode);
  14503. if (instancesCount) {
  14504. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14505. }
  14506. else {
  14507. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14508. }
  14509. };
  14510. Engine.prototype._drawMode = function (fillMode) {
  14511. switch (fillMode) {
  14512. // Triangle views
  14513. case BABYLON.Material.TriangleFillMode:
  14514. return this._gl.TRIANGLES;
  14515. case BABYLON.Material.PointFillMode:
  14516. return this._gl.POINTS;
  14517. case BABYLON.Material.WireFrameFillMode:
  14518. return this._gl.LINES;
  14519. // Draw modes
  14520. case BABYLON.Material.PointListDrawMode:
  14521. return this._gl.POINTS;
  14522. case BABYLON.Material.LineListDrawMode:
  14523. return this._gl.LINES;
  14524. case BABYLON.Material.LineLoopDrawMode:
  14525. return this._gl.LINE_LOOP;
  14526. case BABYLON.Material.LineStripDrawMode:
  14527. return this._gl.LINE_STRIP;
  14528. case BABYLON.Material.TriangleStripDrawMode:
  14529. return this._gl.TRIANGLE_STRIP;
  14530. case BABYLON.Material.TriangleFanDrawMode:
  14531. return this._gl.TRIANGLE_FAN;
  14532. default:
  14533. return this._gl.TRIANGLES;
  14534. }
  14535. };
  14536. // Shaders
  14537. /** @hidden */
  14538. Engine.prototype._releaseEffect = function (effect) {
  14539. if (this._compiledEffects[effect._key]) {
  14540. delete this._compiledEffects[effect._key];
  14541. this._deleteProgram(effect.getProgram());
  14542. }
  14543. };
  14544. /** @hidden */
  14545. Engine.prototype._deleteProgram = function (program) {
  14546. if (program) {
  14547. program.__SPECTOR_rebuildProgram = null;
  14548. if (program.transformFeedback) {
  14549. this.deleteTransformFeedback(program.transformFeedback);
  14550. program.transformFeedback = null;
  14551. }
  14552. this._gl.deleteProgram(program);
  14553. }
  14554. };
  14555. /**
  14556. * Create a new effect (used to store vertex/fragment shaders)
  14557. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14558. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14559. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14560. * @param samplers defines an array of string used to represent textures
  14561. * @param defines defines the string containing the defines to use to compile the shaders
  14562. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14563. * @param onCompiled defines a function to call when the effect creation is successful
  14564. * @param onError defines a function to call when the effect creation has failed
  14565. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14566. * @returns the new Effect
  14567. */
  14568. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14569. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14570. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14571. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14572. if (this._compiledEffects[name]) {
  14573. var compiledEffect = this._compiledEffects[name];
  14574. if (onCompiled && compiledEffect.isReady()) {
  14575. onCompiled(compiledEffect);
  14576. }
  14577. return compiledEffect;
  14578. }
  14579. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14580. effect._key = name;
  14581. this._compiledEffects[name] = effect;
  14582. return effect;
  14583. };
  14584. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14585. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14586. };
  14587. Engine.prototype._compileRawShader = function (source, type) {
  14588. var gl = this._gl;
  14589. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14590. if (!shader) {
  14591. throw new Error("Something went wrong while compile the shader.");
  14592. }
  14593. gl.shaderSource(shader, source);
  14594. gl.compileShader(shader);
  14595. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14596. var log = gl.getShaderInfoLog(shader);
  14597. if (log) {
  14598. throw new Error(log);
  14599. }
  14600. }
  14601. return shader;
  14602. };
  14603. /**
  14604. * Directly creates a webGL program
  14605. * @param vertexCode defines the vertex shader code to use
  14606. * @param fragmentCode defines the fragment shader code to use
  14607. * @param context defines the webGL context to use (if not set, the current one will be used)
  14608. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14609. * @returns the new webGL program
  14610. */
  14611. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14612. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14613. context = context || this._gl;
  14614. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14615. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14616. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14617. };
  14618. /**
  14619. * Creates a webGL program
  14620. * @param vertexCode defines the vertex shader code to use
  14621. * @param fragmentCode defines the fragment shader code to use
  14622. * @param defines defines the string containing the defines to use to compile the shaders
  14623. * @param context defines the webGL context to use (if not set, the current one will be used)
  14624. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14625. * @returns the new webGL program
  14626. */
  14627. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14628. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14629. context = context || this._gl;
  14630. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14631. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14632. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14633. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14634. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14635. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14636. return program;
  14637. };
  14638. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14639. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14640. var shaderProgram = context.createProgram();
  14641. if (!shaderProgram) {
  14642. throw new Error("Unable to create program");
  14643. }
  14644. context.attachShader(shaderProgram, vertexShader);
  14645. context.attachShader(shaderProgram, fragmentShader);
  14646. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14647. var transformFeedback = this.createTransformFeedback();
  14648. this.bindTransformFeedback(transformFeedback);
  14649. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14650. shaderProgram.transformFeedback = transformFeedback;
  14651. }
  14652. context.linkProgram(shaderProgram);
  14653. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14654. this.bindTransformFeedback(null);
  14655. }
  14656. shaderProgram.context = context;
  14657. shaderProgram.vertexShader = vertexShader;
  14658. shaderProgram.fragmentShader = fragmentShader;
  14659. if (!this._caps.parallelShaderCompile) {
  14660. this._finalizeProgram(shaderProgram);
  14661. }
  14662. else {
  14663. shaderProgram.isParallelCompiled = true;
  14664. }
  14665. return shaderProgram;
  14666. };
  14667. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14668. var context = shaderProgram.context;
  14669. var vertexShader = shaderProgram.vertexShader;
  14670. var fragmentShader = shaderProgram.fragmentShader;
  14671. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14672. if (!linked) {
  14673. var error = context.getProgramInfoLog(shaderProgram);
  14674. if (error) {
  14675. throw new Error(error);
  14676. }
  14677. }
  14678. if (this.validateShaderPrograms) {
  14679. context.validateProgram(shaderProgram);
  14680. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14681. if (!validated) {
  14682. var error = context.getProgramInfoLog(shaderProgram);
  14683. if (error) {
  14684. throw new Error(error);
  14685. }
  14686. }
  14687. }
  14688. context.deleteShader(vertexShader);
  14689. context.deleteShader(fragmentShader);
  14690. shaderProgram.context = undefined;
  14691. shaderProgram.vertexShader = undefined;
  14692. shaderProgram.fragmentShader = undefined;
  14693. if (shaderProgram.onCompiled) {
  14694. shaderProgram.onCompiled();
  14695. shaderProgram.onCompiled = undefined;
  14696. }
  14697. };
  14698. /** @hidden */
  14699. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14700. if (!shaderProgram.isParallelCompiled) {
  14701. return true;
  14702. }
  14703. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14704. this._finalizeProgram(shaderProgram);
  14705. return true;
  14706. }
  14707. return false;
  14708. };
  14709. /** @hidden */
  14710. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14711. if (!shaderProgram.isParallelCompiled) {
  14712. action();
  14713. return;
  14714. }
  14715. shaderProgram.onCompiled = action;
  14716. };
  14717. /**
  14718. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14719. * @param shaderProgram defines the webGL program to use
  14720. * @param uniformsNames defines the list of uniform names
  14721. * @returns an array of webGL uniform locations
  14722. */
  14723. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14724. var results = new Array();
  14725. for (var index = 0; index < uniformsNames.length; index++) {
  14726. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14727. }
  14728. return results;
  14729. };
  14730. /**
  14731. * Gets the lsit of active attributes for a given webGL program
  14732. * @param shaderProgram defines the webGL program to use
  14733. * @param attributesNames defines the list of attribute names to get
  14734. * @returns an array of indices indicating the offset of each attribute
  14735. */
  14736. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14737. var results = [];
  14738. for (var index = 0; index < attributesNames.length; index++) {
  14739. try {
  14740. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14741. }
  14742. catch (e) {
  14743. results.push(-1);
  14744. }
  14745. }
  14746. return results;
  14747. };
  14748. /**
  14749. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14750. * @param effect defines the effect to activate
  14751. */
  14752. Engine.prototype.enableEffect = function (effect) {
  14753. if (!effect || effect === this._currentEffect) {
  14754. return;
  14755. }
  14756. // Use program
  14757. this.bindSamplers(effect);
  14758. this._currentEffect = effect;
  14759. if (effect.onBind) {
  14760. effect.onBind(effect);
  14761. }
  14762. if (effect._onBindObservable) {
  14763. effect._onBindObservable.notifyObservers(effect);
  14764. }
  14765. };
  14766. /**
  14767. * Set the value of an uniform to an array of int32
  14768. * @param uniform defines the webGL uniform location where to store the value
  14769. * @param array defines the array of int32 to store
  14770. */
  14771. Engine.prototype.setIntArray = function (uniform, array) {
  14772. if (!uniform) {
  14773. return;
  14774. }
  14775. this._gl.uniform1iv(uniform, array);
  14776. };
  14777. /**
  14778. * Set the value of an uniform to an array of int32 (stored as vec2)
  14779. * @param uniform defines the webGL uniform location where to store the value
  14780. * @param array defines the array of int32 to store
  14781. */
  14782. Engine.prototype.setIntArray2 = function (uniform, array) {
  14783. if (!uniform || array.length % 2 !== 0) {
  14784. return;
  14785. }
  14786. this._gl.uniform2iv(uniform, array);
  14787. };
  14788. /**
  14789. * Set the value of an uniform to an array of int32 (stored as vec3)
  14790. * @param uniform defines the webGL uniform location where to store the value
  14791. * @param array defines the array of int32 to store
  14792. */
  14793. Engine.prototype.setIntArray3 = function (uniform, array) {
  14794. if (!uniform || array.length % 3 !== 0) {
  14795. return;
  14796. }
  14797. this._gl.uniform3iv(uniform, array);
  14798. };
  14799. /**
  14800. * Set the value of an uniform to an array of int32 (stored as vec4)
  14801. * @param uniform defines the webGL uniform location where to store the value
  14802. * @param array defines the array of int32 to store
  14803. */
  14804. Engine.prototype.setIntArray4 = function (uniform, array) {
  14805. if (!uniform || array.length % 4 !== 0) {
  14806. return;
  14807. }
  14808. this._gl.uniform4iv(uniform, array);
  14809. };
  14810. /**
  14811. * Set the value of an uniform to an array of float32
  14812. * @param uniform defines the webGL uniform location where to store the value
  14813. * @param array defines the array of float32 to store
  14814. */
  14815. Engine.prototype.setFloatArray = function (uniform, array) {
  14816. if (!uniform) {
  14817. return;
  14818. }
  14819. this._gl.uniform1fv(uniform, array);
  14820. };
  14821. /**
  14822. * Set the value of an uniform to an array of float32 (stored as vec2)
  14823. * @param uniform defines the webGL uniform location where to store the value
  14824. * @param array defines the array of float32 to store
  14825. */
  14826. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14827. if (!uniform || array.length % 2 !== 0) {
  14828. return;
  14829. }
  14830. this._gl.uniform2fv(uniform, array);
  14831. };
  14832. /**
  14833. * Set the value of an uniform to an array of float32 (stored as vec3)
  14834. * @param uniform defines the webGL uniform location where to store the value
  14835. * @param array defines the array of float32 to store
  14836. */
  14837. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14838. if (!uniform || array.length % 3 !== 0) {
  14839. return;
  14840. }
  14841. this._gl.uniform3fv(uniform, array);
  14842. };
  14843. /**
  14844. * Set the value of an uniform to an array of float32 (stored as vec4)
  14845. * @param uniform defines the webGL uniform location where to store the value
  14846. * @param array defines the array of float32 to store
  14847. */
  14848. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14849. if (!uniform || array.length % 4 !== 0) {
  14850. return;
  14851. }
  14852. this._gl.uniform4fv(uniform, array);
  14853. };
  14854. /**
  14855. * Set the value of an uniform to an array of number
  14856. * @param uniform defines the webGL uniform location where to store the value
  14857. * @param array defines the array of number to store
  14858. */
  14859. Engine.prototype.setArray = function (uniform, array) {
  14860. if (!uniform) {
  14861. return;
  14862. }
  14863. this._gl.uniform1fv(uniform, array);
  14864. };
  14865. /**
  14866. * Set the value of an uniform to an array of number (stored as vec2)
  14867. * @param uniform defines the webGL uniform location where to store the value
  14868. * @param array defines the array of number to store
  14869. */
  14870. Engine.prototype.setArray2 = function (uniform, array) {
  14871. if (!uniform || array.length % 2 !== 0) {
  14872. return;
  14873. }
  14874. this._gl.uniform2fv(uniform, array);
  14875. };
  14876. /**
  14877. * Set the value of an uniform to an array of number (stored as vec3)
  14878. * @param uniform defines the webGL uniform location where to store the value
  14879. * @param array defines the array of number to store
  14880. */
  14881. Engine.prototype.setArray3 = function (uniform, array) {
  14882. if (!uniform || array.length % 3 !== 0) {
  14883. return;
  14884. }
  14885. this._gl.uniform3fv(uniform, array);
  14886. };
  14887. /**
  14888. * Set the value of an uniform to an array of number (stored as vec4)
  14889. * @param uniform defines the webGL uniform location where to store the value
  14890. * @param array defines the array of number to store
  14891. */
  14892. Engine.prototype.setArray4 = function (uniform, array) {
  14893. if (!uniform || array.length % 4 !== 0) {
  14894. return;
  14895. }
  14896. this._gl.uniform4fv(uniform, array);
  14897. };
  14898. /**
  14899. * Set the value of an uniform to an array of float32 (stored as matrices)
  14900. * @param uniform defines the webGL uniform location where to store the value
  14901. * @param matrices defines the array of float32 to store
  14902. */
  14903. Engine.prototype.setMatrices = function (uniform, matrices) {
  14904. if (!uniform) {
  14905. return;
  14906. }
  14907. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14908. };
  14909. /**
  14910. * Set the value of an uniform to a matrix
  14911. * @param uniform defines the webGL uniform location where to store the value
  14912. * @param matrix defines the matrix to store
  14913. */
  14914. Engine.prototype.setMatrix = function (uniform, matrix) {
  14915. if (!uniform) {
  14916. return;
  14917. }
  14918. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14919. };
  14920. /**
  14921. * Set the value of an uniform to a matrix (3x3)
  14922. * @param uniform defines the webGL uniform location where to store the value
  14923. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14924. */
  14925. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14926. if (!uniform) {
  14927. return;
  14928. }
  14929. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14930. };
  14931. /**
  14932. * Set the value of an uniform to a matrix (2x2)
  14933. * @param uniform defines the webGL uniform location where to store the value
  14934. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14935. */
  14936. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14937. if (!uniform) {
  14938. return;
  14939. }
  14940. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14941. };
  14942. /**
  14943. * Set the value of an uniform to a number (int)
  14944. * @param uniform defines the webGL uniform location where to store the value
  14945. * @param value defines the int number to store
  14946. */
  14947. Engine.prototype.setInt = function (uniform, value) {
  14948. if (!uniform) {
  14949. return;
  14950. }
  14951. this._gl.uniform1i(uniform, value);
  14952. };
  14953. /**
  14954. * Set the value of an uniform to a number (float)
  14955. * @param uniform defines the webGL uniform location where to store the value
  14956. * @param value defines the float number to store
  14957. */
  14958. Engine.prototype.setFloat = function (uniform, value) {
  14959. if (!uniform) {
  14960. return;
  14961. }
  14962. this._gl.uniform1f(uniform, value);
  14963. };
  14964. /**
  14965. * Set the value of an uniform to a vec2
  14966. * @param uniform defines the webGL uniform location where to store the value
  14967. * @param x defines the 1st component of the value
  14968. * @param y defines the 2nd component of the value
  14969. */
  14970. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14971. if (!uniform) {
  14972. return;
  14973. }
  14974. this._gl.uniform2f(uniform, x, y);
  14975. };
  14976. /**
  14977. * Set the value of an uniform to a vec3
  14978. * @param uniform defines the webGL uniform location where to store the value
  14979. * @param x defines the 1st component of the value
  14980. * @param y defines the 2nd component of the value
  14981. * @param z defines the 3rd component of the value
  14982. */
  14983. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14984. if (!uniform) {
  14985. return;
  14986. }
  14987. this._gl.uniform3f(uniform, x, y, z);
  14988. };
  14989. /**
  14990. * Set the value of an uniform to a boolean
  14991. * @param uniform defines the webGL uniform location where to store the value
  14992. * @param bool defines the boolean to store
  14993. */
  14994. Engine.prototype.setBool = function (uniform, bool) {
  14995. if (!uniform) {
  14996. return;
  14997. }
  14998. this._gl.uniform1i(uniform, bool);
  14999. };
  15000. /**
  15001. * Set the value of an uniform to a vec4
  15002. * @param uniform defines the webGL uniform location where to store the value
  15003. * @param x defines the 1st component of the value
  15004. * @param y defines the 2nd component of the value
  15005. * @param z defines the 3rd component of the value
  15006. * @param w defines the 4th component of the value
  15007. */
  15008. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15009. if (!uniform) {
  15010. return;
  15011. }
  15012. this._gl.uniform4f(uniform, x, y, z, w);
  15013. };
  15014. /**
  15015. * Set the value of an uniform to a Color3
  15016. * @param uniform defines the webGL uniform location where to store the value
  15017. * @param color3 defines the color to store
  15018. */
  15019. Engine.prototype.setColor3 = function (uniform, color3) {
  15020. if (!uniform) {
  15021. return;
  15022. }
  15023. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15024. };
  15025. /**
  15026. * Set the value of an uniform to a Color3 and an alpha value
  15027. * @param uniform defines the webGL uniform location where to store the value
  15028. * @param color3 defines the color to store
  15029. * @param alpha defines the alpha component to store
  15030. */
  15031. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15032. if (!uniform) {
  15033. return;
  15034. }
  15035. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15036. };
  15037. /**
  15038. * Sets a Color4 on a uniform variable
  15039. * @param uniform defines the uniform location
  15040. * @param color4 defines the value to be set
  15041. */
  15042. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15043. if (!uniform) {
  15044. return;
  15045. }
  15046. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15047. };
  15048. // States
  15049. /**
  15050. * Set various states to the webGL context
  15051. * @param culling defines backface culling state
  15052. * @param zOffset defines the value to apply to zOffset (0 by default)
  15053. * @param force defines if states must be applied even if cache is up to date
  15054. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15055. */
  15056. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15057. if (zOffset === void 0) { zOffset = 0; }
  15058. if (reverseSide === void 0) { reverseSide = false; }
  15059. // Culling
  15060. if (this._depthCullingState.cull !== culling || force) {
  15061. this._depthCullingState.cull = culling;
  15062. }
  15063. // Cull face
  15064. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15065. if (this._depthCullingState.cullFace !== cullFace || force) {
  15066. this._depthCullingState.cullFace = cullFace;
  15067. }
  15068. // Z offset
  15069. this.setZOffset(zOffset);
  15070. // Front face
  15071. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15072. if (this._depthCullingState.frontFace !== frontFace || force) {
  15073. this._depthCullingState.frontFace = frontFace;
  15074. }
  15075. };
  15076. /**
  15077. * Set the z offset to apply to current rendering
  15078. * @param value defines the offset to apply
  15079. */
  15080. Engine.prototype.setZOffset = function (value) {
  15081. this._depthCullingState.zOffset = value;
  15082. };
  15083. /**
  15084. * Gets the current value of the zOffset
  15085. * @returns the current zOffset state
  15086. */
  15087. Engine.prototype.getZOffset = function () {
  15088. return this._depthCullingState.zOffset;
  15089. };
  15090. /**
  15091. * Enable or disable depth buffering
  15092. * @param enable defines the state to set
  15093. */
  15094. Engine.prototype.setDepthBuffer = function (enable) {
  15095. this._depthCullingState.depthTest = enable;
  15096. };
  15097. /**
  15098. * Gets a boolean indicating if depth writing is enabled
  15099. * @returns the current depth writing state
  15100. */
  15101. Engine.prototype.getDepthWrite = function () {
  15102. return this._depthCullingState.depthMask;
  15103. };
  15104. /**
  15105. * Enable or disable depth writing
  15106. * @param enable defines the state to set
  15107. */
  15108. Engine.prototype.setDepthWrite = function (enable) {
  15109. this._depthCullingState.depthMask = enable;
  15110. };
  15111. /**
  15112. * Enable or disable color writing
  15113. * @param enable defines the state to set
  15114. */
  15115. Engine.prototype.setColorWrite = function (enable) {
  15116. this._gl.colorMask(enable, enable, enable, enable);
  15117. this._colorWrite = enable;
  15118. };
  15119. /**
  15120. * Gets a boolean indicating if color writing is enabled
  15121. * @returns the current color writing state
  15122. */
  15123. Engine.prototype.getColorWrite = function () {
  15124. return this._colorWrite;
  15125. };
  15126. /**
  15127. * Sets alpha constants used by some alpha blending modes
  15128. * @param r defines the red component
  15129. * @param g defines the green component
  15130. * @param b defines the blue component
  15131. * @param a defines the alpha component
  15132. */
  15133. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15134. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15135. };
  15136. /**
  15137. * Sets the current alpha mode
  15138. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15139. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15140. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15141. */
  15142. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15143. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15144. if (this._alphaMode === mode) {
  15145. return;
  15146. }
  15147. switch (mode) {
  15148. case Engine.ALPHA_DISABLE:
  15149. this._alphaState.alphaBlend = false;
  15150. break;
  15151. case Engine.ALPHA_PREMULTIPLIED:
  15152. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15153. this._alphaState.alphaBlend = true;
  15154. break;
  15155. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15156. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15157. this._alphaState.alphaBlend = true;
  15158. break;
  15159. case Engine.ALPHA_COMBINE:
  15160. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15161. this._alphaState.alphaBlend = true;
  15162. break;
  15163. case Engine.ALPHA_ONEONE:
  15164. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15165. this._alphaState.alphaBlend = true;
  15166. break;
  15167. case Engine.ALPHA_ADD:
  15168. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15169. this._alphaState.alphaBlend = true;
  15170. break;
  15171. case Engine.ALPHA_SUBTRACT:
  15172. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15173. this._alphaState.alphaBlend = true;
  15174. break;
  15175. case Engine.ALPHA_MULTIPLY:
  15176. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15177. this._alphaState.alphaBlend = true;
  15178. break;
  15179. case Engine.ALPHA_MAXIMIZED:
  15180. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15181. this._alphaState.alphaBlend = true;
  15182. break;
  15183. case Engine.ALPHA_INTERPOLATE:
  15184. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15185. this._alphaState.alphaBlend = true;
  15186. break;
  15187. case Engine.ALPHA_SCREENMODE:
  15188. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15189. this._alphaState.alphaBlend = true;
  15190. break;
  15191. }
  15192. if (!noDepthWriteChange) {
  15193. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15194. }
  15195. this._alphaMode = mode;
  15196. };
  15197. /**
  15198. * Gets the current alpha mode
  15199. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15200. * @returns the current alpha mode
  15201. */
  15202. Engine.prototype.getAlphaMode = function () {
  15203. return this._alphaMode;
  15204. };
  15205. // Textures
  15206. /**
  15207. * Clears the list of texture accessible through engine.
  15208. * This can help preventing texture load conflict due to name collision.
  15209. */
  15210. Engine.prototype.clearInternalTexturesCache = function () {
  15211. this._internalTexturesCache = [];
  15212. };
  15213. /**
  15214. * Force the entire cache to be cleared
  15215. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15216. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15217. */
  15218. Engine.prototype.wipeCaches = function (bruteForce) {
  15219. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15220. return;
  15221. }
  15222. this._currentEffect = null;
  15223. this._viewportCached.x = 0;
  15224. this._viewportCached.y = 0;
  15225. this._viewportCached.z = 0;
  15226. this._viewportCached.w = 0;
  15227. if (bruteForce) {
  15228. this.resetTextureCache();
  15229. this._currentProgram = null;
  15230. this._stencilState.reset();
  15231. this._depthCullingState.reset();
  15232. this.setDepthFunctionToLessOrEqual();
  15233. this._alphaState.reset();
  15234. this._unpackFlipYCached = null;
  15235. }
  15236. this._resetVertexBufferBinding();
  15237. this._cachedIndexBuffer = null;
  15238. this._cachedEffectForVertexBuffers = null;
  15239. this._unbindVertexArrayObject();
  15240. this.bindIndexBuffer(null);
  15241. };
  15242. /**
  15243. * Set the compressed texture format to use, based on the formats you have, and the formats
  15244. * supported by the hardware / browser.
  15245. *
  15246. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15247. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15248. * to API arguments needed to compressed textures. This puts the burden on the container
  15249. * generator to house the arcane code for determining these for current & future formats.
  15250. *
  15251. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15252. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15253. *
  15254. * Note: The result of this call is not taken into account when a texture is base64.
  15255. *
  15256. * @param formatsAvailable defines the list of those format families you have created
  15257. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15258. *
  15259. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15260. * @returns The extension selected.
  15261. */
  15262. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15263. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15264. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15265. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15266. return this._textureFormatInUse = this._texturesSupported[i];
  15267. }
  15268. }
  15269. }
  15270. // actively set format to nothing, to allow this to be called more than once
  15271. // and possibly fail the 2nd time
  15272. this._textureFormatInUse = null;
  15273. return null;
  15274. };
  15275. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15276. var gl = this._gl;
  15277. var magFilter = gl.NEAREST;
  15278. var minFilter = gl.NEAREST;
  15279. switch (samplingMode) {
  15280. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15281. magFilter = gl.LINEAR;
  15282. if (generateMipMaps) {
  15283. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15284. }
  15285. else {
  15286. minFilter = gl.LINEAR;
  15287. }
  15288. break;
  15289. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15290. magFilter = gl.LINEAR;
  15291. if (generateMipMaps) {
  15292. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15293. }
  15294. else {
  15295. minFilter = gl.LINEAR;
  15296. }
  15297. break;
  15298. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15299. magFilter = gl.NEAREST;
  15300. if (generateMipMaps) {
  15301. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15302. }
  15303. else {
  15304. minFilter = gl.NEAREST;
  15305. }
  15306. break;
  15307. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15308. magFilter = gl.NEAREST;
  15309. if (generateMipMaps) {
  15310. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15311. }
  15312. else {
  15313. minFilter = gl.NEAREST;
  15314. }
  15315. break;
  15316. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15317. magFilter = gl.NEAREST;
  15318. if (generateMipMaps) {
  15319. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15320. }
  15321. else {
  15322. minFilter = gl.LINEAR;
  15323. }
  15324. break;
  15325. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15326. magFilter = gl.NEAREST;
  15327. if (generateMipMaps) {
  15328. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15329. }
  15330. else {
  15331. minFilter = gl.LINEAR;
  15332. }
  15333. break;
  15334. case Engine.TEXTURE_NEAREST_LINEAR:
  15335. magFilter = gl.NEAREST;
  15336. minFilter = gl.LINEAR;
  15337. break;
  15338. case Engine.TEXTURE_NEAREST_NEAREST:
  15339. magFilter = gl.NEAREST;
  15340. minFilter = gl.NEAREST;
  15341. break;
  15342. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15343. magFilter = gl.LINEAR;
  15344. if (generateMipMaps) {
  15345. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15346. }
  15347. else {
  15348. minFilter = gl.NEAREST;
  15349. }
  15350. break;
  15351. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15352. magFilter = gl.LINEAR;
  15353. if (generateMipMaps) {
  15354. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15355. }
  15356. else {
  15357. minFilter = gl.NEAREST;
  15358. }
  15359. break;
  15360. case Engine.TEXTURE_LINEAR_LINEAR:
  15361. magFilter = gl.LINEAR;
  15362. minFilter = gl.LINEAR;
  15363. break;
  15364. case Engine.TEXTURE_LINEAR_NEAREST:
  15365. magFilter = gl.LINEAR;
  15366. minFilter = gl.NEAREST;
  15367. break;
  15368. }
  15369. return {
  15370. min: minFilter,
  15371. mag: magFilter
  15372. };
  15373. };
  15374. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15375. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15376. var img;
  15377. var onload = function () {
  15378. loadedImages[index] = img;
  15379. loadedImages._internalCount++;
  15380. if (scene) {
  15381. scene._removePendingData(img);
  15382. }
  15383. if (loadedImages._internalCount === 6) {
  15384. onfinish(loadedImages);
  15385. }
  15386. };
  15387. var onerror = function (message, exception) {
  15388. if (scene) {
  15389. scene._removePendingData(img);
  15390. }
  15391. if (onErrorCallBack) {
  15392. onErrorCallBack(message, exception);
  15393. }
  15394. };
  15395. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15396. if (scene) {
  15397. scene._addPendingData(img);
  15398. }
  15399. };
  15400. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15401. if (onError === void 0) { onError = null; }
  15402. var loadedImages = [];
  15403. loadedImages._internalCount = 0;
  15404. for (var index = 0; index < 6; index++) {
  15405. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15406. }
  15407. };
  15408. /** @hidden */
  15409. Engine.prototype._createTexture = function () {
  15410. var texture = this._gl.createTexture();
  15411. if (!texture) {
  15412. throw new Error("Unable to create texture");
  15413. }
  15414. return texture;
  15415. };
  15416. /**
  15417. * Usually called from BABYLON.Texture.ts.
  15418. * Passed information to create a WebGLTexture
  15419. * @param urlArg defines a value which contains one of the following:
  15420. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15421. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15422. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15423. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15424. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15425. * @param scene needed for loading to the correct scene
  15426. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15427. * @param onLoad optional callback to be called upon successful completion
  15428. * @param onError optional callback to be called upon failure
  15429. * @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
  15430. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15431. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15432. * @param forcedExtension defines the extension to use to pick the right loader
  15433. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15434. */
  15435. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15436. var _this = this;
  15437. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15438. if (onLoad === void 0) { onLoad = null; }
  15439. if (onError === void 0) { onError = null; }
  15440. if (buffer === void 0) { buffer = null; }
  15441. if (fallback === void 0) { fallback = null; }
  15442. if (format === void 0) { format = null; }
  15443. if (forcedExtension === void 0) { forcedExtension = null; }
  15444. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15445. var fromData = url.substr(0, 5) === "data:";
  15446. var fromBlob = url.substr(0, 5) === "blob:";
  15447. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15448. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15449. // establish the file extension, if possible
  15450. var lastDot = url.lastIndexOf('.');
  15451. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15452. var loader = null;
  15453. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15454. var availableLoader = _a[_i];
  15455. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15456. loader = availableLoader;
  15457. break;
  15458. }
  15459. }
  15460. if (loader) {
  15461. url = loader.transformUrl(url, this._textureFormatInUse);
  15462. }
  15463. if (scene) {
  15464. scene._addPendingData(texture);
  15465. }
  15466. texture.url = url;
  15467. texture.generateMipMaps = !noMipmap;
  15468. texture.samplingMode = samplingMode;
  15469. texture.invertY = invertY;
  15470. if (!this._doNotHandleContextLost) {
  15471. // Keep a link to the buffer only if we plan to handle context lost
  15472. texture._buffer = buffer;
  15473. }
  15474. var onLoadObserver = null;
  15475. if (onLoad && !fallback) {
  15476. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15477. }
  15478. if (!fallback) {
  15479. this._internalTexturesCache.push(texture);
  15480. }
  15481. var onInternalError = function (message, exception) {
  15482. if (scene) {
  15483. scene._removePendingData(texture);
  15484. }
  15485. var customFallback = false;
  15486. if (loader) {
  15487. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15488. if (fallbackUrl) {
  15489. // Add Back
  15490. customFallback = true;
  15491. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15492. }
  15493. }
  15494. if (!customFallback) {
  15495. if (onLoadObserver) {
  15496. texture.onLoadedObservable.remove(onLoadObserver);
  15497. }
  15498. if (BABYLON.Tools.UseFallbackTexture) {
  15499. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15500. }
  15501. }
  15502. if (onError) {
  15503. onError(message || "Unknown error", exception);
  15504. }
  15505. };
  15506. // processing for non-image formats
  15507. if (loader) {
  15508. var callback = function (data) {
  15509. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15510. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15511. done();
  15512. return false;
  15513. }, samplingMode);
  15514. });
  15515. };
  15516. if (!buffer) {
  15517. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15518. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15519. });
  15520. }
  15521. else {
  15522. callback(buffer);
  15523. }
  15524. }
  15525. else {
  15526. var onload = function (img) {
  15527. if (fromBlob && !_this._doNotHandleContextLost) {
  15528. // We need to store the image if we need to rebuild the texture
  15529. // in case of a webgl context lost
  15530. texture._buffer = img;
  15531. }
  15532. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15533. var gl = _this._gl;
  15534. var isPot = (img.width === potWidth && img.height === potHeight);
  15535. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15536. if (isPot) {
  15537. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15538. return false;
  15539. }
  15540. var maxTextureSize = _this._caps.maxTextureSize;
  15541. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15542. _this._prepareWorkingCanvas();
  15543. if (!_this._workingCanvas || !_this._workingContext) {
  15544. return false;
  15545. }
  15546. _this._workingCanvas.width = potWidth;
  15547. _this._workingCanvas.height = potHeight;
  15548. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15549. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15550. texture.width = potWidth;
  15551. texture.height = potHeight;
  15552. return false;
  15553. }
  15554. else {
  15555. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15556. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15557. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15558. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15559. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15560. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15561. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15562. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15563. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15564. _this._releaseTexture(source_1);
  15565. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15566. continuationCallback();
  15567. });
  15568. }
  15569. return true;
  15570. }, samplingMode);
  15571. };
  15572. if (!fromData || isBase64) {
  15573. if (buffer instanceof HTMLImageElement) {
  15574. onload(buffer);
  15575. }
  15576. else {
  15577. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15578. }
  15579. }
  15580. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15581. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15582. }
  15583. else {
  15584. onload(buffer);
  15585. }
  15586. }
  15587. return texture;
  15588. };
  15589. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15590. var _this = this;
  15591. var rtt = this.createRenderTargetTexture({
  15592. width: destination.width,
  15593. height: destination.height,
  15594. }, {
  15595. generateMipMaps: false,
  15596. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15597. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15598. generateDepthBuffer: false,
  15599. generateStencilBuffer: false
  15600. });
  15601. if (!this._rescalePostProcess) {
  15602. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15603. }
  15604. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15605. _this._rescalePostProcess.onApply = function (effect) {
  15606. effect._bindTexture("textureSampler", source);
  15607. };
  15608. var hostingScene = scene;
  15609. if (!hostingScene) {
  15610. hostingScene = _this.scenes[_this.scenes.length - 1];
  15611. }
  15612. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15613. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15614. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15615. _this.unBindFramebuffer(rtt);
  15616. _this._releaseTexture(rtt);
  15617. if (onComplete) {
  15618. onComplete();
  15619. }
  15620. });
  15621. };
  15622. /**
  15623. * Update a raw texture
  15624. * @param texture defines the texture to update
  15625. * @param data defines the data to store in the texture
  15626. * @param format defines the format of the data
  15627. * @param invertY defines if data must be stored with Y axis inverted
  15628. * @param compression defines the compression used (null by default)
  15629. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15630. */
  15631. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15632. if (compression === void 0) { compression = null; }
  15633. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15634. if (!texture) {
  15635. return;
  15636. }
  15637. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15638. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15639. // babylon's internalFormat but gl's texImage2D format
  15640. var internalFormat = this._getInternalFormat(format);
  15641. var textureType = this._getWebGLTextureType(type);
  15642. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15643. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15644. if (!this._doNotHandleContextLost) {
  15645. texture._bufferView = data;
  15646. texture.format = format;
  15647. texture.type = type;
  15648. texture.invertY = invertY;
  15649. texture._compression = compression;
  15650. }
  15651. if (texture.width % 4 !== 0) {
  15652. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15653. }
  15654. if (compression && data) {
  15655. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15656. }
  15657. else {
  15658. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15659. }
  15660. if (texture.generateMipMaps) {
  15661. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15662. }
  15663. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15664. // this.resetTextureCache();
  15665. texture.isReady = true;
  15666. };
  15667. /**
  15668. * Creates a raw texture
  15669. * @param data defines the data to store in the texture
  15670. * @param width defines the width of the texture
  15671. * @param height defines the height of the texture
  15672. * @param format defines the format of the data
  15673. * @param generateMipMaps defines if the engine should generate the mip levels
  15674. * @param invertY defines if data must be stored with Y axis inverted
  15675. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15676. * @param compression defines the compression used (null by default)
  15677. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15678. * @returns the raw texture inside an InternalTexture
  15679. */
  15680. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15681. if (compression === void 0) { compression = null; }
  15682. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15683. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15684. texture.baseWidth = width;
  15685. texture.baseHeight = height;
  15686. texture.width = width;
  15687. texture.height = height;
  15688. texture.format = format;
  15689. texture.generateMipMaps = generateMipMaps;
  15690. texture.samplingMode = samplingMode;
  15691. texture.invertY = invertY;
  15692. texture._compression = compression;
  15693. texture.type = type;
  15694. if (!this._doNotHandleContextLost) {
  15695. texture._bufferView = data;
  15696. }
  15697. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15698. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15699. // Filters
  15700. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15701. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15702. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15703. if (generateMipMaps) {
  15704. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15705. }
  15706. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15707. this._internalTexturesCache.push(texture);
  15708. return texture;
  15709. };
  15710. /** @hidden */
  15711. Engine.prototype._unpackFlipY = function (value) {
  15712. if (this._unpackFlipYCached !== value) {
  15713. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15714. if (this.enableUnpackFlipYCached) {
  15715. this._unpackFlipYCached = value;
  15716. }
  15717. }
  15718. };
  15719. /** @hidden */
  15720. Engine.prototype._getUnpackAlignement = function () {
  15721. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15722. };
  15723. /**
  15724. * Creates a dynamic texture
  15725. * @param width defines the width of the texture
  15726. * @param height defines the height of the texture
  15727. * @param generateMipMaps defines if the engine should generate the mip levels
  15728. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15729. * @returns the dynamic texture inside an InternalTexture
  15730. */
  15731. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15732. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15733. texture.baseWidth = width;
  15734. texture.baseHeight = height;
  15735. if (generateMipMaps) {
  15736. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15737. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15738. }
  15739. // this.resetTextureCache();
  15740. texture.width = width;
  15741. texture.height = height;
  15742. texture.isReady = false;
  15743. texture.generateMipMaps = generateMipMaps;
  15744. texture.samplingMode = samplingMode;
  15745. this.updateTextureSamplingMode(samplingMode, texture);
  15746. this._internalTexturesCache.push(texture);
  15747. return texture;
  15748. };
  15749. /**
  15750. * Update the sampling mode of a given texture
  15751. * @param samplingMode defines the required sampling mode
  15752. * @param texture defines the texture to update
  15753. */
  15754. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15755. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15756. if (texture.isCube) {
  15757. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15758. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15759. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15760. }
  15761. else if (texture.is3D) {
  15762. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15763. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15764. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15765. }
  15766. else {
  15767. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15768. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15769. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15770. }
  15771. texture.samplingMode = samplingMode;
  15772. };
  15773. /**
  15774. * Update the content of a dynamic texture
  15775. * @param texture defines the texture to update
  15776. * @param canvas defines the canvas containing the source
  15777. * @param invertY defines if data must be stored with Y axis inverted
  15778. * @param premulAlpha defines if alpha is stored as premultiplied
  15779. * @param format defines the format of the data
  15780. */
  15781. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15782. if (premulAlpha === void 0) { premulAlpha = false; }
  15783. if (!texture) {
  15784. return;
  15785. }
  15786. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15787. this._unpackFlipY(invertY);
  15788. if (premulAlpha) {
  15789. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15790. }
  15791. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15792. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15793. if (texture.generateMipMaps) {
  15794. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15795. }
  15796. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15797. if (premulAlpha) {
  15798. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15799. }
  15800. texture.isReady = true;
  15801. };
  15802. /**
  15803. * Update a video texture
  15804. * @param texture defines the texture to update
  15805. * @param video defines the video element to use
  15806. * @param invertY defines if data must be stored with Y axis inverted
  15807. */
  15808. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15809. if (!texture || texture._isDisabled) {
  15810. return;
  15811. }
  15812. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15813. this._unpackFlipY(!invertY); // Video are upside down by default
  15814. try {
  15815. // Testing video texture support
  15816. if (this._videoTextureSupported === undefined) {
  15817. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15818. if (this._gl.getError() !== 0) {
  15819. this._videoTextureSupported = false;
  15820. }
  15821. else {
  15822. this._videoTextureSupported = true;
  15823. }
  15824. }
  15825. // Copy video through the current working canvas if video texture is not supported
  15826. if (!this._videoTextureSupported) {
  15827. if (!texture._workingCanvas) {
  15828. texture._workingCanvas = document.createElement("canvas");
  15829. var context = texture._workingCanvas.getContext("2d");
  15830. if (!context) {
  15831. throw new Error("Unable to get 2d context");
  15832. }
  15833. texture._workingContext = context;
  15834. texture._workingCanvas.width = texture.width;
  15835. texture._workingCanvas.height = texture.height;
  15836. }
  15837. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15838. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15839. }
  15840. else {
  15841. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15842. }
  15843. if (texture.generateMipMaps) {
  15844. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15845. }
  15846. if (!wasPreviouslyBound) {
  15847. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15848. }
  15849. // this.resetTextureCache();
  15850. texture.isReady = true;
  15851. }
  15852. catch (ex) {
  15853. // Something unexpected
  15854. // Let's disable the texture
  15855. texture._isDisabled = true;
  15856. }
  15857. };
  15858. /**
  15859. * Updates a depth texture Comparison Mode and Function.
  15860. * If the comparison Function is equal to 0, the mode will be set to none.
  15861. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15862. * @param texture The texture to set the comparison function for
  15863. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15864. */
  15865. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15866. if (this.webGLVersion === 1) {
  15867. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15868. return;
  15869. }
  15870. var gl = this._gl;
  15871. if (texture.isCube) {
  15872. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15873. if (comparisonFunction === 0) {
  15874. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15875. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15876. }
  15877. else {
  15878. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15879. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15880. }
  15881. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15882. }
  15883. else {
  15884. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15885. if (comparisonFunction === 0) {
  15886. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15887. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15888. }
  15889. else {
  15890. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15891. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15892. }
  15893. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15894. }
  15895. texture._comparisonFunction = comparisonFunction;
  15896. };
  15897. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15898. var width = size.width || size;
  15899. var height = size.height || size;
  15900. internalTexture.baseWidth = width;
  15901. internalTexture.baseHeight = height;
  15902. internalTexture.width = width;
  15903. internalTexture.height = height;
  15904. internalTexture.isReady = true;
  15905. internalTexture.samples = 1;
  15906. internalTexture.generateMipMaps = false;
  15907. internalTexture._generateDepthBuffer = true;
  15908. internalTexture._generateStencilBuffer = generateStencil;
  15909. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15910. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15911. internalTexture._comparisonFunction = comparisonFunction;
  15912. var gl = this._gl;
  15913. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15914. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15915. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15916. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15917. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15918. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15919. if (comparisonFunction === 0) {
  15920. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15921. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15922. }
  15923. else {
  15924. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15925. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15926. }
  15927. };
  15928. /**
  15929. * Creates a depth stencil texture.
  15930. * This is only available in WebGL 2 or with the depth texture extension available.
  15931. * @param size The size of face edge in the texture.
  15932. * @param options The options defining the texture.
  15933. * @returns The texture
  15934. */
  15935. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15936. if (options.isCube) {
  15937. var width = size.width || size;
  15938. return this._createDepthStencilCubeTexture(width, options);
  15939. }
  15940. else {
  15941. return this._createDepthStencilTexture(size, options);
  15942. }
  15943. };
  15944. /**
  15945. * Creates a depth stencil texture.
  15946. * This is only available in WebGL 2 or with the depth texture extension available.
  15947. * @param size The size of face edge in the texture.
  15948. * @param options The options defining the texture.
  15949. * @returns The texture
  15950. */
  15951. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15952. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15953. if (!this._caps.depthTextureExtension) {
  15954. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15955. return internalTexture;
  15956. }
  15957. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15958. var gl = this._gl;
  15959. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15960. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15961. if (this.webGLVersion > 1) {
  15962. if (internalOptions.generateStencil) {
  15963. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15964. }
  15965. else {
  15966. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15967. }
  15968. }
  15969. else {
  15970. if (internalOptions.generateStencil) {
  15971. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15972. }
  15973. else {
  15974. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15975. }
  15976. }
  15977. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15978. return internalTexture;
  15979. };
  15980. /**
  15981. * Creates a depth stencil cube texture.
  15982. * This is only available in WebGL 2.
  15983. * @param size The size of face edge in the cube texture.
  15984. * @param options The options defining the cube texture.
  15985. * @returns The cube texture
  15986. */
  15987. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15988. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15989. internalTexture.isCube = true;
  15990. if (this.webGLVersion === 1) {
  15991. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15992. return internalTexture;
  15993. }
  15994. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15995. var gl = this._gl;
  15996. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15997. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15998. // Create the depth/stencil buffer
  15999. for (var face = 0; face < 6; face++) {
  16000. if (internalOptions.generateStencil) {
  16001. 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);
  16002. }
  16003. else {
  16004. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16005. }
  16006. }
  16007. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16008. return internalTexture;
  16009. };
  16010. /**
  16011. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16012. * @param renderTarget The render target to set the frame buffer for
  16013. */
  16014. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16015. // Create the framebuffer
  16016. var internalTexture = renderTarget.getInternalTexture();
  16017. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16018. return;
  16019. }
  16020. var gl = this._gl;
  16021. var depthStencilTexture = renderTarget.depthStencilTexture;
  16022. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16023. if (depthStencilTexture.isCube) {
  16024. if (depthStencilTexture._generateStencilBuffer) {
  16025. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16026. }
  16027. else {
  16028. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16029. }
  16030. }
  16031. else {
  16032. if (depthStencilTexture._generateStencilBuffer) {
  16033. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16034. }
  16035. else {
  16036. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16037. }
  16038. }
  16039. this.bindUnboundFramebuffer(null);
  16040. };
  16041. /**
  16042. * Creates a new render target texture
  16043. * @param size defines the size of the texture
  16044. * @param options defines the options used to create the texture
  16045. * @returns a new render target texture stored in an InternalTexture
  16046. */
  16047. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16048. var fullOptions = new RenderTargetCreationOptions();
  16049. if (options !== undefined && typeof options === "object") {
  16050. fullOptions.generateMipMaps = options.generateMipMaps;
  16051. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16052. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16053. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16054. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16055. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16056. }
  16057. else {
  16058. fullOptions.generateMipMaps = options;
  16059. fullOptions.generateDepthBuffer = true;
  16060. fullOptions.generateStencilBuffer = false;
  16061. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16062. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16063. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16064. }
  16065. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16066. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16067. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16068. }
  16069. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16070. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16071. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16072. }
  16073. var gl = this._gl;
  16074. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16075. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16076. var width = size.width || size;
  16077. var height = size.height || size;
  16078. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16079. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16080. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16081. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16082. }
  16083. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16084. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16085. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16086. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16087. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16088. // Create the framebuffer
  16089. var currentFrameBuffer = this._currentFramebuffer;
  16090. var framebuffer = gl.createFramebuffer();
  16091. this.bindUnboundFramebuffer(framebuffer);
  16092. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16093. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16094. if (fullOptions.generateMipMaps) {
  16095. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16096. }
  16097. // Unbind
  16098. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16099. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16100. this.bindUnboundFramebuffer(currentFrameBuffer);
  16101. texture._framebuffer = framebuffer;
  16102. texture.baseWidth = width;
  16103. texture.baseHeight = height;
  16104. texture.width = width;
  16105. texture.height = height;
  16106. texture.isReady = true;
  16107. texture.samples = 1;
  16108. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16109. texture.samplingMode = fullOptions.samplingMode;
  16110. texture.type = fullOptions.type;
  16111. texture.format = fullOptions.format;
  16112. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16113. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16114. // this.resetTextureCache();
  16115. this._internalTexturesCache.push(texture);
  16116. return texture;
  16117. };
  16118. /**
  16119. * Create a multi render target texture
  16120. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16121. * @param size defines the size of the texture
  16122. * @param options defines the creation options
  16123. * @returns the cube texture as an InternalTexture
  16124. */
  16125. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16126. var generateMipMaps = false;
  16127. var generateDepthBuffer = true;
  16128. var generateStencilBuffer = false;
  16129. var generateDepthTexture = false;
  16130. var textureCount = 1;
  16131. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16132. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16133. var types = new Array();
  16134. var samplingModes = new Array();
  16135. if (options !== undefined) {
  16136. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16137. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16138. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16139. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16140. textureCount = options.textureCount || 1;
  16141. if (options.types) {
  16142. types = options.types;
  16143. }
  16144. if (options.samplingModes) {
  16145. samplingModes = options.samplingModes;
  16146. }
  16147. }
  16148. var gl = this._gl;
  16149. // Create the framebuffer
  16150. var framebuffer = gl.createFramebuffer();
  16151. this.bindUnboundFramebuffer(framebuffer);
  16152. var width = size.width || size;
  16153. var height = size.height || size;
  16154. var textures = [];
  16155. var attachments = [];
  16156. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16157. for (var i = 0; i < textureCount; i++) {
  16158. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16159. var type = types[i] || defaultType;
  16160. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16161. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16162. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16163. }
  16164. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16165. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16166. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16167. }
  16168. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16169. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16170. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16171. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16172. }
  16173. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16174. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16175. textures.push(texture);
  16176. attachments.push(attachment);
  16177. gl.activeTexture(gl["TEXTURE" + i]);
  16178. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16180. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16181. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16182. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16183. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16184. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16185. if (generateMipMaps) {
  16186. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16187. }
  16188. // Unbind
  16189. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16190. texture._framebuffer = framebuffer;
  16191. texture._depthStencilBuffer = depthStencilBuffer;
  16192. texture.baseWidth = width;
  16193. texture.baseHeight = height;
  16194. texture.width = width;
  16195. texture.height = height;
  16196. texture.isReady = true;
  16197. texture.samples = 1;
  16198. texture.generateMipMaps = generateMipMaps;
  16199. texture.samplingMode = samplingMode;
  16200. texture.type = type;
  16201. texture._generateDepthBuffer = generateDepthBuffer;
  16202. texture._generateStencilBuffer = generateStencilBuffer;
  16203. texture._attachments = attachments;
  16204. this._internalTexturesCache.push(texture);
  16205. }
  16206. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16207. // Depth texture
  16208. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16209. gl.activeTexture(gl.TEXTURE0);
  16210. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16211. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16212. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16213. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16215. 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);
  16216. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16217. depthTexture._framebuffer = framebuffer;
  16218. depthTexture.baseWidth = width;
  16219. depthTexture.baseHeight = height;
  16220. depthTexture.width = width;
  16221. depthTexture.height = height;
  16222. depthTexture.isReady = true;
  16223. depthTexture.samples = 1;
  16224. depthTexture.generateMipMaps = generateMipMaps;
  16225. depthTexture.samplingMode = gl.NEAREST;
  16226. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16227. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16228. textures.push(depthTexture);
  16229. this._internalTexturesCache.push(depthTexture);
  16230. }
  16231. gl.drawBuffers(attachments);
  16232. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16233. this.bindUnboundFramebuffer(null);
  16234. this.resetTextureCache();
  16235. return textures;
  16236. };
  16237. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16238. if (samples === void 0) { samples = 1; }
  16239. var depthStencilBuffer = null;
  16240. var gl = this._gl;
  16241. // Create the depth/stencil buffer
  16242. if (generateStencilBuffer) {
  16243. depthStencilBuffer = gl.createRenderbuffer();
  16244. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16245. if (samples > 1) {
  16246. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16247. }
  16248. else {
  16249. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16250. }
  16251. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16252. }
  16253. else if (generateDepthBuffer) {
  16254. depthStencilBuffer = gl.createRenderbuffer();
  16255. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16256. if (samples > 1) {
  16257. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16258. }
  16259. else {
  16260. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16261. }
  16262. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16263. }
  16264. return depthStencilBuffer;
  16265. };
  16266. /**
  16267. * Updates the sample count of a render target texture
  16268. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16269. * @param texture defines the texture to update
  16270. * @param samples defines the sample count to set
  16271. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16272. */
  16273. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16274. if (this.webGLVersion < 2 || !texture) {
  16275. return 1;
  16276. }
  16277. if (texture.samples === samples) {
  16278. return samples;
  16279. }
  16280. var gl = this._gl;
  16281. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16282. // Dispose previous render buffers
  16283. if (texture._depthStencilBuffer) {
  16284. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16285. texture._depthStencilBuffer = null;
  16286. }
  16287. if (texture._MSAAFramebuffer) {
  16288. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16289. texture._MSAAFramebuffer = null;
  16290. }
  16291. if (texture._MSAARenderBuffer) {
  16292. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16293. texture._MSAARenderBuffer = null;
  16294. }
  16295. if (samples > 1) {
  16296. var framebuffer = gl.createFramebuffer();
  16297. if (!framebuffer) {
  16298. throw new Error("Unable to create multi sampled framebuffer");
  16299. }
  16300. texture._MSAAFramebuffer = framebuffer;
  16301. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16302. var colorRenderbuffer = gl.createRenderbuffer();
  16303. if (!colorRenderbuffer) {
  16304. throw new Error("Unable to create multi sampled framebuffer");
  16305. }
  16306. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16307. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16308. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16309. texture._MSAARenderBuffer = colorRenderbuffer;
  16310. }
  16311. else {
  16312. this.bindUnboundFramebuffer(texture._framebuffer);
  16313. }
  16314. texture.samples = samples;
  16315. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16316. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16317. this.bindUnboundFramebuffer(null);
  16318. return samples;
  16319. };
  16320. /**
  16321. * Update the sample count for a given multiple render target texture
  16322. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16323. * @param textures defines the textures to update
  16324. * @param samples defines the sample count to set
  16325. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16326. */
  16327. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16328. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16329. return 1;
  16330. }
  16331. if (textures[0].samples === samples) {
  16332. return samples;
  16333. }
  16334. var gl = this._gl;
  16335. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16336. // Dispose previous render buffers
  16337. if (textures[0]._depthStencilBuffer) {
  16338. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16339. textures[0]._depthStencilBuffer = null;
  16340. }
  16341. if (textures[0]._MSAAFramebuffer) {
  16342. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16343. textures[0]._MSAAFramebuffer = null;
  16344. }
  16345. for (var i = 0; i < textures.length; i++) {
  16346. if (textures[i]._MSAARenderBuffer) {
  16347. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16348. textures[i]._MSAARenderBuffer = null;
  16349. }
  16350. }
  16351. if (samples > 1) {
  16352. var framebuffer = gl.createFramebuffer();
  16353. if (!framebuffer) {
  16354. throw new Error("Unable to create multi sampled framebuffer");
  16355. }
  16356. this.bindUnboundFramebuffer(framebuffer);
  16357. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16358. var attachments = [];
  16359. for (var i = 0; i < textures.length; i++) {
  16360. var texture = textures[i];
  16361. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16362. var colorRenderbuffer = gl.createRenderbuffer();
  16363. if (!colorRenderbuffer) {
  16364. throw new Error("Unable to create multi sampled framebuffer");
  16365. }
  16366. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16367. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16368. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16369. texture._MSAAFramebuffer = framebuffer;
  16370. texture._MSAARenderBuffer = colorRenderbuffer;
  16371. texture.samples = samples;
  16372. texture._depthStencilBuffer = depthStencilBuffer;
  16373. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16374. attachments.push(attachment);
  16375. }
  16376. gl.drawBuffers(attachments);
  16377. }
  16378. else {
  16379. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16380. }
  16381. this.bindUnboundFramebuffer(null);
  16382. return samples;
  16383. };
  16384. /** @hidden */
  16385. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16386. if (faceIndex === void 0) { faceIndex = 0; }
  16387. if (lod === void 0) { lod = 0; }
  16388. var gl = this._gl;
  16389. var target = gl.TEXTURE_2D;
  16390. if (texture.isCube) {
  16391. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16392. }
  16393. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16394. };
  16395. /** @hidden */
  16396. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16397. if (faceIndex === void 0) { faceIndex = 0; }
  16398. if (lod === void 0) { lod = 0; }
  16399. var gl = this._gl;
  16400. var textureType = this._getWebGLTextureType(texture.type);
  16401. var format = this._getInternalFormat(texture.format);
  16402. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16403. this._unpackFlipY(texture.invertY);
  16404. var target = gl.TEXTURE_2D;
  16405. if (texture.isCube) {
  16406. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16407. }
  16408. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16409. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16410. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16411. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16412. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16413. };
  16414. /** @hidden */
  16415. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16416. if (faceIndex === void 0) { faceIndex = 0; }
  16417. if (lod === void 0) { lod = 0; }
  16418. var gl = this._gl;
  16419. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16420. this._bindTextureDirectly(bindTarget, texture, true);
  16421. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16422. this._bindTextureDirectly(bindTarget, null, true);
  16423. };
  16424. /** @hidden */
  16425. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16426. if (faceIndex === void 0) { faceIndex = 0; }
  16427. if (lod === void 0) { lod = 0; }
  16428. var gl = this._gl;
  16429. var textureType = this._getWebGLTextureType(texture.type);
  16430. var format = this._getInternalFormat(texture.format);
  16431. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16432. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16433. this._bindTextureDirectly(bindTarget, texture, true);
  16434. this._unpackFlipY(texture.invertY);
  16435. var target = gl.TEXTURE_2D;
  16436. if (texture.isCube) {
  16437. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16438. }
  16439. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16440. this._bindTextureDirectly(bindTarget, null, true);
  16441. };
  16442. /**
  16443. * Creates a new render target cube texture
  16444. * @param size defines the size of the texture
  16445. * @param options defines the options used to create the texture
  16446. * @returns a new render target cube texture stored in an InternalTexture
  16447. */
  16448. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16449. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16450. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16451. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16452. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16453. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16454. }
  16455. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16456. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16457. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16458. }
  16459. var gl = this._gl;
  16460. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16461. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16462. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16463. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16464. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16465. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16466. }
  16467. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16468. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16469. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16470. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16471. for (var face = 0; face < 6; face++) {
  16472. 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);
  16473. }
  16474. // Create the framebuffer
  16475. var framebuffer = gl.createFramebuffer();
  16476. this.bindUnboundFramebuffer(framebuffer);
  16477. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16478. // MipMaps
  16479. if (fullOptions.generateMipMaps) {
  16480. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16481. }
  16482. // Unbind
  16483. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16484. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16485. this.bindUnboundFramebuffer(null);
  16486. texture._framebuffer = framebuffer;
  16487. texture.width = size;
  16488. texture.height = size;
  16489. texture.isReady = true;
  16490. texture.isCube = true;
  16491. texture.samples = 1;
  16492. texture.generateMipMaps = fullOptions.generateMipMaps;
  16493. texture.samplingMode = fullOptions.samplingMode;
  16494. texture.type = fullOptions.type;
  16495. texture.format = fullOptions.format;
  16496. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16497. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16498. this._internalTexturesCache.push(texture);
  16499. return texture;
  16500. };
  16501. /**
  16502. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16503. * @param rootUrl defines the url where the file to load is located
  16504. * @param scene defines the current scene
  16505. * @param lodScale defines scale to apply to the mip map selection
  16506. * @param lodOffset defines offset to apply to the mip map selection
  16507. * @param onLoad defines an optional callback raised when the texture is loaded
  16508. * @param onError defines an optional callback raised if there is an issue to load the texture
  16509. * @param format defines the format of the data
  16510. * @param forcedExtension defines the extension to use to pick the right loader
  16511. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16512. * @returns the cube texture as an InternalTexture
  16513. */
  16514. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16515. var _this = this;
  16516. if (onLoad === void 0) { onLoad = null; }
  16517. if (onError === void 0) { onError = null; }
  16518. if (forcedExtension === void 0) { forcedExtension = null; }
  16519. if (createPolynomials === void 0) { createPolynomials = true; }
  16520. var callback = function (loadData) {
  16521. if (!loadData) {
  16522. if (onLoad) {
  16523. onLoad(null);
  16524. }
  16525. return;
  16526. }
  16527. var texture = loadData.texture;
  16528. if (!createPolynomials) {
  16529. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16530. }
  16531. else if (loadData.info.sphericalPolynomial) {
  16532. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16533. }
  16534. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16535. if (_this._caps.textureLOD) {
  16536. // Do not add extra process if texture lod is supported.
  16537. if (onLoad) {
  16538. onLoad(texture);
  16539. }
  16540. return;
  16541. }
  16542. var mipSlices = 3;
  16543. var gl = _this._gl;
  16544. var width = loadData.width;
  16545. if (!width) {
  16546. return;
  16547. }
  16548. var textures = [];
  16549. for (var i = 0; i < mipSlices; i++) {
  16550. //compute LOD from even spacing in smoothness (matching shader calculation)
  16551. var smoothness = i / (mipSlices - 1);
  16552. var roughness = 1 - smoothness;
  16553. var minLODIndex = lodOffset; // roughness = 0
  16554. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16555. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16556. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16557. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16558. glTextureFromLod.type = texture.type;
  16559. glTextureFromLod.format = texture.format;
  16560. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16561. glTextureFromLod.height = glTextureFromLod.width;
  16562. glTextureFromLod.isCube = true;
  16563. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16564. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16565. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16566. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16567. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16568. if (loadData.isDDS) {
  16569. var info = loadData.info;
  16570. var data = loadData.data;
  16571. _this._unpackFlipY(info.isCompressed);
  16572. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16573. }
  16574. else {
  16575. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16576. }
  16577. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16578. // Wrap in a base texture for easy binding.
  16579. var lodTexture = new BABYLON.BaseTexture(scene);
  16580. lodTexture.isCube = true;
  16581. lodTexture._texture = glTextureFromLod;
  16582. glTextureFromLod.isReady = true;
  16583. textures.push(lodTexture);
  16584. }
  16585. texture._lodTextureHigh = textures[2];
  16586. texture._lodTextureMid = textures[1];
  16587. texture._lodTextureLow = textures[0];
  16588. if (onLoad) {
  16589. onLoad(texture);
  16590. }
  16591. };
  16592. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16593. };
  16594. /**
  16595. * Creates a cube texture
  16596. * @param rootUrl defines the url where the files to load is located
  16597. * @param scene defines the current scene
  16598. * @param files defines the list of files to load (1 per face)
  16599. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16600. * @param onLoad defines an optional callback raised when the texture is loaded
  16601. * @param onError defines an optional callback raised if there is an issue to load the texture
  16602. * @param format defines the format of the data
  16603. * @param forcedExtension defines the extension to use to pick the right loader
  16604. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16605. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16606. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16607. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16608. * @returns the cube texture as an InternalTexture
  16609. */
  16610. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16611. var _this = this;
  16612. if (onLoad === void 0) { onLoad = null; }
  16613. if (onError === void 0) { onError = null; }
  16614. if (forcedExtension === void 0) { forcedExtension = null; }
  16615. if (createPolynomials === void 0) { createPolynomials = false; }
  16616. if (lodScale === void 0) { lodScale = 0; }
  16617. if (lodOffset === void 0) { lodOffset = 0; }
  16618. if (fallback === void 0) { fallback = null; }
  16619. var gl = this._gl;
  16620. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16621. texture.isCube = true;
  16622. texture.url = rootUrl;
  16623. texture.generateMipMaps = !noMipmap;
  16624. texture._lodGenerationScale = lodScale;
  16625. texture._lodGenerationOffset = lodOffset;
  16626. if (!this._doNotHandleContextLost) {
  16627. texture._extension = forcedExtension;
  16628. texture._files = files;
  16629. }
  16630. var lastDot = rootUrl.lastIndexOf('.');
  16631. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16632. var loader = null;
  16633. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16634. var availableLoader = _a[_i];
  16635. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16636. loader = availableLoader;
  16637. break;
  16638. }
  16639. }
  16640. var onInternalError = function (request, exception) {
  16641. if (loader) {
  16642. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16643. if (fallbackUrl) {
  16644. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16645. }
  16646. }
  16647. if (onError && request) {
  16648. onError(request.status + " " + request.statusText, exception);
  16649. }
  16650. };
  16651. if (loader) {
  16652. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16653. var onloaddata = function (data) {
  16654. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16655. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16656. };
  16657. if (files && files.length === 6) {
  16658. if (loader.supportCascades) {
  16659. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16660. }
  16661. else if (onError) {
  16662. onError("Textures type does not support cascades.");
  16663. }
  16664. }
  16665. else {
  16666. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16667. }
  16668. }
  16669. else {
  16670. if (!files) {
  16671. throw new Error("Cannot load cubemap because files were not defined");
  16672. }
  16673. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16674. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16675. var height = width;
  16676. _this._prepareWorkingCanvas();
  16677. if (!_this._workingCanvas || !_this._workingContext) {
  16678. return;
  16679. }
  16680. _this._workingCanvas.width = width;
  16681. _this._workingCanvas.height = height;
  16682. var faces = [
  16683. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16684. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16685. ];
  16686. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16687. _this._unpackFlipY(false);
  16688. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16689. for (var index = 0; index < faces.length; index++) {
  16690. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16691. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16692. }
  16693. if (!noMipmap) {
  16694. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16695. }
  16696. _this._setCubeMapTextureParams(!noMipmap);
  16697. texture.width = width;
  16698. texture.height = height;
  16699. texture.isReady = true;
  16700. if (format) {
  16701. texture.format = format;
  16702. }
  16703. texture.onLoadedObservable.notifyObservers(texture);
  16704. texture.onLoadedObservable.clear();
  16705. if (onLoad) {
  16706. onLoad();
  16707. }
  16708. }, files, onError);
  16709. }
  16710. this._internalTexturesCache.push(texture);
  16711. return texture;
  16712. };
  16713. /**
  16714. * @hidden
  16715. */
  16716. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16717. var gl = this._gl;
  16718. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16719. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16720. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16721. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16722. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16723. // this.resetTextureCache();
  16724. };
  16725. /**
  16726. * Update a raw cube texture
  16727. * @param texture defines the texture to udpdate
  16728. * @param data defines the data to store
  16729. * @param format defines the data format
  16730. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16731. * @param invertY defines if data must be stored with Y axis inverted
  16732. * @param compression defines the compression used (null by default)
  16733. * @param level defines which level of the texture to update
  16734. */
  16735. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16736. if (compression === void 0) { compression = null; }
  16737. if (level === void 0) { level = 0; }
  16738. texture._bufferViewArray = data;
  16739. texture.format = format;
  16740. texture.type = type;
  16741. texture.invertY = invertY;
  16742. texture._compression = compression;
  16743. var gl = this._gl;
  16744. var textureType = this._getWebGLTextureType(type);
  16745. var internalFormat = this._getInternalFormat(format);
  16746. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16747. var needConversion = false;
  16748. if (internalFormat === gl.RGB) {
  16749. internalFormat = gl.RGBA;
  16750. needConversion = true;
  16751. }
  16752. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16753. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16754. if (texture.width % 4 !== 0) {
  16755. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16756. }
  16757. // Data are known to be in +X +Y +Z -X -Y -Z
  16758. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16759. var faceData = data[faceIndex];
  16760. if (compression) {
  16761. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16762. }
  16763. else {
  16764. if (needConversion) {
  16765. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16766. }
  16767. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16768. }
  16769. }
  16770. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16771. if (isPot && texture.generateMipMaps && level === 0) {
  16772. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16773. }
  16774. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16775. // this.resetTextureCache();
  16776. texture.isReady = true;
  16777. };
  16778. /**
  16779. * Creates a new raw cube texture
  16780. * @param data defines the array of data to use to create each face
  16781. * @param size defines the size of the textures
  16782. * @param format defines the format of the data
  16783. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16784. * @param generateMipMaps defines if the engine should generate the mip levels
  16785. * @param invertY defines if data must be stored with Y axis inverted
  16786. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16787. * @param compression defines the compression used (null by default)
  16788. * @returns the cube texture as an InternalTexture
  16789. */
  16790. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16791. if (compression === void 0) { compression = null; }
  16792. var gl = this._gl;
  16793. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16794. texture.isCube = true;
  16795. texture.format = format;
  16796. texture.type = type;
  16797. if (!this._doNotHandleContextLost) {
  16798. texture._bufferViewArray = data;
  16799. }
  16800. var textureType = this._getWebGLTextureType(type);
  16801. var internalFormat = this._getInternalFormat(format);
  16802. if (internalFormat === gl.RGB) {
  16803. internalFormat = gl.RGBA;
  16804. }
  16805. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16806. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16807. generateMipMaps = false;
  16808. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16809. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16810. }
  16811. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16812. generateMipMaps = false;
  16813. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16814. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16815. }
  16816. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16817. generateMipMaps = false;
  16818. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16819. }
  16820. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16821. generateMipMaps = false;
  16822. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16823. }
  16824. var width = size;
  16825. var height = width;
  16826. texture.width = width;
  16827. texture.height = height;
  16828. // Double check on POT to generate Mips.
  16829. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16830. if (!isPot) {
  16831. generateMipMaps = false;
  16832. }
  16833. // Upload data if needed. The texture won't be ready until then.
  16834. if (data) {
  16835. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16836. }
  16837. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16838. // Filters
  16839. if (data && generateMipMaps) {
  16840. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16841. }
  16842. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16843. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16844. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16845. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16846. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16847. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16848. texture.generateMipMaps = generateMipMaps;
  16849. return texture;
  16850. };
  16851. /**
  16852. * Creates a new raw cube texture from a specified url
  16853. * @param url defines the url where the data is located
  16854. * @param scene defines the current scene
  16855. * @param size defines the size of the textures
  16856. * @param format defines the format of the data
  16857. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16858. * @param noMipmap defines if the engine should avoid generating the mip levels
  16859. * @param callback defines a callback used to extract texture data from loaded data
  16860. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16861. * @param onLoad defines a callback called when texture is loaded
  16862. * @param onError defines a callback called if there is an error
  16863. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16864. * @param invertY defines if data must be stored with Y axis inverted
  16865. * @returns the cube texture as an InternalTexture
  16866. */
  16867. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16868. var _this = this;
  16869. if (onLoad === void 0) { onLoad = null; }
  16870. if (onError === void 0) { onError = null; }
  16871. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16872. if (invertY === void 0) { invertY = false; }
  16873. var gl = this._gl;
  16874. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16875. scene._addPendingData(texture);
  16876. texture.url = url;
  16877. this._internalTexturesCache.push(texture);
  16878. var onerror = function (request, exception) {
  16879. scene._removePendingData(texture);
  16880. if (onError && request) {
  16881. onError(request.status + " " + request.statusText, exception);
  16882. }
  16883. };
  16884. var internalCallback = function (data) {
  16885. var width = texture.width;
  16886. var faceDataArrays = callback(data);
  16887. if (!faceDataArrays) {
  16888. return;
  16889. }
  16890. if (mipmapGenerator) {
  16891. var textureType = _this._getWebGLTextureType(type);
  16892. var internalFormat = _this._getInternalFormat(format);
  16893. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16894. var needConversion = false;
  16895. if (internalFormat === gl.RGB) {
  16896. internalFormat = gl.RGBA;
  16897. needConversion = true;
  16898. }
  16899. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16900. _this._unpackFlipY(false);
  16901. var mipData = mipmapGenerator(faceDataArrays);
  16902. for (var level = 0; level < mipData.length; level++) {
  16903. var mipSize = width >> level;
  16904. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16905. var mipFaceData = mipData[level][faceIndex];
  16906. if (needConversion) {
  16907. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16908. }
  16909. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16910. }
  16911. }
  16912. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16913. }
  16914. else {
  16915. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16916. }
  16917. texture.isReady = true;
  16918. // this.resetTextureCache();
  16919. scene._removePendingData(texture);
  16920. if (onLoad) {
  16921. onLoad();
  16922. }
  16923. };
  16924. this._loadFile(url, function (data) {
  16925. internalCallback(data);
  16926. }, undefined, scene.offlineProvider, true, onerror);
  16927. return texture;
  16928. };
  16929. /**
  16930. * Update a raw 3D texture
  16931. * @param texture defines the texture to update
  16932. * @param data defines the data to store
  16933. * @param format defines the data format
  16934. * @param invertY defines if data must be stored with Y axis inverted
  16935. * @param compression defines the used compression (can be null)
  16936. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16937. */
  16938. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16939. if (compression === void 0) { compression = null; }
  16940. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16941. var internalType = this._getWebGLTextureType(textureType);
  16942. var internalFormat = this._getInternalFormat(format);
  16943. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16944. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16945. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16946. if (!this._doNotHandleContextLost) {
  16947. texture._bufferView = data;
  16948. texture.format = format;
  16949. texture.invertY = invertY;
  16950. texture._compression = compression;
  16951. }
  16952. if (texture.width % 4 !== 0) {
  16953. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16954. }
  16955. if (compression && data) {
  16956. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16957. }
  16958. else {
  16959. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16960. }
  16961. if (texture.generateMipMaps) {
  16962. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16963. }
  16964. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16965. // this.resetTextureCache();
  16966. texture.isReady = true;
  16967. };
  16968. /**
  16969. * Creates a new raw 3D texture
  16970. * @param data defines the data used to create the texture
  16971. * @param width defines the width of the texture
  16972. * @param height defines the height of the texture
  16973. * @param depth defines the depth of the texture
  16974. * @param format defines the format of the texture
  16975. * @param generateMipMaps defines if the engine must generate mip levels
  16976. * @param invertY defines if data must be stored with Y axis inverted
  16977. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16978. * @param compression defines the compressed used (can be null)
  16979. * @param textureType defines the compressed used (can be null)
  16980. * @returns a new raw 3D texture (stored in an InternalTexture)
  16981. */
  16982. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16983. if (compression === void 0) { compression = null; }
  16984. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16985. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16986. texture.baseWidth = width;
  16987. texture.baseHeight = height;
  16988. texture.baseDepth = depth;
  16989. texture.width = width;
  16990. texture.height = height;
  16991. texture.depth = depth;
  16992. texture.format = format;
  16993. texture.type = textureType;
  16994. texture.generateMipMaps = generateMipMaps;
  16995. texture.samplingMode = samplingMode;
  16996. texture.is3D = true;
  16997. if (!this._doNotHandleContextLost) {
  16998. texture._bufferView = data;
  16999. }
  17000. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17001. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17002. // Filters
  17003. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17004. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17005. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17006. if (generateMipMaps) {
  17007. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17008. }
  17009. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17010. this._internalTexturesCache.push(texture);
  17011. return texture;
  17012. };
  17013. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17014. var gl = this._gl;
  17015. if (!gl) {
  17016. return;
  17017. }
  17018. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17019. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17020. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17021. if (!noMipmap && !isCompressed) {
  17022. gl.generateMipmap(gl.TEXTURE_2D);
  17023. }
  17024. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17025. // this.resetTextureCache();
  17026. if (scene) {
  17027. scene._removePendingData(texture);
  17028. }
  17029. texture.onLoadedObservable.notifyObservers(texture);
  17030. texture.onLoadedObservable.clear();
  17031. };
  17032. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17033. var _this = this;
  17034. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17035. var maxTextureSize = this.getCaps().maxTextureSize;
  17036. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17037. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17038. var gl = this._gl;
  17039. if (!gl) {
  17040. return;
  17041. }
  17042. if (!texture._webGLTexture) {
  17043. // this.resetTextureCache();
  17044. if (scene) {
  17045. scene._removePendingData(texture);
  17046. }
  17047. return;
  17048. }
  17049. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17050. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17051. texture.baseWidth = width;
  17052. texture.baseHeight = height;
  17053. texture.width = potWidth;
  17054. texture.height = potHeight;
  17055. texture.isReady = true;
  17056. if (processFunction(potWidth, potHeight, function () {
  17057. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17058. })) {
  17059. // Returning as texture needs extra async steps
  17060. return;
  17061. }
  17062. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17063. };
  17064. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17065. // Create new RGBA data container.
  17066. var rgbaData;
  17067. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17068. rgbaData = new Float32Array(width * height * 4);
  17069. }
  17070. else {
  17071. rgbaData = new Uint32Array(width * height * 4);
  17072. }
  17073. // Convert each pixel.
  17074. for (var x = 0; x < width; x++) {
  17075. for (var y = 0; y < height; y++) {
  17076. var index = (y * width + x) * 3;
  17077. var newIndex = (y * width + x) * 4;
  17078. // Map Old Value to new value.
  17079. rgbaData[newIndex + 0] = rgbData[index + 0];
  17080. rgbaData[newIndex + 1] = rgbData[index + 1];
  17081. rgbaData[newIndex + 2] = rgbData[index + 2];
  17082. // Add fully opaque alpha channel.
  17083. rgbaData[newIndex + 3] = 1;
  17084. }
  17085. }
  17086. return rgbaData;
  17087. };
  17088. /** @hidden */
  17089. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17090. var gl = this._gl;
  17091. if (texture._framebuffer) {
  17092. gl.deleteFramebuffer(texture._framebuffer);
  17093. texture._framebuffer = null;
  17094. }
  17095. if (texture._depthStencilBuffer) {
  17096. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17097. texture._depthStencilBuffer = null;
  17098. }
  17099. if (texture._MSAAFramebuffer) {
  17100. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17101. texture._MSAAFramebuffer = null;
  17102. }
  17103. if (texture._MSAARenderBuffer) {
  17104. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17105. texture._MSAARenderBuffer = null;
  17106. }
  17107. };
  17108. /** @hidden */
  17109. Engine.prototype._releaseTexture = function (texture) {
  17110. var gl = this._gl;
  17111. this._releaseFramebufferObjects(texture);
  17112. gl.deleteTexture(texture._webGLTexture);
  17113. // Unbind channels
  17114. this.unbindAllTextures();
  17115. var index = this._internalTexturesCache.indexOf(texture);
  17116. if (index !== -1) {
  17117. this._internalTexturesCache.splice(index, 1);
  17118. }
  17119. // Integrated fixed lod samplers.
  17120. if (texture._lodTextureHigh) {
  17121. texture._lodTextureHigh.dispose();
  17122. }
  17123. if (texture._lodTextureMid) {
  17124. texture._lodTextureMid.dispose();
  17125. }
  17126. if (texture._lodTextureLow) {
  17127. texture._lodTextureLow.dispose();
  17128. }
  17129. // Set output texture of post process to null if the texture has been released/disposed
  17130. this.scenes.forEach(function (scene) {
  17131. scene.postProcesses.forEach(function (postProcess) {
  17132. if (postProcess._outputTexture == texture) {
  17133. postProcess._outputTexture = null;
  17134. }
  17135. });
  17136. scene.cameras.forEach(function (camera) {
  17137. camera._postProcesses.forEach(function (postProcess) {
  17138. if (postProcess) {
  17139. if (postProcess._outputTexture == texture) {
  17140. postProcess._outputTexture = null;
  17141. }
  17142. }
  17143. });
  17144. });
  17145. });
  17146. };
  17147. Engine.prototype.setProgram = function (program) {
  17148. if (this._currentProgram !== program) {
  17149. this._gl.useProgram(program);
  17150. this._currentProgram = program;
  17151. }
  17152. };
  17153. /**
  17154. * Binds an effect to the webGL context
  17155. * @param effect defines the effect to bind
  17156. */
  17157. Engine.prototype.bindSamplers = function (effect) {
  17158. this.setProgram(effect.getProgram());
  17159. var samplers = effect.getSamplers();
  17160. for (var index = 0; index < samplers.length; index++) {
  17161. var uniform = effect.getUniform(samplers[index]);
  17162. if (uniform) {
  17163. this._boundUniforms[index] = uniform;
  17164. }
  17165. }
  17166. this._currentEffect = null;
  17167. };
  17168. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17169. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17170. return;
  17171. }
  17172. // Remove
  17173. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17174. // Bind last to it
  17175. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17176. // Bind to dummy
  17177. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17178. };
  17179. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17180. if (!internalTexture) {
  17181. return -1;
  17182. }
  17183. internalTexture._initialSlot = channel;
  17184. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17185. if (channel !== internalTexture._designatedSlot) {
  17186. this._textureCollisions.addCount(1, false);
  17187. }
  17188. }
  17189. else {
  17190. if (channel !== internalTexture._designatedSlot) {
  17191. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17192. return internalTexture._designatedSlot;
  17193. }
  17194. else {
  17195. // No slot for this texture, let's pick a new one (if we find a free slot)
  17196. if (this._nextFreeTextureSlots.length) {
  17197. return this._nextFreeTextureSlots[0];
  17198. }
  17199. // We need to recycle the oldest bound texture, sorry.
  17200. this._textureCollisions.addCount(1, false);
  17201. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17202. }
  17203. }
  17204. }
  17205. return channel;
  17206. };
  17207. Engine.prototype._linkTrackers = function (previous, next) {
  17208. previous.next = next;
  17209. next.previous = previous;
  17210. };
  17211. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17212. var currentSlot = internalTexture._designatedSlot;
  17213. if (currentSlot === -1) {
  17214. return -1;
  17215. }
  17216. internalTexture._designatedSlot = -1;
  17217. if (this.disableTextureBindingOptimization) {
  17218. return -1;
  17219. }
  17220. // Remove from bound list
  17221. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17222. // Free the slot
  17223. this._boundTexturesCache[currentSlot] = null;
  17224. this._nextFreeTextureSlots.push(currentSlot);
  17225. return currentSlot;
  17226. };
  17227. Engine.prototype._activateCurrentTexture = function () {
  17228. if (this._currentTextureChannel !== this._activeChannel) {
  17229. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17230. this._currentTextureChannel = this._activeChannel;
  17231. }
  17232. };
  17233. /** @hidden */
  17234. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17235. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17236. if (force === void 0) { force = false; }
  17237. var wasPreviouslyBound = false;
  17238. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17239. this._activeChannel = texture._designatedSlot;
  17240. }
  17241. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17242. var isTextureForRendering = texture && texture._initialSlot > -1;
  17243. if (currentTextureBound !== texture || force) {
  17244. if (currentTextureBound) {
  17245. this._removeDesignatedSlot(currentTextureBound);
  17246. }
  17247. this._activateCurrentTexture();
  17248. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17249. this._boundTexturesCache[this._activeChannel] = texture;
  17250. if (texture) {
  17251. if (!this.disableTextureBindingOptimization) {
  17252. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17253. if (slotIndex > -1) {
  17254. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17255. }
  17256. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17257. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17258. }
  17259. texture._designatedSlot = this._activeChannel;
  17260. }
  17261. }
  17262. else if (forTextureDataUpdate) {
  17263. wasPreviouslyBound = true;
  17264. this._activateCurrentTexture();
  17265. }
  17266. if (isTextureForRendering && !forTextureDataUpdate) {
  17267. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17268. }
  17269. return wasPreviouslyBound;
  17270. };
  17271. /** @hidden */
  17272. Engine.prototype._bindTexture = function (channel, texture) {
  17273. if (channel < 0) {
  17274. return;
  17275. }
  17276. if (texture) {
  17277. channel = this._getCorrectTextureChannel(channel, texture);
  17278. }
  17279. this._activeChannel = channel;
  17280. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17281. };
  17282. /**
  17283. * Sets a texture to the webGL context from a postprocess
  17284. * @param channel defines the channel to use
  17285. * @param postProcess defines the source postprocess
  17286. */
  17287. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17288. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17289. };
  17290. /**
  17291. * Binds the output of the passed in post process to the texture channel specified
  17292. * @param channel The channel the texture should be bound to
  17293. * @param postProcess The post process which's output should be bound
  17294. */
  17295. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17296. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17297. };
  17298. /**
  17299. * Unbind all textures from the webGL context
  17300. */
  17301. Engine.prototype.unbindAllTextures = function () {
  17302. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17303. this._activeChannel = channel;
  17304. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17305. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17306. if (this.webGLVersion > 1) {
  17307. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17308. }
  17309. }
  17310. };
  17311. /**
  17312. * Sets a texture to the according uniform.
  17313. * @param channel The texture channel
  17314. * @param uniform The uniform to set
  17315. * @param texture The texture to apply
  17316. */
  17317. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17318. if (channel < 0) {
  17319. return;
  17320. }
  17321. if (uniform) {
  17322. this._boundUniforms[channel] = uniform;
  17323. }
  17324. this._setTexture(channel, texture);
  17325. };
  17326. /**
  17327. * Sets a depth stencil texture from a render target to the according uniform.
  17328. * @param channel The texture channel
  17329. * @param uniform The uniform to set
  17330. * @param texture The render target texture containing the depth stencil texture to apply
  17331. */
  17332. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17333. if (channel < 0) {
  17334. return;
  17335. }
  17336. if (uniform) {
  17337. this._boundUniforms[channel] = uniform;
  17338. }
  17339. if (!texture || !texture.depthStencilTexture) {
  17340. this._setTexture(channel, null);
  17341. }
  17342. else {
  17343. this._setTexture(channel, texture, false, true);
  17344. }
  17345. };
  17346. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17347. var uniform = this._boundUniforms[sourceSlot];
  17348. if (uniform._currentState === destination) {
  17349. return;
  17350. }
  17351. this._gl.uniform1i(uniform, destination);
  17352. uniform._currentState = destination;
  17353. };
  17354. Engine.prototype._getTextureWrapMode = function (mode) {
  17355. switch (mode) {
  17356. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17357. return this._gl.REPEAT;
  17358. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17359. return this._gl.CLAMP_TO_EDGE;
  17360. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17361. return this._gl.MIRRORED_REPEAT;
  17362. }
  17363. return this._gl.REPEAT;
  17364. };
  17365. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17366. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17367. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17368. // Not ready?
  17369. if (!texture) {
  17370. if (this._boundTexturesCache[channel] != null) {
  17371. this._activeChannel = channel;
  17372. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17373. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17374. if (this.webGLVersion > 1) {
  17375. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17376. }
  17377. }
  17378. return false;
  17379. }
  17380. // Video
  17381. if (texture.video) {
  17382. this._activeChannel = channel;
  17383. texture.update();
  17384. }
  17385. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17386. texture.delayLoad();
  17387. return false;
  17388. }
  17389. var internalTexture;
  17390. if (depthStencilTexture) {
  17391. internalTexture = texture.depthStencilTexture;
  17392. }
  17393. else if (texture.isReady()) {
  17394. internalTexture = texture.getInternalTexture();
  17395. }
  17396. else if (texture.isCube) {
  17397. internalTexture = this.emptyCubeTexture;
  17398. }
  17399. else if (texture.is3D) {
  17400. internalTexture = this.emptyTexture3D;
  17401. }
  17402. else {
  17403. internalTexture = this.emptyTexture;
  17404. }
  17405. if (!isPartOfTextureArray) {
  17406. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17407. }
  17408. var needToBind = true;
  17409. if (this._boundTexturesCache[channel] === internalTexture) {
  17410. this._moveBoundTextureOnTop(internalTexture);
  17411. if (!isPartOfTextureArray) {
  17412. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17413. }
  17414. needToBind = false;
  17415. }
  17416. this._activeChannel = channel;
  17417. if (internalTexture && internalTexture.is3D) {
  17418. if (needToBind) {
  17419. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17420. }
  17421. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17422. internalTexture._cachedWrapU = texture.wrapU;
  17423. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17424. }
  17425. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17426. internalTexture._cachedWrapV = texture.wrapV;
  17427. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17428. }
  17429. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17430. internalTexture._cachedWrapR = texture.wrapR;
  17431. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17432. }
  17433. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17434. }
  17435. else if (internalTexture && internalTexture.isCube) {
  17436. if (needToBind) {
  17437. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17438. }
  17439. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17440. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17441. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17442. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17443. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17444. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17445. }
  17446. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17447. }
  17448. else {
  17449. if (needToBind) {
  17450. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17451. }
  17452. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17453. internalTexture._cachedWrapU = texture.wrapU;
  17454. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17455. }
  17456. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17457. internalTexture._cachedWrapV = texture.wrapV;
  17458. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17459. }
  17460. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17461. }
  17462. return true;
  17463. };
  17464. /**
  17465. * Sets an array of texture to the webGL context
  17466. * @param channel defines the channel where the texture array must be set
  17467. * @param uniform defines the associated uniform location
  17468. * @param textures defines the array of textures to bind
  17469. */
  17470. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17471. if (channel < 0 || !uniform) {
  17472. return;
  17473. }
  17474. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17475. this._textureUnits = new Int32Array(textures.length);
  17476. }
  17477. for (var i = 0; i < textures.length; i++) {
  17478. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17479. }
  17480. this._gl.uniform1iv(uniform, this._textureUnits);
  17481. for (var index = 0; index < textures.length; index++) {
  17482. this._setTexture(this._textureUnits[index], textures[index], true);
  17483. }
  17484. };
  17485. /** @hidden */
  17486. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17487. var internalTexture = texture.getInternalTexture();
  17488. if (!internalTexture) {
  17489. return;
  17490. }
  17491. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17492. var value = texture.anisotropicFilteringLevel;
  17493. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17494. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17495. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17496. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17497. }
  17498. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17499. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17500. internalTexture._cachedAnisotropicFilteringLevel = value;
  17501. }
  17502. };
  17503. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17504. this._bindTextureDirectly(target, texture, true, true);
  17505. this._gl.texParameterf(target, parameter, value);
  17506. };
  17507. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17508. if (texture) {
  17509. this._bindTextureDirectly(target, texture, true, true);
  17510. }
  17511. this._gl.texParameteri(target, parameter, value);
  17512. };
  17513. /**
  17514. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17515. * @param x defines the x coordinate of the rectangle where pixels must be read
  17516. * @param y defines the y coordinate of the rectangle where pixels must be read
  17517. * @param width defines the width of the rectangle where pixels must be read
  17518. * @param height defines the height of the rectangle where pixels must be read
  17519. * @returns a Uint8Array containing RGBA colors
  17520. */
  17521. Engine.prototype.readPixels = function (x, y, width, height) {
  17522. var data = new Uint8Array(height * width * 4);
  17523. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17524. return data;
  17525. };
  17526. /**
  17527. * Add an externaly attached data from its key.
  17528. * This method call will fail and return false, if such key already exists.
  17529. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17530. * @param key the unique key that identifies the data
  17531. * @param data the data object to associate to the key for this Engine instance
  17532. * @return true if no such key were already present and the data was added successfully, false otherwise
  17533. */
  17534. Engine.prototype.addExternalData = function (key, data) {
  17535. if (!this._externalData) {
  17536. this._externalData = new BABYLON.StringDictionary();
  17537. }
  17538. return this._externalData.add(key, data);
  17539. };
  17540. /**
  17541. * Get an externaly attached data from its key
  17542. * @param key the unique key that identifies the data
  17543. * @return the associated data, if present (can be null), or undefined if not present
  17544. */
  17545. Engine.prototype.getExternalData = function (key) {
  17546. if (!this._externalData) {
  17547. this._externalData = new BABYLON.StringDictionary();
  17548. }
  17549. return this._externalData.get(key);
  17550. };
  17551. /**
  17552. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17553. * @param key the unique key that identifies the data
  17554. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17555. * @return the associated data, can be null if the factory returned null.
  17556. */
  17557. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17558. if (!this._externalData) {
  17559. this._externalData = new BABYLON.StringDictionary();
  17560. }
  17561. return this._externalData.getOrAddWithFactory(key, factory);
  17562. };
  17563. /**
  17564. * Remove an externaly attached data from the Engine instance
  17565. * @param key the unique key that identifies the data
  17566. * @return true if the data was successfully removed, false if it doesn't exist
  17567. */
  17568. Engine.prototype.removeExternalData = function (key) {
  17569. if (!this._externalData) {
  17570. this._externalData = new BABYLON.StringDictionary();
  17571. }
  17572. return this._externalData.remove(key);
  17573. };
  17574. /**
  17575. * Unbind all vertex attributes from the webGL context
  17576. */
  17577. Engine.prototype.unbindAllAttributes = function () {
  17578. if (this._mustWipeVertexAttributes) {
  17579. this._mustWipeVertexAttributes = false;
  17580. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17581. this._gl.disableVertexAttribArray(i);
  17582. this._vertexAttribArraysEnabled[i] = false;
  17583. this._currentBufferPointers[i].active = false;
  17584. }
  17585. return;
  17586. }
  17587. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17588. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17589. continue;
  17590. }
  17591. this._gl.disableVertexAttribArray(i);
  17592. this._vertexAttribArraysEnabled[i] = false;
  17593. this._currentBufferPointers[i].active = false;
  17594. }
  17595. };
  17596. /**
  17597. * 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
  17598. */
  17599. Engine.prototype.releaseEffects = function () {
  17600. for (var name in this._compiledEffects) {
  17601. this._deleteProgram(this._compiledEffects[name]._program);
  17602. }
  17603. this._compiledEffects = {};
  17604. };
  17605. /**
  17606. * Dispose and release all associated resources
  17607. */
  17608. Engine.prototype.dispose = function () {
  17609. this.hideLoadingUI();
  17610. this.stopRenderLoop();
  17611. // Release postProcesses
  17612. while (this.postProcesses.length) {
  17613. this.postProcesses[0].dispose();
  17614. }
  17615. // Empty texture
  17616. if (this._emptyTexture) {
  17617. this._releaseTexture(this._emptyTexture);
  17618. this._emptyTexture = null;
  17619. }
  17620. if (this._emptyCubeTexture) {
  17621. this._releaseTexture(this._emptyCubeTexture);
  17622. this._emptyCubeTexture = null;
  17623. }
  17624. // Rescale PP
  17625. if (this._rescalePostProcess) {
  17626. this._rescalePostProcess.dispose();
  17627. }
  17628. // Release scenes
  17629. while (this.scenes.length) {
  17630. this.scenes[0].dispose();
  17631. }
  17632. // Release audio engine
  17633. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17634. Engine.audioEngine.dispose();
  17635. }
  17636. // Release effects
  17637. this.releaseEffects();
  17638. // Unbind
  17639. this.unbindAllAttributes();
  17640. this._boundUniforms = [];
  17641. if (this._dummyFramebuffer) {
  17642. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17643. }
  17644. //WebVR
  17645. this.disableVR();
  17646. // Events
  17647. if (BABYLON.Tools.IsWindowObjectExist()) {
  17648. window.removeEventListener("blur", this._onBlur);
  17649. window.removeEventListener("focus", this._onFocus);
  17650. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17651. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17652. if (this._renderingCanvas) {
  17653. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17654. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17655. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17656. if (!this._doNotHandleContextLost) {
  17657. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17658. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17659. }
  17660. }
  17661. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17662. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17663. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17664. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17665. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17666. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17667. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17668. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17669. if (this._onVrDisplayConnect) {
  17670. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17671. if (this._onVrDisplayDisconnect) {
  17672. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17673. }
  17674. if (this._onVrDisplayPresentChange) {
  17675. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17676. }
  17677. this._onVrDisplayConnect = null;
  17678. this._onVrDisplayDisconnect = null;
  17679. }
  17680. }
  17681. // Remove from Instances
  17682. var index = Engine.Instances.indexOf(this);
  17683. if (index >= 0) {
  17684. Engine.Instances.splice(index, 1);
  17685. }
  17686. this._workingCanvas = null;
  17687. this._workingContext = null;
  17688. this._currentBufferPointers = [];
  17689. this._renderingCanvas = null;
  17690. this._currentProgram = null;
  17691. this._bindedRenderFunction = null;
  17692. this.onResizeObservable.clear();
  17693. this.onCanvasBlurObservable.clear();
  17694. this.onCanvasFocusObservable.clear();
  17695. this.onCanvasPointerOutObservable.clear();
  17696. this.onBeginFrameObservable.clear();
  17697. this.onEndFrameObservable.clear();
  17698. BABYLON.Effect.ResetCache();
  17699. // Abort active requests
  17700. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17701. var request = _a[_i];
  17702. request.abort();
  17703. }
  17704. };
  17705. // Loading screen
  17706. /**
  17707. * Display the loading screen
  17708. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17709. */
  17710. Engine.prototype.displayLoadingUI = function () {
  17711. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17712. return;
  17713. }
  17714. var loadingScreen = this.loadingScreen;
  17715. if (loadingScreen) {
  17716. loadingScreen.displayLoadingUI();
  17717. }
  17718. };
  17719. /**
  17720. * Hide the loading screen
  17721. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17722. */
  17723. Engine.prototype.hideLoadingUI = function () {
  17724. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17725. return;
  17726. }
  17727. var loadingScreen = this.loadingScreen;
  17728. if (loadingScreen) {
  17729. loadingScreen.hideLoadingUI();
  17730. }
  17731. };
  17732. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17733. /**
  17734. * Gets the current loading screen object
  17735. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17736. */
  17737. get: function () {
  17738. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17739. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17740. }
  17741. return this._loadingScreen;
  17742. },
  17743. /**
  17744. * Sets the current loading screen object
  17745. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17746. */
  17747. set: function (loadingScreen) {
  17748. this._loadingScreen = loadingScreen;
  17749. },
  17750. enumerable: true,
  17751. configurable: true
  17752. });
  17753. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17754. /**
  17755. * Sets the current loading screen text
  17756. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17757. */
  17758. set: function (text) {
  17759. this.loadingScreen.loadingUIText = text;
  17760. },
  17761. enumerable: true,
  17762. configurable: true
  17763. });
  17764. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17765. /**
  17766. * Sets the current loading screen background color
  17767. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17768. */
  17769. set: function (color) {
  17770. this.loadingScreen.loadingUIBackgroundColor = color;
  17771. },
  17772. enumerable: true,
  17773. configurable: true
  17774. });
  17775. /**
  17776. * Attach a new callback raised when context lost event is fired
  17777. * @param callback defines the callback to call
  17778. */
  17779. Engine.prototype.attachContextLostEvent = function (callback) {
  17780. if (this._renderingCanvas) {
  17781. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17782. }
  17783. };
  17784. /**
  17785. * Attach a new callback raised when context restored event is fired
  17786. * @param callback defines the callback to call
  17787. */
  17788. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17789. if (this._renderingCanvas) {
  17790. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17791. }
  17792. };
  17793. /**
  17794. * Gets the source code of the vertex shader associated with a specific webGL program
  17795. * @param program defines the program to use
  17796. * @returns a string containing the source code of the vertex shader associated with the program
  17797. */
  17798. Engine.prototype.getVertexShaderSource = function (program) {
  17799. var shaders = this._gl.getAttachedShaders(program);
  17800. if (!shaders) {
  17801. return null;
  17802. }
  17803. return this._gl.getShaderSource(shaders[0]);
  17804. };
  17805. /**
  17806. * Gets the source code of the fragment shader associated with a specific webGL program
  17807. * @param program defines the program to use
  17808. * @returns a string containing the source code of the fragment shader associated with the program
  17809. */
  17810. Engine.prototype.getFragmentShaderSource = function (program) {
  17811. var shaders = this._gl.getAttachedShaders(program);
  17812. if (!shaders) {
  17813. return null;
  17814. }
  17815. return this._gl.getShaderSource(shaders[1]);
  17816. };
  17817. /**
  17818. * Get the current error code of the webGL context
  17819. * @returns the error code
  17820. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17821. */
  17822. Engine.prototype.getError = function () {
  17823. return this._gl.getError();
  17824. };
  17825. // FPS
  17826. /**
  17827. * Gets the current framerate
  17828. * @returns a number representing the framerate
  17829. */
  17830. Engine.prototype.getFps = function () {
  17831. return this._fps;
  17832. };
  17833. /**
  17834. * Gets the time spent between current and previous frame
  17835. * @returns a number representing the delta time in ms
  17836. */
  17837. Engine.prototype.getDeltaTime = function () {
  17838. return this._deltaTime;
  17839. };
  17840. Engine.prototype._measureFps = function () {
  17841. this._performanceMonitor.sampleFrame();
  17842. this._fps = this._performanceMonitor.averageFPS;
  17843. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17844. };
  17845. /** @hidden */
  17846. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17847. if (faceIndex === void 0) { faceIndex = -1; }
  17848. if (level === void 0) { level = 0; }
  17849. if (buffer === void 0) { buffer = null; }
  17850. var gl = this._gl;
  17851. if (!this._dummyFramebuffer) {
  17852. var dummy = gl.createFramebuffer();
  17853. if (!dummy) {
  17854. throw new Error("Unable to create dummy framebuffer");
  17855. }
  17856. this._dummyFramebuffer = dummy;
  17857. }
  17858. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17859. if (faceIndex > -1) {
  17860. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17861. }
  17862. else {
  17863. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17864. }
  17865. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17866. switch (readType) {
  17867. case gl.UNSIGNED_BYTE:
  17868. if (!buffer) {
  17869. buffer = new Uint8Array(4 * width * height);
  17870. }
  17871. readType = gl.UNSIGNED_BYTE;
  17872. break;
  17873. default:
  17874. if (!buffer) {
  17875. buffer = new Float32Array(4 * width * height);
  17876. }
  17877. readType = gl.FLOAT;
  17878. break;
  17879. }
  17880. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17881. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17882. return buffer;
  17883. };
  17884. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17885. if (this._webGLVersion > 1) {
  17886. return this._caps.colorBufferFloat;
  17887. }
  17888. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17889. };
  17890. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17891. if (this._webGLVersion > 1) {
  17892. return this._caps.colorBufferFloat;
  17893. }
  17894. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17895. };
  17896. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17897. Engine.prototype._canRenderToFramebuffer = function (type) {
  17898. var gl = this._gl;
  17899. //clear existing errors
  17900. while (gl.getError() !== gl.NO_ERROR) { }
  17901. var successful = true;
  17902. var texture = gl.createTexture();
  17903. gl.bindTexture(gl.TEXTURE_2D, texture);
  17904. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17905. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17906. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17907. var fb = gl.createFramebuffer();
  17908. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17909. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17910. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17911. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17912. successful = successful && (gl.getError() === gl.NO_ERROR);
  17913. //try render by clearing frame buffer's color buffer
  17914. if (successful) {
  17915. gl.clear(gl.COLOR_BUFFER_BIT);
  17916. successful = successful && (gl.getError() === gl.NO_ERROR);
  17917. }
  17918. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17919. if (successful) {
  17920. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17921. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17922. var readFormat = gl.RGBA;
  17923. var readType = gl.UNSIGNED_BYTE;
  17924. var buffer = new Uint8Array(4);
  17925. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17926. successful = successful && (gl.getError() === gl.NO_ERROR);
  17927. }
  17928. //clean up
  17929. gl.deleteTexture(texture);
  17930. gl.deleteFramebuffer(fb);
  17931. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17932. //clear accumulated errors
  17933. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17934. return successful;
  17935. };
  17936. /** @hidden */
  17937. Engine.prototype._getWebGLTextureType = function (type) {
  17938. if (this._webGLVersion === 1) {
  17939. switch (type) {
  17940. case Engine.TEXTURETYPE_FLOAT:
  17941. return this._gl.FLOAT;
  17942. case Engine.TEXTURETYPE_HALF_FLOAT:
  17943. return this._gl.HALF_FLOAT_OES;
  17944. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17945. return this._gl.UNSIGNED_BYTE;
  17946. }
  17947. return this._gl.UNSIGNED_BYTE;
  17948. }
  17949. switch (type) {
  17950. case Engine.TEXTURETYPE_BYTE:
  17951. return this._gl.BYTE;
  17952. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17953. return this._gl.UNSIGNED_BYTE;
  17954. case Engine.TEXTURETYPE_SHORT:
  17955. return this._gl.SHORT;
  17956. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17957. return this._gl.UNSIGNED_SHORT;
  17958. case Engine.TEXTURETYPE_INT:
  17959. return this._gl.INT;
  17960. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17961. return this._gl.UNSIGNED_INT;
  17962. case Engine.TEXTURETYPE_FLOAT:
  17963. return this._gl.FLOAT;
  17964. case Engine.TEXTURETYPE_HALF_FLOAT:
  17965. return this._gl.HALF_FLOAT;
  17966. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17967. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17968. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17969. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17970. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17971. return this._gl.UNSIGNED_SHORT_5_6_5;
  17972. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17973. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17974. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17975. return this._gl.UNSIGNED_INT_24_8;
  17976. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17977. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17978. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17979. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17980. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17981. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17982. }
  17983. return this._gl.UNSIGNED_BYTE;
  17984. };
  17985. Engine.prototype._getInternalFormat = function (format) {
  17986. var internalFormat = this._gl.RGBA;
  17987. switch (format) {
  17988. case Engine.TEXTUREFORMAT_ALPHA:
  17989. internalFormat = this._gl.ALPHA;
  17990. break;
  17991. case Engine.TEXTUREFORMAT_LUMINANCE:
  17992. internalFormat = this._gl.LUMINANCE;
  17993. break;
  17994. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17995. internalFormat = this._gl.LUMINANCE_ALPHA;
  17996. break;
  17997. case Engine.TEXTUREFORMAT_RED:
  17998. internalFormat = this._gl.RED;
  17999. break;
  18000. case Engine.TEXTUREFORMAT_RG:
  18001. internalFormat = this._gl.RG;
  18002. break;
  18003. case Engine.TEXTUREFORMAT_RGB:
  18004. internalFormat = this._gl.RGB;
  18005. break;
  18006. case Engine.TEXTUREFORMAT_RGBA:
  18007. internalFormat = this._gl.RGBA;
  18008. break;
  18009. }
  18010. if (this._webGLVersion > 1) {
  18011. switch (format) {
  18012. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18013. internalFormat = this._gl.RED_INTEGER;
  18014. break;
  18015. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18016. internalFormat = this._gl.RG_INTEGER;
  18017. break;
  18018. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18019. internalFormat = this._gl.RGB_INTEGER;
  18020. break;
  18021. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18022. internalFormat = this._gl.RGBA_INTEGER;
  18023. break;
  18024. }
  18025. }
  18026. return internalFormat;
  18027. };
  18028. /** @hidden */
  18029. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18030. if (this._webGLVersion === 1) {
  18031. if (format !== undefined) {
  18032. switch (format) {
  18033. case Engine.TEXTUREFORMAT_ALPHA:
  18034. return this._gl.ALPHA;
  18035. case Engine.TEXTUREFORMAT_LUMINANCE:
  18036. return this._gl.LUMINANCE;
  18037. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18038. return this._gl.LUMINANCE_ALPHA;
  18039. }
  18040. }
  18041. return this._gl.RGBA;
  18042. }
  18043. switch (type) {
  18044. case Engine.TEXTURETYPE_BYTE:
  18045. switch (format) {
  18046. case Engine.TEXTUREFORMAT_RED:
  18047. return this._gl.R8_SNORM;
  18048. case Engine.TEXTUREFORMAT_RG:
  18049. return this._gl.RG8_SNORM;
  18050. case Engine.TEXTUREFORMAT_RGB:
  18051. return this._gl.RGB8_SNORM;
  18052. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18053. return this._gl.R8I;
  18054. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18055. return this._gl.RG8I;
  18056. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18057. return this._gl.RGB8I;
  18058. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18059. return this._gl.RGBA8I;
  18060. default:
  18061. return this._gl.RGBA8_SNORM;
  18062. }
  18063. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18064. switch (format) {
  18065. case Engine.TEXTUREFORMAT_RED:
  18066. return this._gl.R8;
  18067. case Engine.TEXTUREFORMAT_RG:
  18068. return this._gl.RG8;
  18069. case Engine.TEXTUREFORMAT_RGB:
  18070. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18071. case Engine.TEXTUREFORMAT_RGBA:
  18072. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18073. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18074. return this._gl.R8UI;
  18075. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18076. return this._gl.RG8UI;
  18077. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18078. return this._gl.RGB8UI;
  18079. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18080. return this._gl.RGBA8UI;
  18081. default:
  18082. return this._gl.RGBA8;
  18083. }
  18084. case Engine.TEXTURETYPE_SHORT:
  18085. switch (format) {
  18086. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18087. return this._gl.R16I;
  18088. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18089. return this._gl.RG16I;
  18090. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18091. return this._gl.RGB16I;
  18092. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18093. return this._gl.RGBA16I;
  18094. default:
  18095. return this._gl.RGBA16I;
  18096. }
  18097. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18098. switch (format) {
  18099. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18100. return this._gl.R16UI;
  18101. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18102. return this._gl.RG16UI;
  18103. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18104. return this._gl.RGB16UI;
  18105. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18106. return this._gl.RGBA16UI;
  18107. default:
  18108. return this._gl.RGBA16UI;
  18109. }
  18110. case Engine.TEXTURETYPE_INT:
  18111. switch (format) {
  18112. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18113. return this._gl.R32I;
  18114. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18115. return this._gl.RG32I;
  18116. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18117. return this._gl.RGB32I;
  18118. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18119. return this._gl.RGBA32I;
  18120. default:
  18121. return this._gl.RGBA32I;
  18122. }
  18123. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18124. switch (format) {
  18125. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18126. return this._gl.R32UI;
  18127. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18128. return this._gl.RG32UI;
  18129. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18130. return this._gl.RGB32UI;
  18131. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18132. return this._gl.RGBA32UI;
  18133. default:
  18134. return this._gl.RGBA32UI;
  18135. }
  18136. case Engine.TEXTURETYPE_FLOAT:
  18137. switch (format) {
  18138. case Engine.TEXTUREFORMAT_RED:
  18139. return this._gl.R32F; // By default. Other possibility is R16F.
  18140. case Engine.TEXTUREFORMAT_RG:
  18141. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18142. case Engine.TEXTUREFORMAT_RGB:
  18143. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18144. case Engine.TEXTUREFORMAT_RGBA:
  18145. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18146. default:
  18147. return this._gl.RGBA32F;
  18148. }
  18149. case Engine.TEXTURETYPE_HALF_FLOAT:
  18150. switch (format) {
  18151. case Engine.TEXTUREFORMAT_RED:
  18152. return this._gl.R16F;
  18153. case Engine.TEXTUREFORMAT_RG:
  18154. return this._gl.RG16F;
  18155. case Engine.TEXTUREFORMAT_RGB:
  18156. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18157. case Engine.TEXTUREFORMAT_RGBA:
  18158. return this._gl.RGBA16F;
  18159. default:
  18160. return this._gl.RGBA16F;
  18161. }
  18162. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18163. return this._gl.RGB565;
  18164. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18165. return this._gl.R11F_G11F_B10F;
  18166. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18167. return this._gl.RGB9_E5;
  18168. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18169. return this._gl.RGBA4;
  18170. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18171. return this._gl.RGB5_A1;
  18172. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18173. switch (format) {
  18174. case Engine.TEXTUREFORMAT_RGBA:
  18175. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18176. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18177. return this._gl.RGB10_A2UI;
  18178. default:
  18179. return this._gl.RGB10_A2;
  18180. }
  18181. }
  18182. return this._gl.RGBA8;
  18183. };
  18184. /** @hidden */
  18185. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18186. if (type === Engine.TEXTURETYPE_FLOAT) {
  18187. return this._gl.RGBA32F;
  18188. }
  18189. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18190. return this._gl.RGBA16F;
  18191. }
  18192. return this._gl.RGBA8;
  18193. };
  18194. /** @hidden */
  18195. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18196. var _this = this;
  18197. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18198. this._activeRequests.push(request);
  18199. request.onCompleteObservable.add(function (request) {
  18200. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18201. });
  18202. return request;
  18203. };
  18204. /** @hidden */
  18205. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18206. var _this = this;
  18207. return new Promise(function (resolve, reject) {
  18208. _this._loadFile(url, function (data) {
  18209. resolve(data);
  18210. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18211. reject(exception);
  18212. });
  18213. });
  18214. };
  18215. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18216. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18217. var onload = function (data) {
  18218. loadedFiles[index] = data;
  18219. loadedFiles._internalCount++;
  18220. if (loadedFiles._internalCount === 6) {
  18221. onfinish(loadedFiles);
  18222. }
  18223. };
  18224. var onerror = function (request, exception) {
  18225. if (onErrorCallBack && request) {
  18226. onErrorCallBack(request.status + " " + request.statusText, exception);
  18227. }
  18228. };
  18229. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18230. };
  18231. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18232. if (onError === void 0) { onError = null; }
  18233. var loadedFiles = [];
  18234. loadedFiles._internalCount = 0;
  18235. for (var index = 0; index < 6; index++) {
  18236. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18237. }
  18238. };
  18239. // Statics
  18240. /**
  18241. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18242. * @returns true if the engine can be created
  18243. * @ignorenaming
  18244. */
  18245. Engine.isSupported = function () {
  18246. try {
  18247. var tempcanvas = document.createElement("canvas");
  18248. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18249. return gl != null && !!window.WebGLRenderingContext;
  18250. }
  18251. catch (e) {
  18252. return false;
  18253. }
  18254. };
  18255. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18256. Engine.ExceptionList = [
  18257. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18258. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18259. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18260. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18261. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18262. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18263. ];
  18264. /** Gets the list of created engines */
  18265. Engine.Instances = new Array();
  18266. /**
  18267. * Hidden
  18268. */
  18269. Engine._TextureLoaders = [];
  18270. // Const statics
  18271. /** Defines that alpha blending is disabled */
  18272. Engine.ALPHA_DISABLE = 0;
  18273. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18274. Engine.ALPHA_ADD = 1;
  18275. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18276. Engine.ALPHA_COMBINE = 2;
  18277. /** Defines that alpha blending to DEST - SRC * DEST */
  18278. Engine.ALPHA_SUBTRACT = 3;
  18279. /** Defines that alpha blending to SRC * DEST */
  18280. Engine.ALPHA_MULTIPLY = 4;
  18281. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18282. Engine.ALPHA_MAXIMIZED = 5;
  18283. /** Defines that alpha blending to SRC + DEST */
  18284. Engine.ALPHA_ONEONE = 6;
  18285. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18286. Engine.ALPHA_PREMULTIPLIED = 7;
  18287. /**
  18288. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18289. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18290. */
  18291. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18292. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18293. Engine.ALPHA_INTERPOLATE = 9;
  18294. /**
  18295. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18296. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18297. */
  18298. Engine.ALPHA_SCREENMODE = 10;
  18299. /** Defines that the ressource is not delayed*/
  18300. Engine.DELAYLOADSTATE_NONE = 0;
  18301. /** Defines that the ressource was successfully delay loaded */
  18302. Engine.DELAYLOADSTATE_LOADED = 1;
  18303. /** Defines that the ressource is currently delay loading */
  18304. Engine.DELAYLOADSTATE_LOADING = 2;
  18305. /** Defines that the ressource is delayed and has not started loading */
  18306. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18307. // Depht or Stencil test Constants.
  18308. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18309. Engine.NEVER = 0x0200;
  18310. /** 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 */
  18311. Engine.ALWAYS = 0x0207;
  18312. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18313. Engine.LESS = 0x0201;
  18314. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18315. Engine.EQUAL = 0x0202;
  18316. /** 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 */
  18317. Engine.LEQUAL = 0x0203;
  18318. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18319. Engine.GREATER = 0x0204;
  18320. /** 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 */
  18321. Engine.GEQUAL = 0x0206;
  18322. /** 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 */
  18323. Engine.NOTEQUAL = 0x0205;
  18324. // Stencil Actions Constants.
  18325. /** Passed to stencilOperation to specify that stencil value must be kept */
  18326. Engine.KEEP = 0x1E00;
  18327. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18328. Engine.REPLACE = 0x1E01;
  18329. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18330. Engine.INCR = 0x1E02;
  18331. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18332. Engine.DECR = 0x1E03;
  18333. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18334. Engine.INVERT = 0x150A;
  18335. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18336. Engine.INCR_WRAP = 0x8507;
  18337. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18338. Engine.DECR_WRAP = 0x8508;
  18339. /** Texture is not repeating outside of 0..1 UVs */
  18340. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18341. /** Texture is repeating outside of 0..1 UVs */
  18342. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18343. /** Texture is repeating and mirrored */
  18344. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18345. /** ALPHA */
  18346. Engine.TEXTUREFORMAT_ALPHA = 0;
  18347. /** LUMINANCE */
  18348. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18349. /** LUMINANCE_ALPHA */
  18350. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18351. /** RGB */
  18352. Engine.TEXTUREFORMAT_RGB = 4;
  18353. /** RGBA */
  18354. Engine.TEXTUREFORMAT_RGBA = 5;
  18355. /** RED */
  18356. Engine.TEXTUREFORMAT_RED = 6;
  18357. /** RED (2nd reference) */
  18358. Engine.TEXTUREFORMAT_R = 6;
  18359. /** RG */
  18360. Engine.TEXTUREFORMAT_RG = 7;
  18361. /** RED_INTEGER */
  18362. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18363. /** RED_INTEGER (2nd reference) */
  18364. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18365. /** RG_INTEGER */
  18366. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18367. /** RGB_INTEGER */
  18368. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18369. /** RGBA_INTEGER */
  18370. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18371. /** UNSIGNED_BYTE */
  18372. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18373. /** UNSIGNED_BYTE (2nd reference) */
  18374. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18375. /** FLOAT */
  18376. Engine.TEXTURETYPE_FLOAT = 1;
  18377. /** HALF_FLOAT */
  18378. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18379. /** BYTE */
  18380. Engine.TEXTURETYPE_BYTE = 3;
  18381. /** SHORT */
  18382. Engine.TEXTURETYPE_SHORT = 4;
  18383. /** UNSIGNED_SHORT */
  18384. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18385. /** INT */
  18386. Engine.TEXTURETYPE_INT = 6;
  18387. /** UNSIGNED_INT */
  18388. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18389. /** UNSIGNED_SHORT_4_4_4_4 */
  18390. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18391. /** UNSIGNED_SHORT_5_5_5_1 */
  18392. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18393. /** UNSIGNED_SHORT_5_6_5 */
  18394. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18395. /** UNSIGNED_INT_2_10_10_10_REV */
  18396. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18397. /** UNSIGNED_INT_24_8 */
  18398. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18399. /** UNSIGNED_INT_10F_11F_11F_REV */
  18400. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18401. /** UNSIGNED_INT_5_9_9_9_REV */
  18402. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18403. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18404. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18405. /** nearest is mag = nearest and min = nearest and mip = linear */
  18406. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18407. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18408. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18409. /** Trilinear is mag = linear and min = linear and mip = linear */
  18410. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18411. /** nearest is mag = nearest and min = nearest and mip = linear */
  18412. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18413. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18414. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18415. /** Trilinear is mag = linear and min = linear and mip = linear */
  18416. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18417. /** mag = nearest and min = nearest and mip = nearest */
  18418. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18419. /** mag = nearest and min = linear and mip = nearest */
  18420. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18421. /** mag = nearest and min = linear and mip = linear */
  18422. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18423. /** mag = nearest and min = linear and mip = none */
  18424. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18425. /** mag = nearest and min = nearest and mip = none */
  18426. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18427. /** mag = linear and min = nearest and mip = nearest */
  18428. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18429. /** mag = linear and min = nearest and mip = linear */
  18430. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18431. /** mag = linear and min = linear and mip = none */
  18432. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18433. /** mag = linear and min = nearest and mip = none */
  18434. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18435. /** Explicit coordinates mode */
  18436. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18437. /** Spherical coordinates mode */
  18438. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18439. /** Planar coordinates mode */
  18440. Engine.TEXTURE_PLANAR_MODE = 2;
  18441. /** Cubic coordinates mode */
  18442. Engine.TEXTURE_CUBIC_MODE = 3;
  18443. /** Projection coordinates mode */
  18444. Engine.TEXTURE_PROJECTION_MODE = 4;
  18445. /** Skybox coordinates mode */
  18446. Engine.TEXTURE_SKYBOX_MODE = 5;
  18447. /** Inverse Cubic coordinates mode */
  18448. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18449. /** Equirectangular coordinates mode */
  18450. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18451. /** Equirectangular Fixed coordinates mode */
  18452. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18453. /** Equirectangular Fixed Mirrored coordinates mode */
  18454. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18455. // Texture rescaling mode
  18456. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18457. Engine.SCALEMODE_FLOOR = 1;
  18458. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18459. Engine.SCALEMODE_NEAREST = 2;
  18460. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18461. Engine.SCALEMODE_CEILING = 3;
  18462. // Updatable statics so stick with vars here
  18463. /**
  18464. * Gets or sets the epsilon value used by collision engine
  18465. */
  18466. Engine.CollisionsEpsilon = 0.001;
  18467. /**
  18468. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18469. */
  18470. Engine.CodeRepository = "src/";
  18471. /**
  18472. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18473. */
  18474. Engine.ShadersRepository = "src/Shaders/";
  18475. return Engine;
  18476. }());
  18477. BABYLON.Engine = Engine;
  18478. })(BABYLON || (BABYLON = {}));
  18479. //# sourceMappingURL=babylon.engine.js.map
  18480. var BABYLON;
  18481. (function (BABYLON) {
  18482. /**
  18483. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18484. */
  18485. var Node = /** @class */ (function () {
  18486. /**
  18487. * Creates a new Node
  18488. * @param name the name and id to be given to this node
  18489. * @param scene the scene this node will be added to
  18490. */
  18491. function Node(name, scene) {
  18492. if (scene === void 0) { scene = null; }
  18493. /**
  18494. * Gets or sets a string used to store user defined state for the node
  18495. */
  18496. this.state = "";
  18497. /**
  18498. * Gets or sets an object used to store user defined information for the node
  18499. */
  18500. this.metadata = null;
  18501. /**
  18502. * Gets or sets a boolean used to define if the node must be serialized
  18503. */
  18504. this.doNotSerialize = false;
  18505. /** @hidden */
  18506. this._isDisposed = false;
  18507. /**
  18508. * Gets a list of Animations associated with the node
  18509. */
  18510. this.animations = new Array();
  18511. this._ranges = {};
  18512. this._isEnabled = true;
  18513. this._isParentEnabled = true;
  18514. this._isReady = true;
  18515. /** @hidden */
  18516. this._currentRenderId = -1;
  18517. this._parentRenderId = -1;
  18518. this._childRenderId = -1;
  18519. /** @hidden */
  18520. this._worldMatrix = BABYLON.Matrix.Identity();
  18521. /** @hidden */
  18522. this._worldMatrixDeterminant = 0;
  18523. /** @hidden */
  18524. this._sceneRootNodesIndex = -1;
  18525. this._animationPropertiesOverride = null;
  18526. /**
  18527. * An event triggered when the mesh is disposed
  18528. */
  18529. this.onDisposeObservable = new BABYLON.Observable();
  18530. // Behaviors
  18531. this._behaviors = new Array();
  18532. this.name = name;
  18533. this.id = name;
  18534. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18535. this.uniqueId = this._scene.getUniqueId();
  18536. this._initCache();
  18537. this.addToSceneRootNodes();
  18538. }
  18539. /**
  18540. * Add a new node constructor
  18541. * @param type defines the type name of the node to construct
  18542. * @param constructorFunc defines the constructor function
  18543. */
  18544. Node.AddNodeConstructor = function (type, constructorFunc) {
  18545. this._NodeConstructors[type] = constructorFunc;
  18546. };
  18547. /**
  18548. * Returns a node constructor based on type name
  18549. * @param type defines the type name
  18550. * @param name defines the new node name
  18551. * @param scene defines the hosting scene
  18552. * @param options defines optional options to transmit to constructors
  18553. * @returns the new constructor or null
  18554. */
  18555. Node.Construct = function (type, name, scene, options) {
  18556. var constructorFunc = this._NodeConstructors[type];
  18557. if (!constructorFunc) {
  18558. return null;
  18559. }
  18560. return constructorFunc(name, scene, options);
  18561. };
  18562. /**
  18563. * Gets a boolean indicating if the node has been disposed
  18564. * @returns true if the node was disposed
  18565. */
  18566. Node.prototype.isDisposed = function () {
  18567. return this._isDisposed;
  18568. };
  18569. Object.defineProperty(Node.prototype, "parent", {
  18570. get: function () {
  18571. return this._parentNode;
  18572. },
  18573. /**
  18574. * Gets or sets the parent of the node
  18575. */
  18576. set: function (parent) {
  18577. if (this._parentNode === parent) {
  18578. return;
  18579. }
  18580. var previousParentNode = this._parentNode;
  18581. // Remove self from list of children of parent
  18582. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18583. var index = this._parentNode._children.indexOf(this);
  18584. if (index !== -1) {
  18585. this._parentNode._children.splice(index, 1);
  18586. }
  18587. if (!parent) {
  18588. this.addToSceneRootNodes();
  18589. }
  18590. }
  18591. // Store new parent
  18592. this._parentNode = parent;
  18593. // Add as child to new parent
  18594. if (this._parentNode) {
  18595. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18596. this._parentNode._children = new Array();
  18597. }
  18598. this._parentNode._children.push(this);
  18599. if (!previousParentNode) {
  18600. this.removeFromSceneRootNodes();
  18601. }
  18602. }
  18603. // Enabled state
  18604. this._syncParentEnabledState();
  18605. },
  18606. enumerable: true,
  18607. configurable: true
  18608. });
  18609. Node.prototype.addToSceneRootNodes = function () {
  18610. if (this._sceneRootNodesIndex === -1) {
  18611. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18612. this._scene.rootNodes.push(this);
  18613. }
  18614. };
  18615. Node.prototype.removeFromSceneRootNodes = function () {
  18616. if (this._sceneRootNodesIndex !== -1) {
  18617. var rootNodes = this._scene.rootNodes;
  18618. var lastIdx = rootNodes.length - 1;
  18619. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18620. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18621. this._scene.rootNodes.pop();
  18622. this._sceneRootNodesIndex = -1;
  18623. }
  18624. };
  18625. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18626. /**
  18627. * Gets or sets the animation properties override
  18628. */
  18629. get: function () {
  18630. if (!this._animationPropertiesOverride) {
  18631. return this._scene.animationPropertiesOverride;
  18632. }
  18633. return this._animationPropertiesOverride;
  18634. },
  18635. set: function (value) {
  18636. this._animationPropertiesOverride = value;
  18637. },
  18638. enumerable: true,
  18639. configurable: true
  18640. });
  18641. /**
  18642. * Gets a string idenfifying the name of the class
  18643. * @returns "Node" string
  18644. */
  18645. Node.prototype.getClassName = function () {
  18646. return "Node";
  18647. };
  18648. Object.defineProperty(Node.prototype, "onDispose", {
  18649. /**
  18650. * Sets a callback that will be raised when the node will be disposed
  18651. */
  18652. set: function (callback) {
  18653. if (this._onDisposeObserver) {
  18654. this.onDisposeObservable.remove(this._onDisposeObserver);
  18655. }
  18656. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18657. },
  18658. enumerable: true,
  18659. configurable: true
  18660. });
  18661. /**
  18662. * Gets the scene of the node
  18663. * @returns a scene
  18664. */
  18665. Node.prototype.getScene = function () {
  18666. return this._scene;
  18667. };
  18668. /**
  18669. * Gets the engine of the node
  18670. * @returns a Engine
  18671. */
  18672. Node.prototype.getEngine = function () {
  18673. return this._scene.getEngine();
  18674. };
  18675. /**
  18676. * Attach a behavior to the node
  18677. * @see http://doc.babylonjs.com/features/behaviour
  18678. * @param behavior defines the behavior to attach
  18679. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18680. * @returns the current Node
  18681. */
  18682. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18683. var _this = this;
  18684. if (attachImmediately === void 0) { attachImmediately = false; }
  18685. var index = this._behaviors.indexOf(behavior);
  18686. if (index !== -1) {
  18687. return this;
  18688. }
  18689. behavior.init();
  18690. if (this._scene.isLoading && !attachImmediately) {
  18691. // We defer the attach when the scene will be loaded
  18692. this._scene.onDataLoadedObservable.addOnce(function () {
  18693. behavior.attach(_this);
  18694. });
  18695. }
  18696. else {
  18697. behavior.attach(this);
  18698. }
  18699. this._behaviors.push(behavior);
  18700. return this;
  18701. };
  18702. /**
  18703. * Remove an attached behavior
  18704. * @see http://doc.babylonjs.com/features/behaviour
  18705. * @param behavior defines the behavior to attach
  18706. * @returns the current Node
  18707. */
  18708. Node.prototype.removeBehavior = function (behavior) {
  18709. var index = this._behaviors.indexOf(behavior);
  18710. if (index === -1) {
  18711. return this;
  18712. }
  18713. this._behaviors[index].detach();
  18714. this._behaviors.splice(index, 1);
  18715. return this;
  18716. };
  18717. Object.defineProperty(Node.prototype, "behaviors", {
  18718. /**
  18719. * Gets the list of attached behaviors
  18720. * @see http://doc.babylonjs.com/features/behaviour
  18721. */
  18722. get: function () {
  18723. return this._behaviors;
  18724. },
  18725. enumerable: true,
  18726. configurable: true
  18727. });
  18728. /**
  18729. * Gets an attached behavior by name
  18730. * @param name defines the name of the behavior to look for
  18731. * @see http://doc.babylonjs.com/features/behaviour
  18732. * @returns null if behavior was not found else the requested behavior
  18733. */
  18734. Node.prototype.getBehaviorByName = function (name) {
  18735. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18736. var behavior = _a[_i];
  18737. if (behavior.name === name) {
  18738. return behavior;
  18739. }
  18740. }
  18741. return null;
  18742. };
  18743. /**
  18744. * Returns the latest update of the World matrix
  18745. * @returns a Matrix
  18746. */
  18747. Node.prototype.getWorldMatrix = function () {
  18748. if (this._currentRenderId !== this._scene.getRenderId()) {
  18749. this.computeWorldMatrix();
  18750. }
  18751. return this._worldMatrix;
  18752. };
  18753. /** @hidden */
  18754. Node.prototype._getWorldMatrixDeterminant = function () {
  18755. return this._worldMatrixDeterminant;
  18756. };
  18757. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18758. /**
  18759. * Returns directly the latest state of the mesh World matrix.
  18760. * A Matrix is returned.
  18761. */
  18762. get: function () {
  18763. return this._worldMatrix;
  18764. },
  18765. enumerable: true,
  18766. configurable: true
  18767. });
  18768. // override it in derived class if you add new variables to the cache
  18769. // and call the parent class method
  18770. /** @hidden */
  18771. Node.prototype._initCache = function () {
  18772. this._cache = {};
  18773. this._cache.parent = undefined;
  18774. };
  18775. /** @hidden */
  18776. Node.prototype.updateCache = function (force) {
  18777. if (!force && this.isSynchronized()) {
  18778. return;
  18779. }
  18780. this._cache.parent = this.parent;
  18781. this._updateCache();
  18782. };
  18783. // override it in derived class if you add new variables to the cache
  18784. // and call the parent class method if !ignoreParentClass
  18785. /** @hidden */
  18786. Node.prototype._updateCache = function (ignoreParentClass) {
  18787. };
  18788. // override it in derived class if you add new variables to the cache
  18789. /** @hidden */
  18790. Node.prototype._isSynchronized = function () {
  18791. return true;
  18792. };
  18793. /** @hidden */
  18794. Node.prototype._markSyncedWithParent = function () {
  18795. if (this._parentNode) {
  18796. this._parentRenderId = this._parentNode._childRenderId;
  18797. }
  18798. };
  18799. /** @hidden */
  18800. Node.prototype.isSynchronizedWithParent = function () {
  18801. if (!this._parentNode) {
  18802. return true;
  18803. }
  18804. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18805. return false;
  18806. }
  18807. return this._parentNode.isSynchronized();
  18808. };
  18809. /** @hidden */
  18810. Node.prototype.isSynchronized = function () {
  18811. if (this._cache.parent != this._parentNode) {
  18812. this._cache.parent = this._parentNode;
  18813. return false;
  18814. }
  18815. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18816. return false;
  18817. }
  18818. return this._isSynchronized();
  18819. };
  18820. /**
  18821. * Is this node ready to be used/rendered
  18822. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18823. * @return true if the node is ready
  18824. */
  18825. Node.prototype.isReady = function (completeCheck) {
  18826. if (completeCheck === void 0) { completeCheck = false; }
  18827. return this._isReady;
  18828. };
  18829. /**
  18830. * Is this node enabled?
  18831. * 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
  18832. * @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
  18833. * @return whether this node (and its parent) is enabled
  18834. */
  18835. Node.prototype.isEnabled = function (checkAncestors) {
  18836. if (checkAncestors === void 0) { checkAncestors = true; }
  18837. if (checkAncestors === false) {
  18838. return this._isEnabled;
  18839. }
  18840. if (!this._isEnabled) {
  18841. return false;
  18842. }
  18843. return this._isParentEnabled;
  18844. };
  18845. /** @hidden */
  18846. Node.prototype._syncParentEnabledState = function () {
  18847. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18848. if (this._children) {
  18849. this._children.forEach(function (c) {
  18850. c._syncParentEnabledState(); // Force children to update accordingly
  18851. });
  18852. }
  18853. };
  18854. /**
  18855. * Set the enabled state of this node
  18856. * @param value defines the new enabled state
  18857. */
  18858. Node.prototype.setEnabled = function (value) {
  18859. this._isEnabled = value;
  18860. this._syncParentEnabledState();
  18861. };
  18862. /**
  18863. * Is this node a descendant of the given node?
  18864. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18865. * @param ancestor defines the parent node to inspect
  18866. * @returns a boolean indicating if this node is a descendant of the given node
  18867. */
  18868. Node.prototype.isDescendantOf = function (ancestor) {
  18869. if (this.parent) {
  18870. if (this.parent === ancestor) {
  18871. return true;
  18872. }
  18873. return this.parent.isDescendantOf(ancestor);
  18874. }
  18875. return false;
  18876. };
  18877. /** @hidden */
  18878. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18879. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18880. if (!this._children) {
  18881. return;
  18882. }
  18883. for (var index = 0; index < this._children.length; index++) {
  18884. var item = this._children[index];
  18885. if (!predicate || predicate(item)) {
  18886. results.push(item);
  18887. }
  18888. if (!directDescendantsOnly) {
  18889. item._getDescendants(results, false, predicate);
  18890. }
  18891. }
  18892. };
  18893. /**
  18894. * Will return all nodes that have this node as ascendant
  18895. * @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
  18896. * @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
  18897. * @return all children nodes of all types
  18898. */
  18899. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18900. var results = new Array();
  18901. this._getDescendants(results, directDescendantsOnly, predicate);
  18902. return results;
  18903. };
  18904. /**
  18905. * Get all child-meshes of this node
  18906. * @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
  18907. * @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
  18908. * @returns an array of AbstractMesh
  18909. */
  18910. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18911. var results = [];
  18912. this._getDescendants(results, directDescendantsOnly, function (node) {
  18913. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18914. });
  18915. return results;
  18916. };
  18917. /**
  18918. * Get all child-transformNodes of this node
  18919. * @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
  18920. * @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
  18921. * @returns an array of TransformNode
  18922. */
  18923. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18924. var results = [];
  18925. this._getDescendants(results, directDescendantsOnly, function (node) {
  18926. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18927. });
  18928. return results;
  18929. };
  18930. /**
  18931. * Get all direct children of this node
  18932. * @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
  18933. * @returns an array of Node
  18934. */
  18935. Node.prototype.getChildren = function (predicate) {
  18936. return this.getDescendants(true, predicate);
  18937. };
  18938. /** @hidden */
  18939. Node.prototype._setReady = function (state) {
  18940. if (state === this._isReady) {
  18941. return;
  18942. }
  18943. if (!state) {
  18944. this._isReady = false;
  18945. return;
  18946. }
  18947. if (this.onReady) {
  18948. this.onReady(this);
  18949. }
  18950. this._isReady = true;
  18951. };
  18952. /**
  18953. * Get an animation by name
  18954. * @param name defines the name of the animation to look for
  18955. * @returns null if not found else the requested animation
  18956. */
  18957. Node.prototype.getAnimationByName = function (name) {
  18958. for (var i = 0; i < this.animations.length; i++) {
  18959. var animation = this.animations[i];
  18960. if (animation.name === name) {
  18961. return animation;
  18962. }
  18963. }
  18964. return null;
  18965. };
  18966. /**
  18967. * Creates an animation range for this node
  18968. * @param name defines the name of the range
  18969. * @param from defines the starting key
  18970. * @param to defines the end key
  18971. */
  18972. Node.prototype.createAnimationRange = function (name, from, to) {
  18973. // check name not already in use
  18974. if (!this._ranges[name]) {
  18975. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18976. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18977. if (this.animations[i]) {
  18978. this.animations[i].createRange(name, from, to);
  18979. }
  18980. }
  18981. }
  18982. };
  18983. /**
  18984. * Delete a specific animation range
  18985. * @param name defines the name of the range to delete
  18986. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18987. */
  18988. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  18989. if (deleteFrames === void 0) { deleteFrames = true; }
  18990. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18991. if (this.animations[i]) {
  18992. this.animations[i].deleteRange(name, deleteFrames);
  18993. }
  18994. }
  18995. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  18996. };
  18997. /**
  18998. * Get an animation range by name
  18999. * @param name defines the name of the animation range to look for
  19000. * @returns null if not found else the requested animation range
  19001. */
  19002. Node.prototype.getAnimationRange = function (name) {
  19003. return this._ranges[name];
  19004. };
  19005. /**
  19006. * Will start the animation sequence
  19007. * @param name defines the range frames for animation sequence
  19008. * @param loop defines if the animation should loop (false by default)
  19009. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19010. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19011. * @returns the object created for this animation. If range does not exist, it will return null
  19012. */
  19013. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19014. var range = this.getAnimationRange(name);
  19015. if (!range) {
  19016. return null;
  19017. }
  19018. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19019. };
  19020. /**
  19021. * Serialize animation ranges into a JSON compatible object
  19022. * @returns serialization object
  19023. */
  19024. Node.prototype.serializeAnimationRanges = function () {
  19025. var serializationRanges = [];
  19026. for (var name in this._ranges) {
  19027. var localRange = this._ranges[name];
  19028. if (!localRange) {
  19029. continue;
  19030. }
  19031. var range = {};
  19032. range.name = name;
  19033. range.from = localRange.from;
  19034. range.to = localRange.to;
  19035. serializationRanges.push(range);
  19036. }
  19037. return serializationRanges;
  19038. };
  19039. /**
  19040. * Computes the world matrix of the node
  19041. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19042. * @returns the world matrix
  19043. */
  19044. Node.prototype.computeWorldMatrix = function (force) {
  19045. if (!this._worldMatrix) {
  19046. this._worldMatrix = BABYLON.Matrix.Identity();
  19047. }
  19048. return this._worldMatrix;
  19049. };
  19050. /**
  19051. * Releases resources associated with this node.
  19052. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19053. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19054. */
  19055. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19056. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19057. if (!doNotRecurse) {
  19058. var nodes = this.getDescendants(true);
  19059. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19060. var node = nodes_1[_i];
  19061. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19062. }
  19063. }
  19064. else {
  19065. var transformNodes = this.getChildTransformNodes(true);
  19066. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19067. var transformNode = transformNodes_1[_a];
  19068. transformNode.parent = null;
  19069. transformNode.computeWorldMatrix(true);
  19070. }
  19071. }
  19072. if (!this.parent) {
  19073. this.removeFromSceneRootNodes();
  19074. }
  19075. else {
  19076. this.parent = null;
  19077. }
  19078. // Callback
  19079. this.onDisposeObservable.notifyObservers(this);
  19080. this.onDisposeObservable.clear();
  19081. // Behaviors
  19082. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19083. var behavior = _c[_b];
  19084. behavior.detach();
  19085. }
  19086. this._behaviors = [];
  19087. this._isDisposed = true;
  19088. };
  19089. /**
  19090. * Parse animation range data from a serialization object and store them into a given node
  19091. * @param node defines where to store the animation ranges
  19092. * @param parsedNode defines the serialization object to read data from
  19093. * @param scene defines the hosting scene
  19094. */
  19095. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19096. if (parsedNode.ranges) {
  19097. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19098. var data = parsedNode.ranges[index];
  19099. node.createAnimationRange(data.name, data.from, data.to);
  19100. }
  19101. }
  19102. };
  19103. Node._NodeConstructors = {};
  19104. __decorate([
  19105. BABYLON.serialize()
  19106. ], Node.prototype, "name", void 0);
  19107. __decorate([
  19108. BABYLON.serialize()
  19109. ], Node.prototype, "id", void 0);
  19110. __decorate([
  19111. BABYLON.serialize()
  19112. ], Node.prototype, "uniqueId", void 0);
  19113. __decorate([
  19114. BABYLON.serialize()
  19115. ], Node.prototype, "state", void 0);
  19116. __decorate([
  19117. BABYLON.serialize()
  19118. ], Node.prototype, "metadata", void 0);
  19119. return Node;
  19120. }());
  19121. BABYLON.Node = Node;
  19122. })(BABYLON || (BABYLON = {}));
  19123. //# sourceMappingURL=babylon.node.js.map
  19124. var BABYLON;
  19125. (function (BABYLON) {
  19126. // This matrix is used as a value to reset the bounding box.
  19127. var _identityMatrix = BABYLON.Matrix.Identity();
  19128. /**
  19129. * Class used to store bounding sphere information
  19130. */
  19131. var BoundingSphere = /** @class */ (function () {
  19132. /**
  19133. * Creates a new bounding sphere
  19134. * @param min defines the minimum vector (in local space)
  19135. * @param max defines the maximum vector (in local space)
  19136. * @param worldMatrix defines the new world matrix
  19137. */
  19138. function BoundingSphere(min, max, worldMatrix) {
  19139. /**
  19140. * Gets the center of the bounding sphere in local space
  19141. */
  19142. this.center = BABYLON.Vector3.Zero();
  19143. /**
  19144. * Gets the center of the bounding sphere in world space
  19145. */
  19146. this.centerWorld = BABYLON.Vector3.Zero();
  19147. /**
  19148. * Gets the minimum vector in local space
  19149. */
  19150. this.minimum = BABYLON.Vector3.Zero();
  19151. /**
  19152. * Gets the maximum vector in local space
  19153. */
  19154. this.maximum = BABYLON.Vector3.Zero();
  19155. this.reConstruct(min, max, worldMatrix);
  19156. }
  19157. /**
  19158. * Recreates the entire bounding sphere from scratch
  19159. * @param min defines the new minimum vector (in local space)
  19160. * @param max defines the new maximum vector (in local space)
  19161. * @param worldMatrix defines the new world matrix
  19162. */
  19163. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19164. this.minimum.copyFrom(min);
  19165. this.maximum.copyFrom(max);
  19166. var distance = BABYLON.Vector3.Distance(min, max);
  19167. max.addToRef(min, this.center).scaleInPlace(0.5);
  19168. this.radius = distance * 0.5;
  19169. this._update(worldMatrix || _identityMatrix);
  19170. };
  19171. /**
  19172. * Scale the current bounding sphere by applying a scale factor
  19173. * @param factor defines the scale factor to apply
  19174. * @returns the current bounding box
  19175. */
  19176. BoundingSphere.prototype.scale = function (factor) {
  19177. var newRadius = this.radius * factor;
  19178. var tmpVectors = BoundingSphere.TmpVector3;
  19179. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19180. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19181. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19182. this.reConstruct(min, max);
  19183. return this;
  19184. };
  19185. // Methods
  19186. /** @hidden */
  19187. BoundingSphere.prototype._update = function (world) {
  19188. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  19189. var tempVector = BoundingSphere.TmpVector3[0];
  19190. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, tempVector);
  19191. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19192. };
  19193. /**
  19194. * Tests if the bounding sphere is intersecting the frustum planes
  19195. * @param frustumPlanes defines the frustum planes to test
  19196. * @returns true if there is an intersection
  19197. */
  19198. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19199. for (var i = 0; i < 6; i++) {
  19200. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19201. return false;
  19202. }
  19203. }
  19204. return true;
  19205. };
  19206. /**
  19207. * Tests if a point is inside the bounding sphere
  19208. * @param point defines the point to test
  19209. * @returns true if the point is inside the bounding sphere
  19210. */
  19211. BoundingSphere.prototype.intersectsPoint = function (point) {
  19212. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19213. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19214. return false;
  19215. }
  19216. return true;
  19217. };
  19218. // Statics
  19219. /**
  19220. * Checks if two sphere intersct
  19221. * @param sphere0 sphere 0
  19222. * @param sphere1 sphere 1
  19223. * @returns true if the speres intersect
  19224. */
  19225. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19226. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19227. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19228. if (radiusSum * radiusSum < squareDistance) {
  19229. return false;
  19230. }
  19231. return true;
  19232. };
  19233. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19234. return BoundingSphere;
  19235. }());
  19236. BABYLON.BoundingSphere = BoundingSphere;
  19237. })(BABYLON || (BABYLON = {}));
  19238. //# sourceMappingURL=babylon.boundingSphere.js.map
  19239. var BABYLON;
  19240. (function (BABYLON) {
  19241. /**
  19242. * Class used to store bounding box information
  19243. */
  19244. var BoundingBox = /** @class */ (function () {
  19245. /**
  19246. * Creates a new bounding box
  19247. * @param min defines the minimum vector (in local space)
  19248. * @param max defines the maximum vector (in local space)
  19249. * @param worldMatrix defines the new world matrix
  19250. */
  19251. function BoundingBox(min, max, worldMatrix) {
  19252. /**
  19253. * Gets the 8 vectors representing the bounding box in local space
  19254. */
  19255. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19256. /**
  19257. * Gets the center of the bounding box in local space
  19258. */
  19259. this.center = BABYLON.Vector3.Zero();
  19260. /**
  19261. * Gets the center of the bounding box in world space
  19262. */
  19263. this.centerWorld = BABYLON.Vector3.Zero();
  19264. /**
  19265. * Gets the extend size in local space
  19266. */
  19267. this.extendSize = BABYLON.Vector3.Zero();
  19268. /**
  19269. * Gets the extend size in world space
  19270. */
  19271. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19272. /**
  19273. * Gets the OBB (object bounding box) directions
  19274. */
  19275. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19276. /**
  19277. * Gets the 8 vectors representing the bounding box in world space
  19278. */
  19279. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19280. /**
  19281. * Gets the minimum vector in world space
  19282. */
  19283. this.minimumWorld = BABYLON.Vector3.Zero();
  19284. /**
  19285. * Gets the maximum vector in world space
  19286. */
  19287. this.maximumWorld = BABYLON.Vector3.Zero();
  19288. /**
  19289. * Gets the minimum vector in local space
  19290. */
  19291. this.minimum = BABYLON.Vector3.Zero();
  19292. /**
  19293. * Gets the maximum vector in local space
  19294. */
  19295. this.maximum = BABYLON.Vector3.Zero();
  19296. this.reConstruct(min, max, worldMatrix);
  19297. }
  19298. // Methods
  19299. /**
  19300. * Recreates the entire bounding box from scratch
  19301. * @param min defines the new minimum vector (in local space)
  19302. * @param max defines the new maximum vector (in local space)
  19303. * @param worldMatrix defines the new world matrix
  19304. */
  19305. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19306. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19307. var vectors = this.vectors;
  19308. this.minimum.copyFromFloats(minX, minY, minZ);
  19309. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19310. vectors[0].copyFromFloats(minX, minY, minZ);
  19311. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19312. vectors[2].copyFromFloats(maxX, minY, minZ);
  19313. vectors[3].copyFromFloats(minX, maxY, minZ);
  19314. vectors[4].copyFromFloats(minX, minY, maxZ);
  19315. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19316. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19317. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19318. // OBB
  19319. max.addToRef(min, this.center).scaleInPlace(0.5);
  19320. max.subtractToRef(max, this.extendSize).scaleInPlace(0.5);
  19321. this._update(worldMatrix || this._worldMatrix || BABYLON.Matrix.Identity());
  19322. };
  19323. /**
  19324. * Scale the current bounding box by applying a scale factor
  19325. * @param factor defines the scale factor to apply
  19326. * @returns the current bounding box
  19327. */
  19328. BoundingBox.prototype.scale = function (factor) {
  19329. var tmpVectors = BoundingBox.TmpVector3;
  19330. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19331. var len = diff.length();
  19332. diff.normalizeFromLength(len);
  19333. var distance = len * factor;
  19334. var newRadius = diff.scaleInPlace(distance * 0.5);
  19335. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19336. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19337. this.reConstruct(min, max);
  19338. return this;
  19339. };
  19340. /**
  19341. * Gets the world matrix of the bounding box
  19342. * @returns a matrix
  19343. */
  19344. BoundingBox.prototype.getWorldMatrix = function () {
  19345. return this._worldMatrix;
  19346. };
  19347. /**
  19348. * Sets the world matrix stored in the bounding box
  19349. * @param matrix defines the matrix to store
  19350. * @returns current bounding box
  19351. */
  19352. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  19353. this._worldMatrix.copyFrom(matrix);
  19354. return this;
  19355. };
  19356. /** @hidden */
  19357. BoundingBox.prototype._update = function (world) {
  19358. var minWorld = this.minimumWorld;
  19359. var maxWorld = this.maximumWorld;
  19360. var directions = this.directions;
  19361. minWorld.setAll(Number.MAX_VALUE);
  19362. maxWorld.setAll(-Number.MAX_VALUE);
  19363. var vectorsWorld = this.vectorsWorld;
  19364. var vectors = this.vectors;
  19365. for (var index = 0; index < 8; ++index) {
  19366. var v = vectorsWorld[index];
  19367. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19368. minWorld.minimizeInPlace(v);
  19369. maxWorld.maximizeInPlace(v);
  19370. }
  19371. // Extend
  19372. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19373. // OOBB
  19374. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19375. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19376. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19377. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19378. this._worldMatrix = world;
  19379. };
  19380. /**
  19381. * Tests if the bounding box is intersecting the frustum planes
  19382. * @param frustumPlanes defines the frustum planes to test
  19383. * @returns true if there is an intersection
  19384. */
  19385. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19386. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19387. };
  19388. /**
  19389. * Tests if the bounding box is entirely inside the frustum planes
  19390. * @param frustumPlanes defines the frustum planes to test
  19391. * @returns true if there is an inclusion
  19392. */
  19393. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19394. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19395. };
  19396. /**
  19397. * Tests if a point is inside the bounding box
  19398. * @param point defines the point to test
  19399. * @returns true if the point is inside the bounding box
  19400. */
  19401. BoundingBox.prototype.intersectsPoint = function (point) {
  19402. var min = this.minimumWorld;
  19403. var max = this.maximumWorld;
  19404. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19405. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19406. var delta = -BABYLON.Epsilon;
  19407. if (maxX - pointX < delta || delta > pointX - minX) {
  19408. return false;
  19409. }
  19410. if (maxY - pointY < delta || delta > pointY - minY) {
  19411. return false;
  19412. }
  19413. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19414. return false;
  19415. }
  19416. return true;
  19417. };
  19418. /**
  19419. * Tests if the bounding box intersects with a bounding sphere
  19420. * @param sphere defines the sphere to test
  19421. * @returns true if there is an intersection
  19422. */
  19423. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19424. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19425. };
  19426. /**
  19427. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19428. * @param min defines the min vector to use
  19429. * @param max defines the max vector to use
  19430. * @returns true if there is an intersection
  19431. */
  19432. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19433. var myMin = this.minimumWorld;
  19434. var myMax = this.maximumWorld;
  19435. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19436. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19437. if (myMaxX < minX || myMinX > maxX) {
  19438. return false;
  19439. }
  19440. if (myMaxY < minY || myMinY > maxY) {
  19441. return false;
  19442. }
  19443. if (myMaxZ < minZ || myMinZ > maxZ) {
  19444. return false;
  19445. }
  19446. return true;
  19447. };
  19448. // Statics
  19449. /**
  19450. * Tests if two bounding boxes are intersections
  19451. * @param box0 defines the first box to test
  19452. * @param box1 defines the second box to test
  19453. * @returns true if there is an intersection
  19454. */
  19455. BoundingBox.Intersects = function (box0, box1) {
  19456. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19457. };
  19458. /**
  19459. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19460. * @param minPoint defines the minimum vector of the bounding box
  19461. * @param maxPoint defines the maximum vector of the bounding box
  19462. * @param sphereCenter defines the sphere center
  19463. * @param sphereRadius defines the sphere radius
  19464. * @returns true if there is an intersection
  19465. */
  19466. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19467. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  19468. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19469. return (num <= (sphereRadius * sphereRadius));
  19470. };
  19471. /**
  19472. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19473. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19474. * @param frustumPlanes defines the frustum planes to test
  19475. * @return true if there is an inclusion
  19476. */
  19477. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19478. for (var p = 0; p < 6; ++p) {
  19479. var frustumPlane = frustumPlanes[p];
  19480. for (var i = 0; i < 8; ++i) {
  19481. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19482. return false;
  19483. }
  19484. }
  19485. }
  19486. return true;
  19487. };
  19488. /**
  19489. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19490. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19491. * @param frustumPlanes defines the frustum planes to test
  19492. * @return true if there is an intersection
  19493. */
  19494. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19495. for (var p = 0; p < 6; ++p) {
  19496. var canReturnFalse = true;
  19497. var frustumPlane = frustumPlanes[p];
  19498. for (var i = 0; i < 8; ++i) {
  19499. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19500. canReturnFalse = false;
  19501. break;
  19502. }
  19503. }
  19504. if (canReturnFalse) {
  19505. return false;
  19506. }
  19507. }
  19508. return true;
  19509. };
  19510. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19511. return BoundingBox;
  19512. }());
  19513. BABYLON.BoundingBox = BoundingBox;
  19514. })(BABYLON || (BABYLON = {}));
  19515. //# sourceMappingURL=babylon.boundingBox.js.map
  19516. var BABYLON;
  19517. (function (BABYLON) {
  19518. var computeBoxExtents = function (axis, box) {
  19519. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19520. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19521. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19522. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19523. var r = r0 + r1 + r2;
  19524. return {
  19525. min: p - r,
  19526. max: p + r
  19527. };
  19528. };
  19529. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  19530. var axisOverlap = function (axis, box0, box1) {
  19531. var result0 = computeBoxExtents(axis, box0);
  19532. var result1 = computeBoxExtents(axis, box1);
  19533. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  19534. };
  19535. /**
  19536. * Info for a bounding data of a mesh
  19537. */
  19538. var BoundingInfo = /** @class */ (function () {
  19539. /**
  19540. * Constructs bounding info
  19541. * @param minimum min vector of the bounding box/sphere
  19542. * @param maximum max vector of the bounding box/sphere
  19543. * @param worldMatrix defines the new world matrix
  19544. */
  19545. function BoundingInfo(minimum, maximum, worldMatrix) {
  19546. this._isLocked = false;
  19547. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19548. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19549. }
  19550. /**
  19551. * Recreates the entire bounding info from scratch
  19552. * @param min defines the new minimum vector (in local space)
  19553. * @param max defines the new maximum vector (in local space)
  19554. * @param worldMatrix defines the new world matrix
  19555. */
  19556. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19557. this.boundingBox.reConstruct(min, max, worldMatrix);
  19558. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19559. };
  19560. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19561. /**
  19562. * min vector of the bounding box/sphere
  19563. */
  19564. get: function () {
  19565. return this.boundingBox.minimum;
  19566. },
  19567. enumerable: true,
  19568. configurable: true
  19569. });
  19570. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19571. /**
  19572. * max vector of the bounding box/sphere
  19573. */
  19574. get: function () {
  19575. return this.boundingBox.maximum;
  19576. },
  19577. enumerable: true,
  19578. configurable: true
  19579. });
  19580. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19581. /**
  19582. * If the info is locked and won't be updated to avoid perf overhead
  19583. */
  19584. get: function () {
  19585. return this._isLocked;
  19586. },
  19587. set: function (value) {
  19588. this._isLocked = value;
  19589. },
  19590. enumerable: true,
  19591. configurable: true
  19592. });
  19593. // Methods
  19594. /**
  19595. * Updates the boudning sphere and box
  19596. * @param world world matrix to be used to update
  19597. */
  19598. BoundingInfo.prototype.update = function (world) {
  19599. if (this._isLocked) {
  19600. return;
  19601. }
  19602. this.boundingBox._update(world);
  19603. this.boundingSphere._update(world);
  19604. };
  19605. /**
  19606. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19607. * @param center New center of the bounding info
  19608. * @param extend New extend of the bounding info
  19609. * @returns the current bounding info
  19610. */
  19611. BoundingInfo.prototype.centerOn = function (center, extend) {
  19612. var minimum = BABYLON.Tmp.Vector3[0].copyFrom(center).subtractInPlace(extend);
  19613. var maximum = BABYLON.Tmp.Vector3[1].copyFrom(center).addInPlace(extend);
  19614. this.boundingBox.reConstruct(minimum, maximum);
  19615. this.boundingSphere.reConstruct(minimum, maximum);
  19616. return this;
  19617. };
  19618. /**
  19619. * Scale the current bounding info by applying a scale factor
  19620. * @param factor defines the scale factor to apply
  19621. * @returns the current bounding info
  19622. */
  19623. BoundingInfo.prototype.scale = function (factor) {
  19624. this.boundingBox.scale(factor);
  19625. this.boundingSphere.scale(factor);
  19626. return this;
  19627. };
  19628. /**
  19629. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19630. * @param frustumPlanes defines the frustum to test
  19631. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19632. * @returns true if the bounding info is in the frustum planes
  19633. */
  19634. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19635. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19636. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19637. return false;
  19638. }
  19639. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19640. return true;
  19641. }
  19642. return this.boundingBox.isInFrustum(frustumPlanes);
  19643. };
  19644. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19645. /**
  19646. * Gets the world distance between the min and max points of the bounding box
  19647. */
  19648. get: function () {
  19649. var boundingBox = this.boundingBox;
  19650. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  19651. return size.length();
  19652. },
  19653. enumerable: true,
  19654. configurable: true
  19655. });
  19656. /**
  19657. * Checks if a cullable object (mesh...) is in the camera frustum
  19658. * Unlike isInFrustum this cheks the full bounding box
  19659. * @param frustumPlanes Camera near/planes
  19660. * @returns true if the object is in frustum otherwise false
  19661. */
  19662. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19663. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19664. };
  19665. /** @hidden */
  19666. BoundingInfo.prototype._checkCollision = function (collider) {
  19667. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19668. };
  19669. /**
  19670. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19671. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19672. * @param point the point to check intersection with
  19673. * @returns if the point intersects
  19674. */
  19675. BoundingInfo.prototype.intersectsPoint = function (point) {
  19676. if (!this.boundingSphere.centerWorld) {
  19677. return false;
  19678. }
  19679. if (!this.boundingSphere.intersectsPoint(point)) {
  19680. return false;
  19681. }
  19682. if (!this.boundingBox.intersectsPoint(point)) {
  19683. return false;
  19684. }
  19685. return true;
  19686. };
  19687. /**
  19688. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19689. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19690. * @param boundingInfo the bounding info to check intersection with
  19691. * @param precise if the intersection should be done using OBB
  19692. * @returns if the bounding info intersects
  19693. */
  19694. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19695. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  19696. return false;
  19697. }
  19698. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19699. return false;
  19700. }
  19701. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19702. return false;
  19703. }
  19704. if (!precise) {
  19705. return true;
  19706. }
  19707. var box0 = this.boundingBox;
  19708. var box1 = boundingInfo.boundingBox;
  19709. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19710. return false;
  19711. }
  19712. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19713. return false;
  19714. }
  19715. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19716. return false;
  19717. }
  19718. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19719. return false;
  19720. }
  19721. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19722. return false;
  19723. }
  19724. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19725. return false;
  19726. }
  19727. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19728. return false;
  19729. }
  19730. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19731. return false;
  19732. }
  19733. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19734. return false;
  19735. }
  19736. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19737. return false;
  19738. }
  19739. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19740. return false;
  19741. }
  19742. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19743. return false;
  19744. }
  19745. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19746. return false;
  19747. }
  19748. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19749. return false;
  19750. }
  19751. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19752. return false;
  19753. }
  19754. return true;
  19755. };
  19756. return BoundingInfo;
  19757. }());
  19758. BABYLON.BoundingInfo = BoundingInfo;
  19759. })(BABYLON || (BABYLON = {}));
  19760. //# sourceMappingURL=babylon.boundingInfo.js.map
  19761. var BABYLON;
  19762. (function (BABYLON) {
  19763. /**
  19764. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  19765. * @see https://doc.babylonjs.com/how_to/transformnode
  19766. */
  19767. var TransformNode = /** @class */ (function (_super) {
  19768. __extends(TransformNode, _super);
  19769. function TransformNode(name, scene, isPure) {
  19770. if (scene === void 0) { scene = null; }
  19771. if (isPure === void 0) { isPure = true; }
  19772. var _this = _super.call(this, name, scene) || this;
  19773. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19774. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19775. _this._up = new BABYLON.Vector3(0, 1, 0);
  19776. _this._right = new BABYLON.Vector3(1, 0, 0);
  19777. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19778. // Properties
  19779. _this._position = BABYLON.Vector3.Zero();
  19780. _this._rotation = BABYLON.Vector3.Zero();
  19781. _this._scaling = BABYLON.Vector3.One();
  19782. _this._isDirty = false;
  19783. /**
  19784. * Set the billboard mode. Default is 0.
  19785. *
  19786. * | Value | Type | Description |
  19787. * | --- | --- | --- |
  19788. * | 0 | BILLBOARDMODE_NONE | |
  19789. * | 1 | BILLBOARDMODE_X | |
  19790. * | 2 | BILLBOARDMODE_Y | |
  19791. * | 4 | BILLBOARDMODE_Z | |
  19792. * | 7 | BILLBOARDMODE_ALL | |
  19793. *
  19794. */
  19795. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19796. /**
  19797. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  19798. */
  19799. _this.scalingDeterminant = 1;
  19800. /**
  19801. * Sets the distance of the object to max, often used by skybox
  19802. */
  19803. _this.infiniteDistance = false;
  19804. /**
  19805. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19806. * By default the system will update normals to compensate
  19807. */
  19808. _this.ignoreNonUniformScaling = false;
  19809. _this._localWorld = BABYLON.Matrix.Zero();
  19810. _this._absolutePosition = BABYLON.Vector3.Zero();
  19811. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19812. _this._postMultiplyPivotMatrix = false;
  19813. _this._isWorldMatrixFrozen = false;
  19814. /** @hidden */
  19815. _this._indexInSceneTransformNodesArray = -1;
  19816. /**
  19817. * An event triggered after the world matrix is updated
  19818. */
  19819. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19820. _this._nonUniformScaling = false;
  19821. if (isPure) {
  19822. _this.getScene().addTransformNode(_this);
  19823. }
  19824. return _this;
  19825. }
  19826. /**
  19827. * Gets a string identifying the name of the class
  19828. * @returns "TransformNode" string
  19829. */
  19830. TransformNode.prototype.getClassName = function () {
  19831. return "TransformNode";
  19832. };
  19833. Object.defineProperty(TransformNode.prototype, "position", {
  19834. /**
  19835. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19836. */
  19837. get: function () {
  19838. return this._position;
  19839. },
  19840. set: function (newPosition) {
  19841. this._position = newPosition;
  19842. this._isDirty = true;
  19843. },
  19844. enumerable: true,
  19845. configurable: true
  19846. });
  19847. Object.defineProperty(TransformNode.prototype, "rotation", {
  19848. /**
  19849. * 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)).
  19850. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19851. */
  19852. get: function () {
  19853. return this._rotation;
  19854. },
  19855. set: function (newRotation) {
  19856. this._rotation = newRotation;
  19857. this._isDirty = true;
  19858. },
  19859. enumerable: true,
  19860. configurable: true
  19861. });
  19862. Object.defineProperty(TransformNode.prototype, "scaling", {
  19863. /**
  19864. * 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)).
  19865. */
  19866. get: function () {
  19867. return this._scaling;
  19868. },
  19869. set: function (newScaling) {
  19870. this._scaling = newScaling;
  19871. this._isDirty = true;
  19872. },
  19873. enumerable: true,
  19874. configurable: true
  19875. });
  19876. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19877. /**
  19878. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19879. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19880. */
  19881. get: function () {
  19882. return this._rotationQuaternion;
  19883. },
  19884. set: function (quaternion) {
  19885. this._rotationQuaternion = quaternion;
  19886. //reset the rotation vector.
  19887. if (quaternion) {
  19888. this.rotation.setAll(0.0);
  19889. }
  19890. },
  19891. enumerable: true,
  19892. configurable: true
  19893. });
  19894. Object.defineProperty(TransformNode.prototype, "forward", {
  19895. /**
  19896. * The forward direction of that transform in world space.
  19897. */
  19898. get: function () {
  19899. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19900. },
  19901. enumerable: true,
  19902. configurable: true
  19903. });
  19904. Object.defineProperty(TransformNode.prototype, "up", {
  19905. /**
  19906. * The up direction of that transform in world space.
  19907. */
  19908. get: function () {
  19909. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19910. },
  19911. enumerable: true,
  19912. configurable: true
  19913. });
  19914. Object.defineProperty(TransformNode.prototype, "right", {
  19915. /**
  19916. * The right direction of that transform in world space.
  19917. */
  19918. get: function () {
  19919. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19920. },
  19921. enumerable: true,
  19922. configurable: true
  19923. });
  19924. /**
  19925. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19926. * @param matrix the matrix to copy the pose from
  19927. * @returns this TransformNode.
  19928. */
  19929. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19930. this._poseMatrix.copyFrom(matrix);
  19931. return this;
  19932. };
  19933. /**
  19934. * Returns the mesh Pose matrix.
  19935. * @returns the pose matrix
  19936. */
  19937. TransformNode.prototype.getPoseMatrix = function () {
  19938. return this._poseMatrix;
  19939. };
  19940. /** @hidden */
  19941. TransformNode.prototype._isSynchronized = function () {
  19942. if (this._isDirty) {
  19943. return false;
  19944. }
  19945. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19946. return false;
  19947. }
  19948. if (this._cache.pivotMatrixUpdated) {
  19949. return false;
  19950. }
  19951. if (this.infiniteDistance) {
  19952. return false;
  19953. }
  19954. if (!this._cache.position.equals(this._position)) {
  19955. return false;
  19956. }
  19957. if (this._rotationQuaternion) {
  19958. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  19959. return false;
  19960. }
  19961. }
  19962. if (!this._cache.rotation.equals(this._rotation)) {
  19963. return false;
  19964. }
  19965. if (!this._cache.scaling.equals(this._scaling)) {
  19966. return false;
  19967. }
  19968. return true;
  19969. };
  19970. /** @hidden */
  19971. TransformNode.prototype._initCache = function () {
  19972. _super.prototype._initCache.call(this);
  19973. this._cache.localMatrixUpdated = false;
  19974. this._cache.position = BABYLON.Vector3.Zero();
  19975. this._cache.scaling = BABYLON.Vector3.Zero();
  19976. this._cache.rotation = BABYLON.Vector3.Zero();
  19977. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19978. this._cache.billboardMode = -1;
  19979. };
  19980. /**
  19981. * Flag the transform node as dirty (Forcing it to update everything)
  19982. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  19983. * @returns this transform node
  19984. */
  19985. TransformNode.prototype.markAsDirty = function (property) {
  19986. if (property === "rotation") {
  19987. this.rotationQuaternion = null;
  19988. }
  19989. this._currentRenderId = Number.MAX_VALUE;
  19990. this._isDirty = true;
  19991. return this;
  19992. };
  19993. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  19994. /**
  19995. * Returns the current mesh absolute position.
  19996. * Returns a Vector3.
  19997. */
  19998. get: function () {
  19999. return this._absolutePosition;
  20000. },
  20001. enumerable: true,
  20002. configurable: true
  20003. });
  20004. /**
  20005. * Sets a new matrix to apply before all other transformation
  20006. * @param matrix defines the transform matrix
  20007. * @returns the current TransformNode
  20008. */
  20009. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20010. return this.setPivotMatrix(matrix, false);
  20011. };
  20012. /**
  20013. * Sets a new pivot matrix to the current node
  20014. * @param matrix defines the new pivot matrix to use
  20015. * @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
  20016. * @returns the current TransformNode
  20017. */
  20018. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20019. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20020. this._pivotMatrix.copyFrom(matrix);
  20021. this._cache.pivotMatrixUpdated = true;
  20022. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20023. if (this._postMultiplyPivotMatrix) {
  20024. if (!this._pivotMatrixInverse) {
  20025. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20026. }
  20027. else {
  20028. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20029. }
  20030. }
  20031. return this;
  20032. };
  20033. /**
  20034. * Returns the mesh pivot matrix.
  20035. * Default : Identity.
  20036. * @returns the matrix
  20037. */
  20038. TransformNode.prototype.getPivotMatrix = function () {
  20039. return this._pivotMatrix;
  20040. };
  20041. /**
  20042. * Prevents the World matrix to be computed any longer.
  20043. * @returns the TransformNode.
  20044. */
  20045. TransformNode.prototype.freezeWorldMatrix = function () {
  20046. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20047. this.computeWorldMatrix(true);
  20048. this._isWorldMatrixFrozen = true;
  20049. return this;
  20050. };
  20051. /**
  20052. * Allows back the World matrix computation.
  20053. * @returns the TransformNode.
  20054. */
  20055. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20056. this._isWorldMatrixFrozen = false;
  20057. this.computeWorldMatrix(true);
  20058. return this;
  20059. };
  20060. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20061. /**
  20062. * True if the World matrix has been frozen.
  20063. */
  20064. get: function () {
  20065. return this._isWorldMatrixFrozen;
  20066. },
  20067. enumerable: true,
  20068. configurable: true
  20069. });
  20070. /**
  20071. * Retuns the mesh absolute position in the World.
  20072. * @returns a Vector3.
  20073. */
  20074. TransformNode.prototype.getAbsolutePosition = function () {
  20075. this.computeWorldMatrix();
  20076. return this._absolutePosition;
  20077. };
  20078. /**
  20079. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20080. * @param absolutePosition the absolute position to set
  20081. * @returns the TransformNode.
  20082. */
  20083. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20084. if (!absolutePosition) {
  20085. return this;
  20086. }
  20087. var absolutePositionX;
  20088. var absolutePositionY;
  20089. var absolutePositionZ;
  20090. if (absolutePosition.x === undefined) {
  20091. if (arguments.length < 3) {
  20092. return this;
  20093. }
  20094. absolutePositionX = arguments[0];
  20095. absolutePositionY = arguments[1];
  20096. absolutePositionZ = arguments[2];
  20097. }
  20098. else {
  20099. absolutePositionX = absolutePosition.x;
  20100. absolutePositionY = absolutePosition.y;
  20101. absolutePositionZ = absolutePosition.z;
  20102. }
  20103. if (this.parent) {
  20104. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20105. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20106. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20107. }
  20108. else {
  20109. this.position.x = absolutePositionX;
  20110. this.position.y = absolutePositionY;
  20111. this.position.z = absolutePositionZ;
  20112. }
  20113. return this;
  20114. };
  20115. /**
  20116. * Sets the mesh position in its local space.
  20117. * @param vector3 the position to set in localspace
  20118. * @returns the TransformNode.
  20119. */
  20120. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20121. this.computeWorldMatrix();
  20122. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20123. return this;
  20124. };
  20125. /**
  20126. * Returns the mesh position in the local space from the current World matrix values.
  20127. * @returns a new Vector3.
  20128. */
  20129. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20130. this.computeWorldMatrix();
  20131. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20132. this._localWorld.invertToRef(invLocalWorldMatrix);
  20133. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20134. };
  20135. /**
  20136. * Translates the mesh along the passed Vector3 in its local space.
  20137. * @param vector3 the distance to translate in localspace
  20138. * @returns the TransformNode.
  20139. */
  20140. TransformNode.prototype.locallyTranslate = function (vector3) {
  20141. this.computeWorldMatrix(true);
  20142. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20143. return this;
  20144. };
  20145. /**
  20146. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20147. * @param targetPoint the position (must be in same space as current mesh) to look at
  20148. * @param yawCor optional yaw (y-axis) correction in radians
  20149. * @param pitchCor optional pitch (x-axis) correction in radians
  20150. * @param rollCor optional roll (z-axis) correction in radians
  20151. * @param space the choosen space of the target
  20152. * @returns the TransformNode.
  20153. */
  20154. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20155. if (yawCor === void 0) { yawCor = 0; }
  20156. if (pitchCor === void 0) { pitchCor = 0; }
  20157. if (rollCor === void 0) { rollCor = 0; }
  20158. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20159. var dv = TransformNode._lookAtVectorCache;
  20160. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20161. targetPoint.subtractToRef(pos, dv);
  20162. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20163. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20164. var pitch = Math.atan2(dv.y, len);
  20165. if (this.rotationQuaternion) {
  20166. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20167. }
  20168. else {
  20169. this.rotation.x = pitch + pitchCor;
  20170. this.rotation.y = yaw + yawCor;
  20171. this.rotation.z = rollCor;
  20172. }
  20173. return this;
  20174. };
  20175. /**
  20176. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20177. * This Vector3 is expressed in the World space.
  20178. * @param localAxis axis to rotate
  20179. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20180. */
  20181. TransformNode.prototype.getDirection = function (localAxis) {
  20182. var result = BABYLON.Vector3.Zero();
  20183. this.getDirectionToRef(localAxis, result);
  20184. return result;
  20185. };
  20186. /**
  20187. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20188. * localAxis is expressed in the mesh local space.
  20189. * result is computed in the Wordl space from the mesh World matrix.
  20190. * @param localAxis axis to rotate
  20191. * @param result the resulting transformnode
  20192. * @returns this TransformNode.
  20193. */
  20194. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20195. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20196. return this;
  20197. };
  20198. /**
  20199. * Sets a new pivot point to the current node
  20200. * @param point defines the new pivot point to use
  20201. * @param space defines if the point is in world or local space (local by default)
  20202. * @returns the current TransformNode
  20203. */
  20204. TransformNode.prototype.setPivotPoint = function (point, space) {
  20205. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20206. if (this.getScene().getRenderId() == 0) {
  20207. this.computeWorldMatrix(true);
  20208. }
  20209. var wm = this.getWorldMatrix();
  20210. if (space == BABYLON.Space.WORLD) {
  20211. var tmat = BABYLON.Tmp.Matrix[0];
  20212. wm.invertToRef(tmat);
  20213. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20214. }
  20215. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20216. };
  20217. /**
  20218. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20219. * @returns the pivot point
  20220. */
  20221. TransformNode.prototype.getPivotPoint = function () {
  20222. var point = BABYLON.Vector3.Zero();
  20223. this.getPivotPointToRef(point);
  20224. return point;
  20225. };
  20226. /**
  20227. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20228. * @param result the vector3 to store the result
  20229. * @returns this TransformNode.
  20230. */
  20231. TransformNode.prototype.getPivotPointToRef = function (result) {
  20232. result.x = -this._pivotMatrix.m[12];
  20233. result.y = -this._pivotMatrix.m[13];
  20234. result.z = -this._pivotMatrix.m[14];
  20235. return this;
  20236. };
  20237. /**
  20238. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20239. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20240. */
  20241. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20242. var point = BABYLON.Vector3.Zero();
  20243. this.getAbsolutePivotPointToRef(point);
  20244. return point;
  20245. };
  20246. /**
  20247. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20248. * @param result vector3 to store the result
  20249. * @returns this TransformNode.
  20250. */
  20251. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20252. result.x = this._pivotMatrix.m[12];
  20253. result.y = this._pivotMatrix.m[13];
  20254. result.z = this._pivotMatrix.m[14];
  20255. this.getPivotPointToRef(result);
  20256. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20257. return this;
  20258. };
  20259. /**
  20260. * Defines the passed node as the parent of the current node.
  20261. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20262. * @param node the node ot set as the parent
  20263. * @returns this TransformNode.
  20264. */
  20265. TransformNode.prototype.setParent = function (node) {
  20266. if (!node && !this.parent) {
  20267. return this;
  20268. }
  20269. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20270. var position = BABYLON.Tmp.Vector3[0];
  20271. var scale = BABYLON.Tmp.Vector3[1];
  20272. if (!node) {
  20273. if (this.parent && this.parent.computeWorldMatrix) {
  20274. this.parent.computeWorldMatrix(true);
  20275. }
  20276. this.computeWorldMatrix(true);
  20277. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20278. }
  20279. else {
  20280. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20281. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20282. this.computeWorldMatrix(true);
  20283. node.computeWorldMatrix(true);
  20284. node.getWorldMatrix().invertToRef(invParentMatrix);
  20285. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20286. diffMatrix.decompose(scale, quatRotation, position);
  20287. }
  20288. if (this.rotationQuaternion) {
  20289. this.rotationQuaternion.copyFrom(quatRotation);
  20290. }
  20291. else {
  20292. quatRotation.toEulerAnglesToRef(this.rotation);
  20293. }
  20294. this.scaling.copyFrom(scale);
  20295. this.position.copyFrom(position);
  20296. this.parent = node;
  20297. return this;
  20298. };
  20299. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20300. /**
  20301. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20302. */
  20303. get: function () {
  20304. return this._nonUniformScaling;
  20305. },
  20306. enumerable: true,
  20307. configurable: true
  20308. });
  20309. /** @hidden */
  20310. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20311. if (this._nonUniformScaling === value) {
  20312. return false;
  20313. }
  20314. this._nonUniformScaling = value;
  20315. return true;
  20316. };
  20317. /**
  20318. * Attach the current TransformNode to another TransformNode associated with a bone
  20319. * @param bone Bone affecting the TransformNode
  20320. * @param affectedTransformNode TransformNode associated with the bone
  20321. * @returns this object
  20322. */
  20323. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20324. this._transformToBoneReferal = affectedTransformNode;
  20325. this.parent = bone;
  20326. if (bone.getWorldMatrix().determinant() < 0) {
  20327. this.scalingDeterminant *= -1;
  20328. }
  20329. return this;
  20330. };
  20331. /**
  20332. * Detach the transform node if its associated with a bone
  20333. * @returns this object
  20334. */
  20335. TransformNode.prototype.detachFromBone = function () {
  20336. if (!this.parent) {
  20337. return this;
  20338. }
  20339. if (this.parent.getWorldMatrix().determinant() < 0) {
  20340. this.scalingDeterminant *= -1;
  20341. }
  20342. this._transformToBoneReferal = null;
  20343. this.parent = null;
  20344. return this;
  20345. };
  20346. /**
  20347. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20348. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20349. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20350. * The passed axis is also normalized.
  20351. * @param axis the axis to rotate around
  20352. * @param amount the amount to rotate in radians
  20353. * @param space Space to rotate in (Default: local)
  20354. * @returns the TransformNode.
  20355. */
  20356. TransformNode.prototype.rotate = function (axis, amount, space) {
  20357. axis.normalize();
  20358. if (!this.rotationQuaternion) {
  20359. this.rotationQuaternion = this.rotation.toQuaternion();
  20360. this.rotation.setAll(0);
  20361. }
  20362. var rotationQuaternion;
  20363. if (!space || space === BABYLON.Space.LOCAL) {
  20364. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20365. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20366. }
  20367. else {
  20368. if (this.parent) {
  20369. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20370. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20371. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20372. }
  20373. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20374. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20375. }
  20376. return this;
  20377. };
  20378. /**
  20379. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20380. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20381. * The passed axis is also normalized. .
  20382. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20383. * @param point the point to rotate around
  20384. * @param axis the axis to rotate around
  20385. * @param amount the amount to rotate in radians
  20386. * @returns the TransformNode
  20387. */
  20388. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20389. axis.normalize();
  20390. if (!this.rotationQuaternion) {
  20391. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20392. this.rotation.setAll(0);
  20393. }
  20394. var tmpVector = BABYLON.Tmp.Vector3[0];
  20395. var finalScale = BABYLON.Tmp.Vector3[1];
  20396. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20397. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20398. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20399. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20400. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20401. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20402. point.subtractToRef(this.position, tmpVector);
  20403. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20404. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20405. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20406. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20407. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20408. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20409. this.position.addInPlace(finalTranslation);
  20410. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20411. return this;
  20412. };
  20413. /**
  20414. * Translates the mesh along the axis vector for the passed distance in the given space.
  20415. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20416. * @param axis the axis to translate in
  20417. * @param distance the distance to translate
  20418. * @param space Space to rotate in (Default: local)
  20419. * @returns the TransformNode.
  20420. */
  20421. TransformNode.prototype.translate = function (axis, distance, space) {
  20422. var displacementVector = axis.scale(distance);
  20423. if (!space || space === BABYLON.Space.LOCAL) {
  20424. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20425. this.setPositionWithLocalVector(tempV3);
  20426. }
  20427. else {
  20428. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20429. }
  20430. return this;
  20431. };
  20432. /**
  20433. * Adds a rotation step to the mesh current rotation.
  20434. * x, y, z are Euler angles expressed in radians.
  20435. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20436. * This means this rotation is made in the mesh local space only.
  20437. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20438. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20439. * ```javascript
  20440. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20441. * ```
  20442. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20443. * 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.
  20444. * @param x Rotation to add
  20445. * @param y Rotation to add
  20446. * @param z Rotation to add
  20447. * @returns the TransformNode.
  20448. */
  20449. TransformNode.prototype.addRotation = function (x, y, z) {
  20450. var rotationQuaternion;
  20451. if (this.rotationQuaternion) {
  20452. rotationQuaternion = this.rotationQuaternion;
  20453. }
  20454. else {
  20455. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20456. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20457. }
  20458. var accumulation = BABYLON.Tmp.Quaternion[0];
  20459. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20460. rotationQuaternion.multiplyInPlace(accumulation);
  20461. if (!this.rotationQuaternion) {
  20462. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20463. }
  20464. return this;
  20465. };
  20466. /**
  20467. * Computes the world matrix of the node
  20468. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20469. * @returns the world matrix
  20470. */
  20471. TransformNode.prototype.computeWorldMatrix = function (force) {
  20472. if (this._isWorldMatrixFrozen) {
  20473. return this._worldMatrix;
  20474. }
  20475. if (!force && this.isSynchronized()) {
  20476. this._currentRenderId = this.getScene().getRenderId();
  20477. return this._worldMatrix;
  20478. }
  20479. this._updateCache();
  20480. this._cache.position.copyFrom(this.position);
  20481. this._cache.scaling.copyFrom(this.scaling);
  20482. this._cache.pivotMatrixUpdated = false;
  20483. this._cache.billboardMode = this.billboardMode;
  20484. this._currentRenderId = this.getScene().getRenderId();
  20485. this._childRenderId = this.getScene().getRenderId();
  20486. this._isDirty = false;
  20487. // Scaling
  20488. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20489. // Rotation
  20490. //rotate, if quaternion is set and rotation was used
  20491. if (this.rotationQuaternion) {
  20492. var len = this.rotation.length();
  20493. if (len) {
  20494. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20495. this.rotation.copyFromFloats(0, 0, 0);
  20496. }
  20497. }
  20498. if (this.rotationQuaternion) {
  20499. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20500. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20501. }
  20502. else {
  20503. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20504. this._cache.rotation.copyFrom(this.rotation);
  20505. }
  20506. // Translation
  20507. var camera = this.getScene().activeCamera;
  20508. if (this.infiniteDistance && !this.parent && camera) {
  20509. var cameraWorldMatrix = camera.getWorldMatrix();
  20510. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20511. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20512. }
  20513. else {
  20514. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20515. }
  20516. // Composing transformations
  20517. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20518. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20519. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20520. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20521. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20522. // Need to decompose each rotation here
  20523. var currentPosition = BABYLON.Tmp.Vector3[3];
  20524. if (this.parent && this.parent.getWorldMatrix) {
  20525. if (this._transformToBoneReferal) {
  20526. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20527. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20528. }
  20529. else {
  20530. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20531. }
  20532. }
  20533. else {
  20534. currentPosition.copyFrom(this.position);
  20535. }
  20536. currentPosition.subtractInPlace(camera.globalPosition);
  20537. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20538. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20539. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20540. }
  20541. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20542. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20543. }
  20544. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20545. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20546. }
  20547. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20548. }
  20549. else {
  20550. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20551. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20552. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20553. }
  20554. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20555. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20556. }
  20557. // Post multiply inverse of pivotMatrix
  20558. if (this._postMultiplyPivotMatrix) {
  20559. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20560. }
  20561. // Local world
  20562. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20563. // Parent
  20564. if (this.parent && this.parent.getWorldMatrix) {
  20565. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20566. if (this._transformToBoneReferal) {
  20567. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20568. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20569. }
  20570. else {
  20571. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20572. }
  20573. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20574. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20575. this._worldMatrix.copyFrom(this._localWorld);
  20576. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20577. }
  20578. else {
  20579. if (this._transformToBoneReferal) {
  20580. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20581. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20582. }
  20583. else {
  20584. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20585. }
  20586. }
  20587. this._markSyncedWithParent();
  20588. }
  20589. else {
  20590. this._worldMatrix.copyFrom(this._localWorld);
  20591. }
  20592. // Normal matrix
  20593. if (!this.ignoreNonUniformScaling) {
  20594. if (this.scaling.isNonUniform) {
  20595. this._updateNonUniformScalingState(true);
  20596. }
  20597. else if (this.parent && this.parent._nonUniformScaling) {
  20598. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20599. }
  20600. else {
  20601. this._updateNonUniformScalingState(false);
  20602. }
  20603. }
  20604. else {
  20605. this._updateNonUniformScalingState(false);
  20606. }
  20607. this._afterComputeWorldMatrix();
  20608. // Absolute position
  20609. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20610. // Callbacks
  20611. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20612. if (!this._poseMatrix) {
  20613. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20614. }
  20615. // Cache the determinant
  20616. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20617. return this._worldMatrix;
  20618. };
  20619. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20620. };
  20621. /**
  20622. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20623. * @param func callback function to add
  20624. *
  20625. * @returns the TransformNode.
  20626. */
  20627. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20628. this.onAfterWorldMatrixUpdateObservable.add(func);
  20629. return this;
  20630. };
  20631. /**
  20632. * Removes a registered callback function.
  20633. * @param func callback function to remove
  20634. * @returns the TransformNode.
  20635. */
  20636. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20637. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20638. return this;
  20639. };
  20640. /**
  20641. * Clone the current transform node
  20642. * @param name Name of the new clone
  20643. * @param newParent New parent for the clone
  20644. * @param doNotCloneChildren Do not clone children hierarchy
  20645. * @returns the new transform node
  20646. */
  20647. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20648. var _this = this;
  20649. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20650. result.name = name;
  20651. result.id = name;
  20652. if (newParent) {
  20653. result.parent = newParent;
  20654. }
  20655. if (!doNotCloneChildren) {
  20656. // Children
  20657. var directDescendants = this.getDescendants(true);
  20658. for (var index = 0; index < directDescendants.length; index++) {
  20659. var child = directDescendants[index];
  20660. if (child.clone) {
  20661. child.clone(name + "." + child.name, result);
  20662. }
  20663. }
  20664. }
  20665. return result;
  20666. };
  20667. /**
  20668. * Serializes the objects information.
  20669. * @param currentSerializationObject defines the object to serialize in
  20670. * @returns the serialized object
  20671. */
  20672. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20673. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20674. serializationObject.type = this.getClassName();
  20675. // Parent
  20676. if (this.parent) {
  20677. serializationObject.parentId = this.parent.id;
  20678. }
  20679. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20680. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20681. }
  20682. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20683. serializationObject.isEnabled = this.isEnabled();
  20684. // Parent
  20685. if (this.parent) {
  20686. serializationObject.parentId = this.parent.id;
  20687. }
  20688. return serializationObject;
  20689. };
  20690. // Statics
  20691. /**
  20692. * Returns a new TransformNode object parsed from the source provided.
  20693. * @param parsedTransformNode is the source.
  20694. * @param scene the scne the object belongs to
  20695. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20696. * @returns a new TransformNode object parsed from the source provided.
  20697. */
  20698. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20699. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20700. if (BABYLON.Tags) {
  20701. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20702. }
  20703. if (parsedTransformNode.localMatrix) {
  20704. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20705. }
  20706. else if (parsedTransformNode.pivotMatrix) {
  20707. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20708. }
  20709. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20710. // Parent
  20711. if (parsedTransformNode.parentId) {
  20712. transformNode._waitingParentId = parsedTransformNode.parentId;
  20713. }
  20714. return transformNode;
  20715. };
  20716. /**
  20717. * Releases resources associated with this transform node.
  20718. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20719. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20720. */
  20721. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20722. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20723. // Animations
  20724. this.getScene().stopAnimation(this);
  20725. // Remove from scene
  20726. this.getScene().removeTransformNode(this);
  20727. this.onAfterWorldMatrixUpdateObservable.clear();
  20728. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20729. };
  20730. // Statics
  20731. /**
  20732. * Object will not rotate to face the camera
  20733. */
  20734. TransformNode.BILLBOARDMODE_NONE = 0;
  20735. /**
  20736. * Object will rotate to face the camera but only on the x axis
  20737. */
  20738. TransformNode.BILLBOARDMODE_X = 1;
  20739. /**
  20740. * Object will rotate to face the camera but only on the y axis
  20741. */
  20742. TransformNode.BILLBOARDMODE_Y = 2;
  20743. /**
  20744. * Object will rotate to face the camera but only on the z axis
  20745. */
  20746. TransformNode.BILLBOARDMODE_Z = 4;
  20747. /**
  20748. * Object will rotate to face the camera
  20749. */
  20750. TransformNode.BILLBOARDMODE_ALL = 7;
  20751. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20752. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20753. __decorate([
  20754. BABYLON.serializeAsVector3("position")
  20755. ], TransformNode.prototype, "_position", void 0);
  20756. __decorate([
  20757. BABYLON.serializeAsVector3("rotation")
  20758. ], TransformNode.prototype, "_rotation", void 0);
  20759. __decorate([
  20760. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20761. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20762. __decorate([
  20763. BABYLON.serializeAsVector3("scaling")
  20764. ], TransformNode.prototype, "_scaling", void 0);
  20765. __decorate([
  20766. BABYLON.serialize()
  20767. ], TransformNode.prototype, "billboardMode", void 0);
  20768. __decorate([
  20769. BABYLON.serialize()
  20770. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20771. __decorate([
  20772. BABYLON.serialize()
  20773. ], TransformNode.prototype, "infiniteDistance", void 0);
  20774. __decorate([
  20775. BABYLON.serialize()
  20776. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20777. return TransformNode;
  20778. }(BABYLON.Node));
  20779. BABYLON.TransformNode = TransformNode;
  20780. })(BABYLON || (BABYLON = {}));
  20781. //# sourceMappingURL=babylon.transformNode.js.map
  20782. var BABYLON;
  20783. (function (BABYLON) {
  20784. /** @hidden */
  20785. var _FacetDataStorage = /** @class */ (function () {
  20786. function _FacetDataStorage() {
  20787. this.facetNb = 0; // facet number
  20788. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20789. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20790. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20791. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20792. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20793. this.subDiv = {
  20794. max: 1,
  20795. X: 1,
  20796. Y: 1,
  20797. Z: 1
  20798. };
  20799. this.facetDepthSort = false; // is the facet depth sort to be computed
  20800. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20801. }
  20802. return _FacetDataStorage;
  20803. }());
  20804. /**
  20805. * Class used to store all common mesh properties
  20806. */
  20807. var AbstractMesh = /** @class */ (function (_super) {
  20808. __extends(AbstractMesh, _super);
  20809. // Constructor
  20810. /**
  20811. * Creates a new AbstractMesh
  20812. * @param name defines the name of the mesh
  20813. * @param scene defines the hosting scene
  20814. */
  20815. function AbstractMesh(name, scene) {
  20816. if (scene === void 0) { scene = null; }
  20817. var _this = _super.call(this, name, scene, false) || this;
  20818. _this._facetData = new _FacetDataStorage();
  20819. /** Gets ot sets the culling strategy to use to find visible meshes */
  20820. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20821. // Events
  20822. /**
  20823. * An event triggered when this mesh collides with another one
  20824. */
  20825. _this.onCollideObservable = new BABYLON.Observable();
  20826. /**
  20827. * An event triggered when the collision's position changes
  20828. */
  20829. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20830. /**
  20831. * An event triggered when material is changed
  20832. */
  20833. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20834. // Properties
  20835. /**
  20836. * Gets or sets the orientation for POV movement & rotation
  20837. */
  20838. _this.definedFacingForward = true;
  20839. _this._visibility = 1.0;
  20840. /** Gets or sets the alpha index used to sort transparent meshes
  20841. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20842. */
  20843. _this.alphaIndex = Number.MAX_VALUE;
  20844. /**
  20845. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20846. */
  20847. _this.isVisible = true;
  20848. /**
  20849. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20850. */
  20851. _this.isPickable = true;
  20852. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20853. _this.showSubMeshesBoundingBox = false;
  20854. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20855. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20856. */
  20857. _this.isBlocker = false;
  20858. /**
  20859. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20860. */
  20861. _this.enablePointerMoveEvents = false;
  20862. /**
  20863. * Specifies the rendering group id for this mesh (0 by default)
  20864. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20865. */
  20866. _this.renderingGroupId = 0;
  20867. _this._receiveShadows = false;
  20868. /** Defines color to use when rendering outline */
  20869. _this.outlineColor = BABYLON.Color3.Red();
  20870. /** Define width to use when rendering outline */
  20871. _this.outlineWidth = 0.02;
  20872. /** Defines color to use when rendering overlay */
  20873. _this.overlayColor = BABYLON.Color3.Red();
  20874. /** Defines alpha to use when rendering overlay */
  20875. _this.overlayAlpha = 0.5;
  20876. _this._hasVertexAlpha = false;
  20877. _this._useVertexColors = true;
  20878. _this._computeBonesUsingShaders = true;
  20879. _this._numBoneInfluencers = 4;
  20880. _this._applyFog = true;
  20881. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20882. _this.useOctreeForRenderingSelection = true;
  20883. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20884. _this.useOctreeForPicking = true;
  20885. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20886. _this.useOctreeForCollisions = true;
  20887. _this._layerMask = 0x0FFFFFFF;
  20888. /**
  20889. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20890. */
  20891. _this.alwaysSelectAsActiveMesh = false;
  20892. /**
  20893. * Gets or sets the current action manager
  20894. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20895. */
  20896. _this.actionManager = null;
  20897. // Collisions
  20898. _this._checkCollisions = false;
  20899. _this._collisionMask = -1;
  20900. _this._collisionGroup = -1;
  20901. /**
  20902. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20903. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20904. */
  20905. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20906. /**
  20907. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20908. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20909. */
  20910. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20911. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20912. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20913. // Edges
  20914. /**
  20915. * Defines edge width used when edgesRenderer is enabled
  20916. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20917. */
  20918. _this.edgesWidth = 1;
  20919. /**
  20920. * Defines edge color used when edgesRenderer is enabled
  20921. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20922. */
  20923. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20924. /** @hidden */
  20925. _this._renderId = 0;
  20926. /** @hidden */
  20927. _this._intersectionsInProgress = new Array();
  20928. /** @hidden */
  20929. _this._unIndexed = false;
  20930. /** @hidden */
  20931. _this._lightSources = new Array();
  20932. /**
  20933. * An event triggered when the mesh is rebuilt.
  20934. */
  20935. _this.onRebuildObservable = new BABYLON.Observable();
  20936. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20937. if (collidedMesh === void 0) { collidedMesh = null; }
  20938. //TODO move this to the collision coordinator!
  20939. if (_this.getScene().workerCollisions) {
  20940. newPosition.multiplyInPlace(_this._collider._radius);
  20941. }
  20942. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  20943. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  20944. _this.position.addInPlace(_this._diffPositionForCollisions);
  20945. }
  20946. if (collidedMesh) {
  20947. _this.onCollideObservable.notifyObservers(collidedMesh);
  20948. }
  20949. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  20950. };
  20951. _this.getScene().addMesh(_this);
  20952. _this._resyncLightSources();
  20953. return _this;
  20954. }
  20955. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20956. /**
  20957. * No billboard
  20958. */
  20959. get: function () {
  20960. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20961. },
  20962. enumerable: true,
  20963. configurable: true
  20964. });
  20965. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20966. /** Billboard on X axis */
  20967. get: function () {
  20968. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20969. },
  20970. enumerable: true,
  20971. configurable: true
  20972. });
  20973. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20974. /** Billboard on Y axis */
  20975. get: function () {
  20976. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20977. },
  20978. enumerable: true,
  20979. configurable: true
  20980. });
  20981. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20982. /** Billboard on Z axis */
  20983. get: function () {
  20984. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20985. },
  20986. enumerable: true,
  20987. configurable: true
  20988. });
  20989. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  20990. /** Billboard on all axes */
  20991. get: function () {
  20992. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  20993. },
  20994. enumerable: true,
  20995. configurable: true
  20996. });
  20997. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  20998. /**
  20999. * Gets the number of facets in the mesh
  21000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21001. */
  21002. get: function () {
  21003. return this._facetData.facetNb;
  21004. },
  21005. enumerable: true,
  21006. configurable: true
  21007. });
  21008. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21009. /**
  21010. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21012. */
  21013. get: function () {
  21014. return this._facetData.partitioningSubdivisions;
  21015. },
  21016. set: function (nb) {
  21017. this._facetData.partitioningSubdivisions = nb;
  21018. },
  21019. enumerable: true,
  21020. configurable: true
  21021. });
  21022. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21023. /**
  21024. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21025. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21026. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21027. */
  21028. get: function () {
  21029. return this._facetData.partitioningBBoxRatio;
  21030. },
  21031. set: function (ratio) {
  21032. this._facetData.partitioningBBoxRatio = ratio;
  21033. },
  21034. enumerable: true,
  21035. configurable: true
  21036. });
  21037. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21038. /**
  21039. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21040. * Works only for updatable meshes.
  21041. * Doesn't work with multi-materials
  21042. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21043. */
  21044. get: function () {
  21045. return this._facetData.facetDepthSort;
  21046. },
  21047. set: function (sort) {
  21048. this._facetData.facetDepthSort = sort;
  21049. },
  21050. enumerable: true,
  21051. configurable: true
  21052. });
  21053. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21054. /**
  21055. * The location (Vector3) where the facet depth sort must be computed from.
  21056. * By default, the active camera position.
  21057. * Used only when facet depth sort is enabled
  21058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21059. */
  21060. get: function () {
  21061. return this._facetData.facetDepthSortFrom;
  21062. },
  21063. set: function (location) {
  21064. this._facetData.facetDepthSortFrom = location;
  21065. },
  21066. enumerable: true,
  21067. configurable: true
  21068. });
  21069. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21070. /**
  21071. * gets a boolean indicating if facetData is enabled
  21072. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21073. */
  21074. get: function () {
  21075. return this._facetData.facetDataEnabled;
  21076. },
  21077. enumerable: true,
  21078. configurable: true
  21079. });
  21080. /** @hidden */
  21081. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21082. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21083. return false;
  21084. }
  21085. this._markSubMeshesAsMiscDirty();
  21086. return true;
  21087. };
  21088. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21089. /** Set a function to call when this mesh collides with another one */
  21090. set: function (callback) {
  21091. if (this._onCollideObserver) {
  21092. this.onCollideObservable.remove(this._onCollideObserver);
  21093. }
  21094. this._onCollideObserver = this.onCollideObservable.add(callback);
  21095. },
  21096. enumerable: true,
  21097. configurable: true
  21098. });
  21099. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21100. /** Set a function to call when the collision's position changes */
  21101. set: function (callback) {
  21102. if (this._onCollisionPositionChangeObserver) {
  21103. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21104. }
  21105. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21106. },
  21107. enumerable: true,
  21108. configurable: true
  21109. });
  21110. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21111. /**
  21112. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21113. */
  21114. get: function () {
  21115. return this._visibility;
  21116. },
  21117. /**
  21118. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21119. */
  21120. set: function (value) {
  21121. if (this._visibility === value) {
  21122. return;
  21123. }
  21124. this._visibility = value;
  21125. this._markSubMeshesAsMiscDirty();
  21126. },
  21127. enumerable: true,
  21128. configurable: true
  21129. });
  21130. Object.defineProperty(AbstractMesh.prototype, "material", {
  21131. /** Gets or sets current material */
  21132. get: function () {
  21133. return this._material;
  21134. },
  21135. set: function (value) {
  21136. if (this._material === value) {
  21137. return;
  21138. }
  21139. this._material = value;
  21140. if (this.onMaterialChangedObservable.hasObservers) {
  21141. this.onMaterialChangedObservable.notifyObservers(this);
  21142. }
  21143. if (!this.subMeshes) {
  21144. return;
  21145. }
  21146. this._unBindEffect();
  21147. },
  21148. enumerable: true,
  21149. configurable: true
  21150. });
  21151. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21152. /**
  21153. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21154. * @see http://doc.babylonjs.com/babylon101/shadows
  21155. */
  21156. get: function () {
  21157. return this._receiveShadows;
  21158. },
  21159. set: function (value) {
  21160. if (this._receiveShadows === value) {
  21161. return;
  21162. }
  21163. this._receiveShadows = value;
  21164. this._markSubMeshesAsLightDirty();
  21165. },
  21166. enumerable: true,
  21167. configurable: true
  21168. });
  21169. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21170. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21171. get: function () {
  21172. return this._hasVertexAlpha;
  21173. },
  21174. set: function (value) {
  21175. if (this._hasVertexAlpha === value) {
  21176. return;
  21177. }
  21178. this._hasVertexAlpha = value;
  21179. this._markSubMeshesAsAttributesDirty();
  21180. this._markSubMeshesAsMiscDirty();
  21181. },
  21182. enumerable: true,
  21183. configurable: true
  21184. });
  21185. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21186. /** 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) */
  21187. get: function () {
  21188. return this._useVertexColors;
  21189. },
  21190. set: function (value) {
  21191. if (this._useVertexColors === value) {
  21192. return;
  21193. }
  21194. this._useVertexColors = value;
  21195. this._markSubMeshesAsAttributesDirty();
  21196. },
  21197. enumerable: true,
  21198. configurable: true
  21199. });
  21200. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21201. /**
  21202. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21203. */
  21204. get: function () {
  21205. return this._computeBonesUsingShaders;
  21206. },
  21207. set: function (value) {
  21208. if (this._computeBonesUsingShaders === value) {
  21209. return;
  21210. }
  21211. this._computeBonesUsingShaders = value;
  21212. this._markSubMeshesAsAttributesDirty();
  21213. },
  21214. enumerable: true,
  21215. configurable: true
  21216. });
  21217. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21218. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21219. get: function () {
  21220. return this._numBoneInfluencers;
  21221. },
  21222. set: function (value) {
  21223. if (this._numBoneInfluencers === value) {
  21224. return;
  21225. }
  21226. this._numBoneInfluencers = value;
  21227. this._markSubMeshesAsAttributesDirty();
  21228. },
  21229. enumerable: true,
  21230. configurable: true
  21231. });
  21232. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21233. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21234. get: function () {
  21235. return this._applyFog;
  21236. },
  21237. set: function (value) {
  21238. if (this._applyFog === value) {
  21239. return;
  21240. }
  21241. this._applyFog = value;
  21242. this._markSubMeshesAsMiscDirty();
  21243. },
  21244. enumerable: true,
  21245. configurable: true
  21246. });
  21247. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21248. /**
  21249. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21250. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21251. */
  21252. get: function () {
  21253. return this._layerMask;
  21254. },
  21255. set: function (value) {
  21256. if (value === this._layerMask) {
  21257. return;
  21258. }
  21259. this._layerMask = value;
  21260. this._resyncLightSources();
  21261. },
  21262. enumerable: true,
  21263. configurable: true
  21264. });
  21265. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21266. /**
  21267. * Gets or sets a collision mask used to mask collisions (default is -1).
  21268. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21269. */
  21270. get: function () {
  21271. return this._collisionMask;
  21272. },
  21273. set: function (mask) {
  21274. this._collisionMask = !isNaN(mask) ? mask : -1;
  21275. },
  21276. enumerable: true,
  21277. configurable: true
  21278. });
  21279. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21280. /**
  21281. * Gets or sets the current collision group mask (-1 by default).
  21282. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21283. */
  21284. get: function () {
  21285. return this._collisionGroup;
  21286. },
  21287. set: function (mask) {
  21288. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21289. },
  21290. enumerable: true,
  21291. configurable: true
  21292. });
  21293. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21294. /** @hidden */
  21295. get: function () {
  21296. return null;
  21297. },
  21298. enumerable: true,
  21299. configurable: true
  21300. });
  21301. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21302. get: function () {
  21303. return this._skeleton;
  21304. },
  21305. /**
  21306. * Gets or sets a skeleton to apply skining transformations
  21307. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21308. */
  21309. set: function (value) {
  21310. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21311. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21312. }
  21313. if (value && value.needInitialSkinMatrix) {
  21314. value._registerMeshWithPoseMatrix(this);
  21315. }
  21316. this._skeleton = value;
  21317. if (!this._skeleton) {
  21318. this._bonesTransformMatrices = null;
  21319. }
  21320. this._markSubMeshesAsAttributesDirty();
  21321. },
  21322. enumerable: true,
  21323. configurable: true
  21324. });
  21325. /**
  21326. * Returns the string "AbstractMesh"
  21327. * @returns "AbstractMesh"
  21328. */
  21329. AbstractMesh.prototype.getClassName = function () {
  21330. return "AbstractMesh";
  21331. };
  21332. /**
  21333. * Gets a string representation of the current mesh
  21334. * @param fullDetails defines a boolean indicating if full details must be included
  21335. * @returns a string representation of the current mesh
  21336. */
  21337. AbstractMesh.prototype.toString = function (fullDetails) {
  21338. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21339. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21340. if (this._skeleton) {
  21341. ret += ", skeleton: " + this._skeleton.name;
  21342. }
  21343. if (fullDetails) {
  21344. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21345. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21346. }
  21347. return ret;
  21348. };
  21349. /** @hidden */
  21350. AbstractMesh.prototype._rebuild = function () {
  21351. this.onRebuildObservable.notifyObservers(this);
  21352. if (this._occlusionQuery) {
  21353. this._occlusionQuery = null;
  21354. }
  21355. if (!this.subMeshes) {
  21356. return;
  21357. }
  21358. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21359. var subMesh = _a[_i];
  21360. subMesh._rebuild();
  21361. }
  21362. };
  21363. /** @hidden */
  21364. AbstractMesh.prototype._resyncLightSources = function () {
  21365. this._lightSources.length = 0;
  21366. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21367. var light = _a[_i];
  21368. if (!light.isEnabled()) {
  21369. continue;
  21370. }
  21371. if (light.canAffectMesh(this)) {
  21372. this._lightSources.push(light);
  21373. }
  21374. }
  21375. this._markSubMeshesAsLightDirty();
  21376. };
  21377. /** @hidden */
  21378. AbstractMesh.prototype._resyncLighSource = function (light) {
  21379. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21380. var index = this._lightSources.indexOf(light);
  21381. if (index === -1) {
  21382. if (!isIn) {
  21383. return;
  21384. }
  21385. this._lightSources.push(light);
  21386. }
  21387. else {
  21388. if (isIn) {
  21389. return;
  21390. }
  21391. this._lightSources.splice(index, 1);
  21392. }
  21393. this._markSubMeshesAsLightDirty();
  21394. };
  21395. /** @hidden */
  21396. AbstractMesh.prototype._unBindEffect = function () {
  21397. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21398. var subMesh = _a[_i];
  21399. subMesh.setEffect(null);
  21400. }
  21401. };
  21402. /** @hidden */
  21403. AbstractMesh.prototype._removeLightSource = function (light) {
  21404. var index = this._lightSources.indexOf(light);
  21405. if (index === -1) {
  21406. return;
  21407. }
  21408. this._lightSources.splice(index, 1);
  21409. this._markSubMeshesAsLightDirty();
  21410. };
  21411. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21412. if (!this.subMeshes) {
  21413. return;
  21414. }
  21415. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21416. var subMesh = _a[_i];
  21417. if (subMesh._materialDefines) {
  21418. func(subMesh._materialDefines);
  21419. }
  21420. }
  21421. };
  21422. /** @hidden */
  21423. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21424. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21425. };
  21426. /** @hidden */
  21427. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21428. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21429. };
  21430. /** @hidden */
  21431. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21432. if (!this.subMeshes) {
  21433. return;
  21434. }
  21435. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21436. var subMesh = _a[_i];
  21437. var material = subMesh.getMaterial();
  21438. if (material) {
  21439. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21440. }
  21441. }
  21442. };
  21443. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21444. /**
  21445. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21446. */
  21447. get: function () {
  21448. return this._scaling;
  21449. },
  21450. set: function (newScaling) {
  21451. this._scaling = newScaling;
  21452. if (this.physicsImpostor) {
  21453. this.physicsImpostor.forceUpdate();
  21454. }
  21455. },
  21456. enumerable: true,
  21457. configurable: true
  21458. });
  21459. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21460. // Methods
  21461. /**
  21462. * Returns true if the mesh is blocked. Implemented by child classes
  21463. */
  21464. get: function () {
  21465. return false;
  21466. },
  21467. enumerable: true,
  21468. configurable: true
  21469. });
  21470. /**
  21471. * Returns the mesh itself by default. Implemented by child classes
  21472. * @param camera defines the camera to use to pick the right LOD level
  21473. * @returns the currentAbstractMesh
  21474. */
  21475. AbstractMesh.prototype.getLOD = function (camera) {
  21476. return this;
  21477. };
  21478. /**
  21479. * Returns 0 by default. Implemented by child classes
  21480. * @returns an integer
  21481. */
  21482. AbstractMesh.prototype.getTotalVertices = function () {
  21483. return 0;
  21484. };
  21485. /**
  21486. * Returns null by default. Implemented by child classes
  21487. * @returns null
  21488. */
  21489. AbstractMesh.prototype.getIndices = function () {
  21490. return null;
  21491. };
  21492. /**
  21493. * Returns the array of the requested vertex data kind. Implemented by child classes
  21494. * @param kind defines the vertex data kind to use
  21495. * @returns null
  21496. */
  21497. AbstractMesh.prototype.getVerticesData = function (kind) {
  21498. return null;
  21499. };
  21500. /**
  21501. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21502. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21503. * Note that a new underlying VertexBuffer object is created each call.
  21504. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21505. * @param kind defines vertex data kind:
  21506. * * BABYLON.VertexBuffer.PositionKind
  21507. * * BABYLON.VertexBuffer.UVKind
  21508. * * BABYLON.VertexBuffer.UV2Kind
  21509. * * BABYLON.VertexBuffer.UV3Kind
  21510. * * BABYLON.VertexBuffer.UV4Kind
  21511. * * BABYLON.VertexBuffer.UV5Kind
  21512. * * BABYLON.VertexBuffer.UV6Kind
  21513. * * BABYLON.VertexBuffer.ColorKind
  21514. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21515. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21516. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21517. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21518. * @param data defines the data source
  21519. * @param updatable defines if the data must be flagged as updatable (or static)
  21520. * @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
  21521. * @returns the current mesh
  21522. */
  21523. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21524. return this;
  21525. };
  21526. /**
  21527. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21528. * If the mesh has no geometry, it is simply returned as it is.
  21529. * @param kind defines vertex data kind:
  21530. * * BABYLON.VertexBuffer.PositionKind
  21531. * * BABYLON.VertexBuffer.UVKind
  21532. * * BABYLON.VertexBuffer.UV2Kind
  21533. * * BABYLON.VertexBuffer.UV3Kind
  21534. * * BABYLON.VertexBuffer.UV4Kind
  21535. * * BABYLON.VertexBuffer.UV5Kind
  21536. * * BABYLON.VertexBuffer.UV6Kind
  21537. * * BABYLON.VertexBuffer.ColorKind
  21538. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21539. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21540. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21541. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21542. * @param data defines the data source
  21543. * @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
  21544. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21545. * @returns the current mesh
  21546. */
  21547. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21548. return this;
  21549. };
  21550. /**
  21551. * Sets the mesh indices,
  21552. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21553. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21554. * @param totalVertices Defines the total number of vertices
  21555. * @returns the current mesh
  21556. */
  21557. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21558. return this;
  21559. };
  21560. /**
  21561. * Gets a boolean indicating if specific vertex data is present
  21562. * @param kind defines the vertex data kind to use
  21563. * @returns true is data kind is present
  21564. */
  21565. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21566. return false;
  21567. };
  21568. /**
  21569. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21570. * @returns a BoundingInfo
  21571. */
  21572. AbstractMesh.prototype.getBoundingInfo = function () {
  21573. if (this._masterMesh) {
  21574. return this._masterMesh.getBoundingInfo();
  21575. }
  21576. if (!this._boundingInfo) {
  21577. // this._boundingInfo is being created here
  21578. this._updateBoundingInfo();
  21579. }
  21580. // cannot be null.
  21581. return this._boundingInfo;
  21582. };
  21583. /**
  21584. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21585. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21586. * @returns the current mesh
  21587. */
  21588. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21589. if (includeDescendants === void 0) { includeDescendants = true; }
  21590. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21591. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21592. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21593. if (maxDimension === 0) {
  21594. return this;
  21595. }
  21596. var scale = 1 / maxDimension;
  21597. this.scaling.scaleInPlace(scale);
  21598. return this;
  21599. };
  21600. /**
  21601. * Overwrite the current bounding info
  21602. * @param boundingInfo defines the new bounding info
  21603. * @returns the current mesh
  21604. */
  21605. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21606. this._boundingInfo = boundingInfo;
  21607. return this;
  21608. };
  21609. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21610. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21611. get: function () {
  21612. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21613. },
  21614. enumerable: true,
  21615. configurable: true
  21616. });
  21617. /** @hidden */
  21618. AbstractMesh.prototype._preActivate = function () {
  21619. };
  21620. /** @hidden */
  21621. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21622. };
  21623. /** @hidden */
  21624. AbstractMesh.prototype._activate = function (renderId) {
  21625. this._renderId = renderId;
  21626. };
  21627. /**
  21628. * Gets the current world matrix
  21629. * @returns a Matrix
  21630. */
  21631. AbstractMesh.prototype.getWorldMatrix = function () {
  21632. if (this._masterMesh) {
  21633. return this._masterMesh.getWorldMatrix();
  21634. }
  21635. return _super.prototype.getWorldMatrix.call(this);
  21636. };
  21637. /** @hidden */
  21638. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21639. if (this._masterMesh) {
  21640. return this._masterMesh._getWorldMatrixDeterminant();
  21641. }
  21642. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21643. };
  21644. // ================================== Point of View Movement =================================
  21645. /**
  21646. * Perform relative position change from the point of view of behind the front of the mesh.
  21647. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21648. * Supports definition of mesh facing forward or backward
  21649. * @param amountRight defines the distance on the right axis
  21650. * @param amountUp defines the distance on the up axis
  21651. * @param amountForward defines the distance on the forward axis
  21652. * @returns the current mesh
  21653. */
  21654. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21655. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21656. return this;
  21657. };
  21658. /**
  21659. * Calculate relative position change from the point of view of behind the front of the mesh.
  21660. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21661. * Supports definition of mesh facing forward or backward
  21662. * @param amountRight defines the distance on the right axis
  21663. * @param amountUp defines the distance on the up axis
  21664. * @param amountForward defines the distance on the forward axis
  21665. * @returns the new displacement vector
  21666. */
  21667. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21668. var rotMatrix = new BABYLON.Matrix();
  21669. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21670. rotQuaternion.toRotationMatrix(rotMatrix);
  21671. var translationDelta = BABYLON.Vector3.Zero();
  21672. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21673. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21674. return translationDelta;
  21675. };
  21676. // ================================== Point of View Rotation =================================
  21677. /**
  21678. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21679. * Supports definition of mesh facing forward or backward
  21680. * @param flipBack defines the flip
  21681. * @param twirlClockwise defines the twirl
  21682. * @param tiltRight defines the tilt
  21683. * @returns the current mesh
  21684. */
  21685. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21686. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21687. return this;
  21688. };
  21689. /**
  21690. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21691. * Supports definition of mesh facing forward or backward.
  21692. * @param flipBack defines the flip
  21693. * @param twirlClockwise defines the twirl
  21694. * @param tiltRight defines the tilt
  21695. * @returns the new rotation vector
  21696. */
  21697. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21698. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21699. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21700. };
  21701. /**
  21702. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21703. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21704. * @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
  21705. * @returns the new bounding vectors
  21706. */
  21707. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21708. if (includeDescendants === void 0) { includeDescendants = true; }
  21709. if (predicate === void 0) { predicate = null; }
  21710. // Ensures that all world matrix will be recomputed.
  21711. this.getScene().incrementRenderId();
  21712. this.computeWorldMatrix(true);
  21713. var min;
  21714. var max;
  21715. var boundingInfo = this.getBoundingInfo();
  21716. if (!this.subMeshes) {
  21717. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21718. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21719. }
  21720. else {
  21721. min = boundingInfo.boundingBox.minimumWorld;
  21722. max = boundingInfo.boundingBox.maximumWorld;
  21723. }
  21724. if (includeDescendants) {
  21725. var descendants = this.getDescendants(false);
  21726. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21727. var descendant = descendants_1[_i];
  21728. var childMesh = descendant;
  21729. childMesh.computeWorldMatrix(true);
  21730. // Filters meshes based on custom predicate function.
  21731. if (predicate && !predicate(childMesh)) {
  21732. continue;
  21733. }
  21734. //make sure we have the needed params to get mix and max
  21735. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21736. continue;
  21737. }
  21738. var childBoundingInfo = childMesh.getBoundingInfo();
  21739. var boundingBox = childBoundingInfo.boundingBox;
  21740. var minBox = boundingBox.minimumWorld;
  21741. var maxBox = boundingBox.maximumWorld;
  21742. BABYLON.Tools.CheckExtends(minBox, min, max);
  21743. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21744. }
  21745. }
  21746. return {
  21747. min: min,
  21748. max: max
  21749. };
  21750. };
  21751. /** @hidden */
  21752. AbstractMesh.prototype._updateBoundingInfo = function () {
  21753. if (this._boundingInfo) {
  21754. this._boundingInfo.update(this.worldMatrixFromCache);
  21755. }
  21756. else {
  21757. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21758. }
  21759. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21760. return this;
  21761. };
  21762. /** @hidden */
  21763. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21764. if (!this.subMeshes) {
  21765. return this;
  21766. }
  21767. var count = this.subMeshes.length;
  21768. for (var subIndex = 0; subIndex < count; subIndex++) {
  21769. var subMesh = this.subMeshes[subIndex];
  21770. if (count > 1 || !subMesh.IsGlobal) {
  21771. subMesh.updateBoundingInfo(matrix);
  21772. }
  21773. }
  21774. return this;
  21775. };
  21776. /** @hidden */
  21777. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21778. // Bounding info
  21779. this._updateBoundingInfo();
  21780. };
  21781. /**
  21782. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21783. * A mesh is in the frustum if its bounding box intersects the frustum
  21784. * @param frustumPlanes defines the frustum to test
  21785. * @returns true if the mesh is in the frustum planes
  21786. */
  21787. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21788. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21789. };
  21790. /**
  21791. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21792. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21793. * @param frustumPlanes defines the frustum to test
  21794. * @returns true if the mesh is completely in the frustum planes
  21795. */
  21796. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21797. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21798. };
  21799. /**
  21800. * True if the mesh intersects another mesh or a SolidParticle object
  21801. * @param mesh defines a target mesh or SolidParticle to test
  21802. * @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)
  21803. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21804. * @returns true if there is an intersection
  21805. */
  21806. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21807. if (precise === void 0) { precise = false; }
  21808. if (!this._boundingInfo || !mesh._boundingInfo) {
  21809. return false;
  21810. }
  21811. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21812. return true;
  21813. }
  21814. if (includeDescendants) {
  21815. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21816. var child = _a[_i];
  21817. if (child.intersectsMesh(mesh, precise, true)) {
  21818. return true;
  21819. }
  21820. }
  21821. }
  21822. return false;
  21823. };
  21824. /**
  21825. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21826. * @param point defines the point to test
  21827. * @returns true if there is an intersection
  21828. */
  21829. AbstractMesh.prototype.intersectsPoint = function (point) {
  21830. if (!this._boundingInfo) {
  21831. return false;
  21832. }
  21833. return this._boundingInfo.intersectsPoint(point);
  21834. };
  21835. /**
  21836. * Gets the position of the current mesh in camera space
  21837. * @param camera defines the camera to use
  21838. * @returns a position
  21839. */
  21840. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21841. if (camera === void 0) { camera = null; }
  21842. if (!camera) {
  21843. camera = this.getScene().activeCamera;
  21844. }
  21845. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21846. };
  21847. /**
  21848. * Returns the distance from the mesh to the active camera
  21849. * @param camera defines the camera to use
  21850. * @returns the distance
  21851. */
  21852. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21853. if (camera === void 0) { camera = null; }
  21854. if (!camera) {
  21855. camera = this.getScene().activeCamera;
  21856. }
  21857. return this.absolutePosition.subtract(camera.position).length();
  21858. };
  21859. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21860. // Collisions
  21861. /**
  21862. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21863. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21864. */
  21865. get: function () {
  21866. return this._checkCollisions;
  21867. },
  21868. set: function (collisionEnabled) {
  21869. this._checkCollisions = collisionEnabled;
  21870. if (this.getScene().workerCollisions) {
  21871. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21872. }
  21873. },
  21874. enumerable: true,
  21875. configurable: true
  21876. });
  21877. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21878. /**
  21879. * Gets Collider object used to compute collisions (not physics)
  21880. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21881. */
  21882. get: function () {
  21883. return this._collider;
  21884. },
  21885. enumerable: true,
  21886. configurable: true
  21887. });
  21888. /**
  21889. * Move the mesh using collision engine
  21890. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21891. * @param displacement defines the requested displacement vector
  21892. * @returns the current mesh
  21893. */
  21894. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21895. var globalPosition = this.getAbsolutePosition();
  21896. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21897. if (!this._collider) {
  21898. this._collider = new BABYLON.Collider();
  21899. }
  21900. this._collider._radius = this.ellipsoid;
  21901. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21902. return this;
  21903. };
  21904. // Collisions
  21905. /** @hidden */
  21906. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21907. this._generatePointsArray();
  21908. if (!this._positions) {
  21909. return this;
  21910. }
  21911. // Transformation
  21912. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21913. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21914. subMesh._lastColliderWorldVertices = [];
  21915. subMesh._trianglePlanes = [];
  21916. var start = subMesh.verticesStart;
  21917. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21918. for (var i = start; i < end; i++) {
  21919. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21920. }
  21921. }
  21922. // Collide
  21923. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21924. if (collider.collisionFound) {
  21925. collider.collidedMesh = this;
  21926. }
  21927. return this;
  21928. };
  21929. /** @hidden */
  21930. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21931. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21932. var len = subMeshes.length;
  21933. for (var index = 0; index < len; index++) {
  21934. var subMesh = subMeshes.data[index];
  21935. // Bounding test
  21936. if (len > 1 && !subMesh._checkCollision(collider)) {
  21937. continue;
  21938. }
  21939. this._collideForSubMesh(subMesh, transformMatrix, collider);
  21940. }
  21941. return this;
  21942. };
  21943. /** @hidden */
  21944. AbstractMesh.prototype._checkCollision = function (collider) {
  21945. // Bounding box test
  21946. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  21947. return this;
  21948. }
  21949. // Transformation matrix
  21950. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  21951. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  21952. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  21953. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  21954. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  21955. return this;
  21956. };
  21957. // Picking
  21958. /** @hidden */
  21959. AbstractMesh.prototype._generatePointsArray = function () {
  21960. return false;
  21961. };
  21962. /**
  21963. * Checks if the passed Ray intersects with the mesh
  21964. * @param ray defines the ray to use
  21965. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21966. * @returns the picking info
  21967. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21968. */
  21969. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21970. var pickingInfo = new BABYLON.PickingInfo();
  21971. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21972. return pickingInfo;
  21973. }
  21974. if (!this._generatePointsArray()) {
  21975. return pickingInfo;
  21976. }
  21977. var intersectInfo = null;
  21978. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21979. var len = subMeshes.length;
  21980. for (var index = 0; index < len; index++) {
  21981. var subMesh = subMeshes.data[index];
  21982. // Bounding test
  21983. if (len > 1 && !subMesh.canIntersects(ray)) {
  21984. continue;
  21985. }
  21986. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  21987. if (currentIntersectInfo) {
  21988. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  21989. intersectInfo = currentIntersectInfo;
  21990. intersectInfo.subMeshId = index;
  21991. if (fastCheck) {
  21992. break;
  21993. }
  21994. }
  21995. }
  21996. }
  21997. if (intersectInfo) {
  21998. // Get picked point
  21999. var world = this.getWorldMatrix();
  22000. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  22001. var direction = ray.direction.clone();
  22002. direction = direction.scale(intersectInfo.distance);
  22003. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22004. var pickedPoint = worldOrigin.add(worldDirection);
  22005. // Return result
  22006. pickingInfo.hit = true;
  22007. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22008. pickingInfo.pickedPoint = pickedPoint;
  22009. pickingInfo.pickedMesh = this;
  22010. pickingInfo.bu = intersectInfo.bu || 0;
  22011. pickingInfo.bv = intersectInfo.bv || 0;
  22012. pickingInfo.faceId = intersectInfo.faceId;
  22013. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22014. return pickingInfo;
  22015. }
  22016. return pickingInfo;
  22017. };
  22018. /**
  22019. * Clones the current mesh
  22020. * @param name defines the mesh name
  22021. * @param newParent defines the new mesh parent
  22022. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22023. * @returns the new mesh
  22024. */
  22025. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22026. return null;
  22027. };
  22028. /**
  22029. * Disposes all the submeshes of the current meshnp
  22030. * @returns the current mesh
  22031. */
  22032. AbstractMesh.prototype.releaseSubMeshes = function () {
  22033. if (this.subMeshes) {
  22034. while (this.subMeshes.length) {
  22035. this.subMeshes[0].dispose();
  22036. }
  22037. }
  22038. else {
  22039. this.subMeshes = new Array();
  22040. }
  22041. return this;
  22042. };
  22043. /**
  22044. * Releases resources associated with this abstract mesh.
  22045. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22046. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22047. */
  22048. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22049. var _this = this;
  22050. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22051. var index;
  22052. // Smart Array Retainers.
  22053. this.getScene().freeActiveMeshes();
  22054. this.getScene().freeRenderingGroups();
  22055. // Action manager
  22056. if (this.actionManager !== undefined && this.actionManager !== null) {
  22057. this.actionManager.dispose();
  22058. this.actionManager = null;
  22059. }
  22060. // Skeleton
  22061. this._skeleton = null;
  22062. // Intersections in progress
  22063. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22064. var other = this._intersectionsInProgress[index];
  22065. var pos = other._intersectionsInProgress.indexOf(this);
  22066. other._intersectionsInProgress.splice(pos, 1);
  22067. }
  22068. this._intersectionsInProgress = [];
  22069. // Lights
  22070. var lights = this.getScene().lights;
  22071. lights.forEach(function (light) {
  22072. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22073. if (meshIndex !== -1) {
  22074. light.includedOnlyMeshes.splice(meshIndex, 1);
  22075. }
  22076. meshIndex = light.excludedMeshes.indexOf(_this);
  22077. if (meshIndex !== -1) {
  22078. light.excludedMeshes.splice(meshIndex, 1);
  22079. }
  22080. // Shadow generators
  22081. var generator = light.getShadowGenerator();
  22082. if (generator) {
  22083. var shadowMap = generator.getShadowMap();
  22084. if (shadowMap && shadowMap.renderList) {
  22085. meshIndex = shadowMap.renderList.indexOf(_this);
  22086. if (meshIndex !== -1) {
  22087. shadowMap.renderList.splice(meshIndex, 1);
  22088. }
  22089. }
  22090. }
  22091. });
  22092. // SubMeshes
  22093. if (this.getClassName() !== "InstancedMesh") {
  22094. this.releaseSubMeshes();
  22095. }
  22096. // Query
  22097. var engine = this.getScene().getEngine();
  22098. if (this._occlusionQuery) {
  22099. this.isOcclusionQueryInProgress = false;
  22100. engine.deleteQuery(this._occlusionQuery);
  22101. this._occlusionQuery = null;
  22102. }
  22103. // Engine
  22104. engine.wipeCaches();
  22105. // Remove from scene
  22106. this.getScene().removeMesh(this);
  22107. if (disposeMaterialAndTextures) {
  22108. if (this.material) {
  22109. this.material.dispose(false, true);
  22110. }
  22111. }
  22112. if (!doNotRecurse) {
  22113. // Particles
  22114. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22115. if (this.getScene().particleSystems[index].emitter === this) {
  22116. this.getScene().particleSystems[index].dispose();
  22117. index--;
  22118. }
  22119. }
  22120. }
  22121. // facet data
  22122. if (this._facetData.facetDataEnabled) {
  22123. this.disableFacetData();
  22124. }
  22125. this.onAfterWorldMatrixUpdateObservable.clear();
  22126. this.onCollideObservable.clear();
  22127. this.onCollisionPositionChangeObservable.clear();
  22128. this.onRebuildObservable.clear();
  22129. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22130. };
  22131. /**
  22132. * Adds the passed mesh as a child to the current mesh
  22133. * @param mesh defines the child mesh
  22134. * @returns the current mesh
  22135. */
  22136. AbstractMesh.prototype.addChild = function (mesh) {
  22137. mesh.setParent(this);
  22138. return this;
  22139. };
  22140. /**
  22141. * Removes the passed mesh from the current mesh children list
  22142. * @param mesh defines the child mesh
  22143. * @returns the current mesh
  22144. */
  22145. AbstractMesh.prototype.removeChild = function (mesh) {
  22146. mesh.setParent(null);
  22147. return this;
  22148. };
  22149. // Facet data
  22150. /** @hidden */
  22151. AbstractMesh.prototype._initFacetData = function () {
  22152. var data = this._facetData;
  22153. if (!data.facetNormals) {
  22154. data.facetNormals = new Array();
  22155. }
  22156. if (!data.facetPositions) {
  22157. data.facetPositions = new Array();
  22158. }
  22159. if (!data.facetPartitioning) {
  22160. data.facetPartitioning = new Array();
  22161. }
  22162. data.facetNb = (this.getIndices().length / 3) | 0;
  22163. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22164. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22165. for (var f = 0; f < data.facetNb; f++) {
  22166. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22167. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22168. }
  22169. data.facetDataEnabled = true;
  22170. return this;
  22171. };
  22172. /**
  22173. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22174. * This method can be called within the render loop.
  22175. * 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
  22176. * @returns the current mesh
  22177. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22178. */
  22179. AbstractMesh.prototype.updateFacetData = function () {
  22180. var data = this._facetData;
  22181. if (!data.facetDataEnabled) {
  22182. this._initFacetData();
  22183. }
  22184. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22185. var indices = this.getIndices();
  22186. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22187. var bInfo = this.getBoundingInfo();
  22188. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22189. // init arrays, matrix and sort function on first call
  22190. data.facetDepthSortEnabled = true;
  22191. if (indices instanceof Uint16Array) {
  22192. data.depthSortedIndices = new Uint16Array(indices);
  22193. }
  22194. else if (indices instanceof Uint32Array) {
  22195. data.depthSortedIndices = new Uint32Array(indices);
  22196. }
  22197. else {
  22198. var needs32bits = false;
  22199. for (var i = 0; i < indices.length; i++) {
  22200. if (indices[i] > 65535) {
  22201. needs32bits = true;
  22202. break;
  22203. }
  22204. }
  22205. if (needs32bits) {
  22206. data.depthSortedIndices = new Uint32Array(indices);
  22207. }
  22208. else {
  22209. data.depthSortedIndices = new Uint16Array(indices);
  22210. }
  22211. }
  22212. data.facetDepthSortFunction = function (f1, f2) {
  22213. return (f2.sqDistance - f1.sqDistance);
  22214. };
  22215. if (!data.facetDepthSortFrom) {
  22216. var camera = this.getScene().activeCamera;
  22217. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22218. }
  22219. data.depthSortedFacets = [];
  22220. for (var f = 0; f < data.facetNb; f++) {
  22221. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22222. data.depthSortedFacets.push(depthSortedFacet);
  22223. }
  22224. data.invertedMatrix = BABYLON.Matrix.Identity();
  22225. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22226. }
  22227. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22228. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22229. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22230. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22231. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22232. data.subDiv.max = data.partitioningSubdivisions;
  22233. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22234. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22235. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22236. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22237. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22238. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22239. // set the parameters for ComputeNormals()
  22240. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22241. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22242. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22243. data.facetParameters.bInfo = bInfo;
  22244. data.facetParameters.bbSize = data.bbSize;
  22245. data.facetParameters.subDiv = data.subDiv;
  22246. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22247. data.facetParameters.depthSort = data.facetDepthSort;
  22248. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22249. this.computeWorldMatrix(true);
  22250. this._worldMatrix.invertToRef(data.invertedMatrix);
  22251. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22252. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22253. }
  22254. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22255. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22256. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22257. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22258. var l = (data.depthSortedIndices.length / 3) | 0;
  22259. for (var f = 0; f < l; f++) {
  22260. var sind = data.depthSortedFacets[f].ind;
  22261. data.depthSortedIndices[f * 3] = indices[sind];
  22262. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22263. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22264. }
  22265. this.updateIndices(data.depthSortedIndices);
  22266. }
  22267. return this;
  22268. };
  22269. /**
  22270. * Returns the facetLocalNormals array.
  22271. * The normals are expressed in the mesh local spac
  22272. * @returns an array of Vector3
  22273. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22274. */
  22275. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22276. if (!this._facetData.facetNormals) {
  22277. this.updateFacetData();
  22278. }
  22279. return this._facetData.facetNormals;
  22280. };
  22281. /**
  22282. * Returns the facetLocalPositions array.
  22283. * The facet positions are expressed in the mesh local space
  22284. * @returns an array of Vector3
  22285. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22286. */
  22287. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22288. if (!this._facetData.facetPositions) {
  22289. this.updateFacetData();
  22290. }
  22291. return this._facetData.facetPositions;
  22292. };
  22293. /**
  22294. * Returns the facetLocalPartioning array
  22295. * @returns an array of array of numbers
  22296. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22297. */
  22298. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22299. if (!this._facetData.facetPartitioning) {
  22300. this.updateFacetData();
  22301. }
  22302. return this._facetData.facetPartitioning;
  22303. };
  22304. /**
  22305. * Returns the i-th facet position in the world system.
  22306. * This method allocates a new Vector3 per call
  22307. * @param i defines the facet index
  22308. * @returns a new Vector3
  22309. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22310. */
  22311. AbstractMesh.prototype.getFacetPosition = function (i) {
  22312. var pos = BABYLON.Vector3.Zero();
  22313. this.getFacetPositionToRef(i, pos);
  22314. return pos;
  22315. };
  22316. /**
  22317. * Sets the reference Vector3 with the i-th facet position in the world system
  22318. * @param i defines the facet index
  22319. * @param ref defines the target vector
  22320. * @returns the current mesh
  22321. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22322. */
  22323. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22324. var localPos = (this.getFacetLocalPositions())[i];
  22325. var world = this.getWorldMatrix();
  22326. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22327. return this;
  22328. };
  22329. /**
  22330. * Returns the i-th facet normal in the world system.
  22331. * This method allocates a new Vector3 per call
  22332. * @param i defines the facet index
  22333. * @returns a new Vector3
  22334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22335. */
  22336. AbstractMesh.prototype.getFacetNormal = function (i) {
  22337. var norm = BABYLON.Vector3.Zero();
  22338. this.getFacetNormalToRef(i, norm);
  22339. return norm;
  22340. };
  22341. /**
  22342. * Sets the reference Vector3 with the i-th facet normal in the world system
  22343. * @param i defines the facet index
  22344. * @param ref defines the target vector
  22345. * @returns the current mesh
  22346. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22347. */
  22348. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22349. var localNorm = (this.getFacetLocalNormals())[i];
  22350. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22351. return this;
  22352. };
  22353. /**
  22354. * 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)
  22355. * @param x defines x coordinate
  22356. * @param y defines y coordinate
  22357. * @param z defines z coordinate
  22358. * @returns the array of facet indexes
  22359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22360. */
  22361. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22362. var bInfo = this.getBoundingInfo();
  22363. var data = this._facetData;
  22364. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22365. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22366. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22367. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22368. return null;
  22369. }
  22370. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22371. };
  22372. /**
  22373. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22374. * @param projected sets as the (x,y,z) world projection on the facet
  22375. * @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
  22376. * @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
  22377. * @param x defines x coordinate
  22378. * @param y defines y coordinate
  22379. * @param z defines z coordinate
  22380. * @returns the face index if found (or null instead)
  22381. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22382. */
  22383. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22384. if (checkFace === void 0) { checkFace = false; }
  22385. if (facing === void 0) { facing = true; }
  22386. var world = this.getWorldMatrix();
  22387. var invMat = BABYLON.Tmp.Matrix[5];
  22388. world.invertToRef(invMat);
  22389. var invVect = BABYLON.Tmp.Vector3[8];
  22390. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22391. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22392. if (projected) {
  22393. // tranform the local computed projected vector to world coordinates
  22394. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22395. }
  22396. return closest;
  22397. };
  22398. /**
  22399. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22400. * @param projected sets as the (x,y,z) local projection on the facet
  22401. * @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
  22402. * @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
  22403. * @param x defines x coordinate
  22404. * @param y defines y coordinate
  22405. * @param z defines z coordinate
  22406. * @returns the face index if found (or null instead)
  22407. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22408. */
  22409. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22410. if (checkFace === void 0) { checkFace = false; }
  22411. if (facing === void 0) { facing = true; }
  22412. var closest = null;
  22413. var tmpx = 0.0;
  22414. var tmpy = 0.0;
  22415. var tmpz = 0.0;
  22416. var d = 0.0; // tmp dot facet normal * facet position
  22417. var t0 = 0.0;
  22418. var projx = 0.0;
  22419. var projy = 0.0;
  22420. var projz = 0.0;
  22421. // Get all the facets in the same partitioning block than (x, y, z)
  22422. var facetPositions = this.getFacetLocalPositions();
  22423. var facetNormals = this.getFacetLocalNormals();
  22424. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22425. if (!facetsInBlock) {
  22426. return null;
  22427. }
  22428. // Get the closest facet to (x, y, z)
  22429. var shortest = Number.MAX_VALUE; // init distance vars
  22430. var tmpDistance = shortest;
  22431. var fib; // current facet in the block
  22432. var norm; // current facet normal
  22433. var p0; // current facet barycenter position
  22434. // loop on all the facets in the current partitioning block
  22435. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22436. fib = facetsInBlock[idx];
  22437. norm = facetNormals[fib];
  22438. p0 = facetPositions[fib];
  22439. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22440. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22441. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22442. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22443. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22444. projx = x + norm.x * t0;
  22445. projy = y + norm.y * t0;
  22446. projz = z + norm.z * t0;
  22447. tmpx = projx - x;
  22448. tmpy = projy - y;
  22449. tmpz = projz - z;
  22450. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22451. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22452. shortest = tmpDistance;
  22453. closest = fib;
  22454. if (projected) {
  22455. projected.x = projx;
  22456. projected.y = projy;
  22457. projected.z = projz;
  22458. }
  22459. }
  22460. }
  22461. }
  22462. return closest;
  22463. };
  22464. /**
  22465. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22466. * @returns the parameters
  22467. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22468. */
  22469. AbstractMesh.prototype.getFacetDataParameters = function () {
  22470. return this._facetData.facetParameters;
  22471. };
  22472. /**
  22473. * Disables the feature FacetData and frees the related memory
  22474. * @returns the current mesh
  22475. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22476. */
  22477. AbstractMesh.prototype.disableFacetData = function () {
  22478. if (this._facetData.facetDataEnabled) {
  22479. this._facetData.facetDataEnabled = false;
  22480. this._facetData.facetPositions = new Array();
  22481. this._facetData.facetNormals = new Array();
  22482. this._facetData.facetPartitioning = new Array();
  22483. this._facetData.facetParameters = null;
  22484. this._facetData.depthSortedIndices = new Uint32Array(0);
  22485. }
  22486. return this;
  22487. };
  22488. /**
  22489. * Updates the AbstractMesh indices array
  22490. * @param indices defines the data source
  22491. * @returns the current mesh
  22492. */
  22493. AbstractMesh.prototype.updateIndices = function (indices) {
  22494. return this;
  22495. };
  22496. /**
  22497. * Creates new normals data for the mesh
  22498. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22499. * @returns the current mesh
  22500. */
  22501. AbstractMesh.prototype.createNormals = function (updatable) {
  22502. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22503. var indices = this.getIndices();
  22504. var normals;
  22505. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22506. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22507. }
  22508. else {
  22509. normals = [];
  22510. }
  22511. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22512. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22513. return this;
  22514. };
  22515. /**
  22516. * Align the mesh with a normal
  22517. * @param normal defines the normal to use
  22518. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22519. * @returns the current mesh
  22520. */
  22521. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22522. if (!upDirection) {
  22523. upDirection = BABYLON.Axis.Y;
  22524. }
  22525. var axisX = BABYLON.Tmp.Vector3[0];
  22526. var axisZ = BABYLON.Tmp.Vector3[1];
  22527. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22528. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22529. if (this.rotationQuaternion) {
  22530. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22531. }
  22532. else {
  22533. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22534. }
  22535. return this;
  22536. };
  22537. /** @hidden */
  22538. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22539. return false;
  22540. };
  22541. /** No occlusion */
  22542. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22543. /** Occlusion set to optimisitic */
  22544. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22545. /** Occlusion set to strict */
  22546. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22547. /** Use an accurante occlusion algorithm */
  22548. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22549. /** Use a conservative occlusion algorithm */
  22550. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22551. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22552. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22553. /** Culling strategy with bounding sphere only and then frustum culling */
  22554. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22555. return AbstractMesh;
  22556. }(BABYLON.TransformNode));
  22557. BABYLON.AbstractMesh = AbstractMesh;
  22558. })(BABYLON || (BABYLON = {}));
  22559. //# sourceMappingURL=babylon.abstractMesh.js.map
  22560. var BABYLON;
  22561. (function (BABYLON) {
  22562. /**
  22563. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22564. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22565. * 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.
  22566. */
  22567. var Light = /** @class */ (function (_super) {
  22568. __extends(Light, _super);
  22569. /**
  22570. * Creates a Light object in the scene.
  22571. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22572. * @param name The firendly name of the light
  22573. * @param scene The scene the light belongs too
  22574. */
  22575. function Light(name, scene) {
  22576. var _this = _super.call(this, name, scene) || this;
  22577. /**
  22578. * Diffuse gives the basic color to an object.
  22579. */
  22580. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22581. /**
  22582. * Specular produces a highlight color on an object.
  22583. * Note: This is note affecting PBR materials.
  22584. */
  22585. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22586. /**
  22587. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22588. * falling off base on range or angle.
  22589. * This can be set to any values in Light.FALLOFF_x.
  22590. *
  22591. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22592. * other types of materials.
  22593. */
  22594. _this.falloffType = Light.FALLOFF_DEFAULT;
  22595. /**
  22596. * Strength of the light.
  22597. * Note: By default it is define in the framework own unit.
  22598. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22599. */
  22600. _this.intensity = 1.0;
  22601. _this._range = Number.MAX_VALUE;
  22602. _this._inverseSquaredRange = 0;
  22603. /**
  22604. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22605. * of light.
  22606. */
  22607. _this._photometricScale = 1.0;
  22608. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22609. _this._radius = 0.00001;
  22610. /**
  22611. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22612. * exceeding the number allowed of the materials.
  22613. */
  22614. _this.renderPriority = 0;
  22615. _this._shadowEnabled = true;
  22616. _this._excludeWithLayerMask = 0;
  22617. _this._includeOnlyWithLayerMask = 0;
  22618. _this._lightmapMode = 0;
  22619. /**
  22620. * @hidden Internal use only.
  22621. */
  22622. _this._excludedMeshesIds = new Array();
  22623. /**
  22624. * @hidden Internal use only.
  22625. */
  22626. _this._includedOnlyMeshesIds = new Array();
  22627. _this.getScene().addLight(_this);
  22628. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22629. _this._buildUniformLayout();
  22630. _this.includedOnlyMeshes = new Array();
  22631. _this.excludedMeshes = new Array();
  22632. _this._resyncMeshes();
  22633. return _this;
  22634. }
  22635. Object.defineProperty(Light.prototype, "range", {
  22636. /**
  22637. * Defines how far from the source the light is impacting in scene units.
  22638. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22639. */
  22640. get: function () {
  22641. return this._range;
  22642. },
  22643. /**
  22644. * Defines how far from the source the light is impacting in scene units.
  22645. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22646. */
  22647. set: function (value) {
  22648. this._range = value;
  22649. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22650. },
  22651. enumerable: true,
  22652. configurable: true
  22653. });
  22654. Object.defineProperty(Light.prototype, "intensityMode", {
  22655. /**
  22656. * Gets the photometric scale used to interpret the intensity.
  22657. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22658. */
  22659. get: function () {
  22660. return this._intensityMode;
  22661. },
  22662. /**
  22663. * Sets the photometric scale used to interpret the intensity.
  22664. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22665. */
  22666. set: function (value) {
  22667. this._intensityMode = value;
  22668. this._computePhotometricScale();
  22669. },
  22670. enumerable: true,
  22671. configurable: true
  22672. });
  22673. Object.defineProperty(Light.prototype, "radius", {
  22674. /**
  22675. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22676. */
  22677. get: function () {
  22678. return this._radius;
  22679. },
  22680. /**
  22681. * sets the light radius used by PBR Materials to simulate soft area lights.
  22682. */
  22683. set: function (value) {
  22684. this._radius = value;
  22685. this._computePhotometricScale();
  22686. },
  22687. enumerable: true,
  22688. configurable: true
  22689. });
  22690. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22691. /**
  22692. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22693. * the current shadow generator.
  22694. */
  22695. get: function () {
  22696. return this._shadowEnabled;
  22697. },
  22698. /**
  22699. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22700. * the current shadow generator.
  22701. */
  22702. set: function (value) {
  22703. if (this._shadowEnabled === value) {
  22704. return;
  22705. }
  22706. this._shadowEnabled = value;
  22707. this._markMeshesAsLightDirty();
  22708. },
  22709. enumerable: true,
  22710. configurable: true
  22711. });
  22712. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22713. /**
  22714. * Gets the only meshes impacted by this light.
  22715. */
  22716. get: function () {
  22717. return this._includedOnlyMeshes;
  22718. },
  22719. /**
  22720. * Sets the only meshes impacted by this light.
  22721. */
  22722. set: function (value) {
  22723. this._includedOnlyMeshes = value;
  22724. this._hookArrayForIncludedOnly(value);
  22725. },
  22726. enumerable: true,
  22727. configurable: true
  22728. });
  22729. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22730. /**
  22731. * Gets the meshes not impacted by this light.
  22732. */
  22733. get: function () {
  22734. return this._excludedMeshes;
  22735. },
  22736. /**
  22737. * Sets the meshes not impacted by this light.
  22738. */
  22739. set: function (value) {
  22740. this._excludedMeshes = value;
  22741. this._hookArrayForExcluded(value);
  22742. },
  22743. enumerable: true,
  22744. configurable: true
  22745. });
  22746. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22747. /**
  22748. * Gets the layer id use to find what meshes are not impacted by the light.
  22749. * Inactive if 0
  22750. */
  22751. get: function () {
  22752. return this._excludeWithLayerMask;
  22753. },
  22754. /**
  22755. * Sets the layer id use to find what meshes are not impacted by the light.
  22756. * Inactive if 0
  22757. */
  22758. set: function (value) {
  22759. this._excludeWithLayerMask = value;
  22760. this._resyncMeshes();
  22761. },
  22762. enumerable: true,
  22763. configurable: true
  22764. });
  22765. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22766. /**
  22767. * Gets the layer id use to find what meshes are impacted by the light.
  22768. * Inactive if 0
  22769. */
  22770. get: function () {
  22771. return this._includeOnlyWithLayerMask;
  22772. },
  22773. /**
  22774. * Sets the layer id use to find what meshes are impacted by the light.
  22775. * Inactive if 0
  22776. */
  22777. set: function (value) {
  22778. this._includeOnlyWithLayerMask = value;
  22779. this._resyncMeshes();
  22780. },
  22781. enumerable: true,
  22782. configurable: true
  22783. });
  22784. Object.defineProperty(Light.prototype, "lightmapMode", {
  22785. /**
  22786. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22787. */
  22788. get: function () {
  22789. return this._lightmapMode;
  22790. },
  22791. /**
  22792. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22793. */
  22794. set: function (value) {
  22795. if (this._lightmapMode === value) {
  22796. return;
  22797. }
  22798. this._lightmapMode = value;
  22799. this._markMeshesAsLightDirty();
  22800. },
  22801. enumerable: true,
  22802. configurable: true
  22803. });
  22804. /**
  22805. * Returns the string "Light".
  22806. * @returns the class name
  22807. */
  22808. Light.prototype.getClassName = function () {
  22809. return "Light";
  22810. };
  22811. /**
  22812. * Converts the light information to a readable string for debug purpose.
  22813. * @param fullDetails Supports for multiple levels of logging within scene loading
  22814. * @returns the human readable light info
  22815. */
  22816. Light.prototype.toString = function (fullDetails) {
  22817. var ret = "Name: " + this.name;
  22818. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22819. if (this.animations) {
  22820. for (var i = 0; i < this.animations.length; i++) {
  22821. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22822. }
  22823. }
  22824. if (fullDetails) {
  22825. }
  22826. return ret;
  22827. };
  22828. /** @hidden */
  22829. Light.prototype._syncParentEnabledState = function () {
  22830. _super.prototype._syncParentEnabledState.call(this);
  22831. this._resyncMeshes();
  22832. };
  22833. /**
  22834. * Set the enabled state of this node.
  22835. * @param value - the new enabled state
  22836. */
  22837. Light.prototype.setEnabled = function (value) {
  22838. _super.prototype.setEnabled.call(this, value);
  22839. this._resyncMeshes();
  22840. };
  22841. /**
  22842. * Returns the Light associated shadow generator if any.
  22843. * @return the associated shadow generator.
  22844. */
  22845. Light.prototype.getShadowGenerator = function () {
  22846. return this._shadowGenerator;
  22847. };
  22848. /**
  22849. * Returns a Vector3, the absolute light position in the World.
  22850. * @returns the world space position of the light
  22851. */
  22852. Light.prototype.getAbsolutePosition = function () {
  22853. return BABYLON.Vector3.Zero();
  22854. };
  22855. /**
  22856. * Specifies if the light will affect the passed mesh.
  22857. * @param mesh The mesh to test against the light
  22858. * @return true the mesh is affected otherwise, false.
  22859. */
  22860. Light.prototype.canAffectMesh = function (mesh) {
  22861. if (!mesh) {
  22862. return true;
  22863. }
  22864. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22865. return false;
  22866. }
  22867. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22868. return false;
  22869. }
  22870. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22871. return false;
  22872. }
  22873. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22874. return false;
  22875. }
  22876. return true;
  22877. };
  22878. /**
  22879. * Sort function to order lights for rendering.
  22880. * @param a First Light object to compare to second.
  22881. * @param b Second Light object to compare first.
  22882. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22883. */
  22884. Light.CompareLightsPriority = function (a, b) {
  22885. //shadow-casting lights have priority over non-shadow-casting lights
  22886. //the renderPrioirty is a secondary sort criterion
  22887. if (a.shadowEnabled !== b.shadowEnabled) {
  22888. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22889. }
  22890. return b.renderPriority - a.renderPriority;
  22891. };
  22892. /**
  22893. * Releases resources associated with this node.
  22894. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22895. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22896. */
  22897. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22898. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22899. if (this._shadowGenerator) {
  22900. this._shadowGenerator.dispose();
  22901. this._shadowGenerator = null;
  22902. }
  22903. // Animations
  22904. this.getScene().stopAnimation(this);
  22905. // Remove from meshes
  22906. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22907. var mesh = _a[_i];
  22908. mesh._removeLightSource(this);
  22909. }
  22910. this._uniformBuffer.dispose();
  22911. // Remove from scene
  22912. this.getScene().removeLight(this);
  22913. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22914. };
  22915. /**
  22916. * Returns the light type ID (integer).
  22917. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22918. */
  22919. Light.prototype.getTypeID = function () {
  22920. return 0;
  22921. };
  22922. /**
  22923. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22924. * @returns the scaled intensity in intensity mode unit
  22925. */
  22926. Light.prototype.getScaledIntensity = function () {
  22927. return this._photometricScale * this.intensity;
  22928. };
  22929. /**
  22930. * Returns a new Light object, named "name", from the current one.
  22931. * @param name The name of the cloned light
  22932. * @returns the new created light
  22933. */
  22934. Light.prototype.clone = function (name) {
  22935. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  22936. if (!constructor) {
  22937. return null;
  22938. }
  22939. return BABYLON.SerializationHelper.Clone(constructor, this);
  22940. };
  22941. /**
  22942. * Serializes the current light into a Serialization object.
  22943. * @returns the serialized object.
  22944. */
  22945. Light.prototype.serialize = function () {
  22946. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22947. // Type
  22948. serializationObject.type = this.getTypeID();
  22949. // Parent
  22950. if (this.parent) {
  22951. serializationObject.parentId = this.parent.id;
  22952. }
  22953. // Inclusion / exclusions
  22954. if (this.excludedMeshes.length > 0) {
  22955. serializationObject.excludedMeshesIds = [];
  22956. this.excludedMeshes.forEach(function (mesh) {
  22957. serializationObject.excludedMeshesIds.push(mesh.id);
  22958. });
  22959. }
  22960. if (this.includedOnlyMeshes.length > 0) {
  22961. serializationObject.includedOnlyMeshesIds = [];
  22962. this.includedOnlyMeshes.forEach(function (mesh) {
  22963. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22964. });
  22965. }
  22966. // Animations
  22967. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22968. serializationObject.ranges = this.serializeAnimationRanges();
  22969. return serializationObject;
  22970. };
  22971. /**
  22972. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22973. * This new light is named "name" and added to the passed scene.
  22974. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22975. * @param name The friendly name of the light
  22976. * @param scene The scene the new light will belong to
  22977. * @returns the constructor function
  22978. */
  22979. Light.GetConstructorFromName = function (type, name, scene) {
  22980. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22981. if (constructorFunc) {
  22982. return constructorFunc;
  22983. }
  22984. // Default to no light for none present once.
  22985. return null;
  22986. };
  22987. /**
  22988. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  22989. * @param parsedLight The JSON representation of the light
  22990. * @param scene The scene to create the parsed light in
  22991. * @returns the created light after parsing
  22992. */
  22993. Light.Parse = function (parsedLight, scene) {
  22994. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  22995. if (!constructor) {
  22996. return null;
  22997. }
  22998. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  22999. // Inclusion / exclusions
  23000. if (parsedLight.excludedMeshesIds) {
  23001. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23002. }
  23003. if (parsedLight.includedOnlyMeshesIds) {
  23004. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23005. }
  23006. // Parent
  23007. if (parsedLight.parentId) {
  23008. light._waitingParentId = parsedLight.parentId;
  23009. }
  23010. // Animations
  23011. if (parsedLight.animations) {
  23012. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23013. var parsedAnimation = parsedLight.animations[animationIndex];
  23014. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23015. }
  23016. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23017. }
  23018. if (parsedLight.autoAnimate) {
  23019. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23020. }
  23021. return light;
  23022. };
  23023. Light.prototype._hookArrayForExcluded = function (array) {
  23024. var _this = this;
  23025. var oldPush = array.push;
  23026. array.push = function () {
  23027. var items = [];
  23028. for (var _i = 0; _i < arguments.length; _i++) {
  23029. items[_i] = arguments[_i];
  23030. }
  23031. var result = oldPush.apply(array, items);
  23032. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23033. var item = items_1[_a];
  23034. item._resyncLighSource(_this);
  23035. }
  23036. return result;
  23037. };
  23038. var oldSplice = array.splice;
  23039. array.splice = function (index, deleteCount) {
  23040. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23041. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23042. var item = deleted_1[_i];
  23043. item._resyncLighSource(_this);
  23044. }
  23045. return deleted;
  23046. };
  23047. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23048. var item = array_1[_i];
  23049. item._resyncLighSource(this);
  23050. }
  23051. };
  23052. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23053. var _this = this;
  23054. var oldPush = array.push;
  23055. array.push = function () {
  23056. var items = [];
  23057. for (var _i = 0; _i < arguments.length; _i++) {
  23058. items[_i] = arguments[_i];
  23059. }
  23060. var result = oldPush.apply(array, items);
  23061. _this._resyncMeshes();
  23062. return result;
  23063. };
  23064. var oldSplice = array.splice;
  23065. array.splice = function (index, deleteCount) {
  23066. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23067. _this._resyncMeshes();
  23068. return deleted;
  23069. };
  23070. this._resyncMeshes();
  23071. };
  23072. Light.prototype._resyncMeshes = function () {
  23073. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23074. var mesh = _a[_i];
  23075. mesh._resyncLighSource(this);
  23076. }
  23077. };
  23078. /**
  23079. * Forces the meshes to update their light related information in their rendering used effects
  23080. * @hidden Internal Use Only
  23081. */
  23082. Light.prototype._markMeshesAsLightDirty = function () {
  23083. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23084. var mesh = _a[_i];
  23085. if (mesh._lightSources.indexOf(this) !== -1) {
  23086. mesh._markSubMeshesAsLightDirty();
  23087. }
  23088. }
  23089. };
  23090. /**
  23091. * Recomputes the cached photometric scale if needed.
  23092. */
  23093. Light.prototype._computePhotometricScale = function () {
  23094. this._photometricScale = this._getPhotometricScale();
  23095. this.getScene().resetCachedMaterial();
  23096. };
  23097. /**
  23098. * Returns the Photometric Scale according to the light type and intensity mode.
  23099. */
  23100. Light.prototype._getPhotometricScale = function () {
  23101. var photometricScale = 0.0;
  23102. var lightTypeID = this.getTypeID();
  23103. //get photometric mode
  23104. var photometricMode = this.intensityMode;
  23105. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23106. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23107. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23108. }
  23109. else {
  23110. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23111. }
  23112. }
  23113. //compute photometric scale
  23114. switch (lightTypeID) {
  23115. case Light.LIGHTTYPEID_POINTLIGHT:
  23116. case Light.LIGHTTYPEID_SPOTLIGHT:
  23117. switch (photometricMode) {
  23118. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23119. photometricScale = 1.0 / (4.0 * Math.PI);
  23120. break;
  23121. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23122. photometricScale = 1.0;
  23123. break;
  23124. case Light.INTENSITYMODE_LUMINANCE:
  23125. photometricScale = this.radius * this.radius;
  23126. break;
  23127. }
  23128. break;
  23129. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23130. switch (photometricMode) {
  23131. case Light.INTENSITYMODE_ILLUMINANCE:
  23132. photometricScale = 1.0;
  23133. break;
  23134. case Light.INTENSITYMODE_LUMINANCE:
  23135. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23136. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23137. var apexAngleRadians = this.radius;
  23138. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23139. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23140. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23141. photometricScale = solidAngle;
  23142. break;
  23143. }
  23144. break;
  23145. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23146. // No fall off in hemisperic light.
  23147. photometricScale = 1.0;
  23148. break;
  23149. }
  23150. return photometricScale;
  23151. };
  23152. /**
  23153. * Reorder the light in the scene according to their defined priority.
  23154. * @hidden Internal Use Only
  23155. */
  23156. Light.prototype._reorderLightsInScene = function () {
  23157. var scene = this.getScene();
  23158. if (this._renderPriority != 0) {
  23159. scene.requireLightSorting = true;
  23160. }
  23161. this.getScene().sortLightsByPriority();
  23162. };
  23163. /**
  23164. * Falloff Default: light is falling off following the material specification:
  23165. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23166. */
  23167. Light.FALLOFF_DEFAULT = 0;
  23168. /**
  23169. * Falloff Physical: light is falling off following the inverse squared distance law.
  23170. */
  23171. Light.FALLOFF_PHYSICAL = 1;
  23172. /**
  23173. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23174. * to enhance interoperability with other engines.
  23175. */
  23176. Light.FALLOFF_GLTF = 2;
  23177. /**
  23178. * Falloff Standard: light is falling off like in the standard material
  23179. * to enhance interoperability with other materials.
  23180. */
  23181. Light.FALLOFF_STANDARD = 3;
  23182. //lightmapMode Consts
  23183. /**
  23184. * If every light affecting the material is in this lightmapMode,
  23185. * material.lightmapTexture adds or multiplies
  23186. * (depends on material.useLightmapAsShadowmap)
  23187. * after every other light calculations.
  23188. */
  23189. Light.LIGHTMAP_DEFAULT = 0;
  23190. /**
  23191. * material.lightmapTexture as only diffuse lighting from this light
  23192. * adds only specular lighting from this light
  23193. * adds dynamic shadows
  23194. */
  23195. Light.LIGHTMAP_SPECULAR = 1;
  23196. /**
  23197. * material.lightmapTexture as only lighting
  23198. * no light calculation from this light
  23199. * only adds dynamic shadows from this light
  23200. */
  23201. Light.LIGHTMAP_SHADOWSONLY = 2;
  23202. // Intensity Mode Consts
  23203. /**
  23204. * Each light type uses the default quantity according to its type:
  23205. * point/spot lights use luminous intensity
  23206. * directional lights use illuminance
  23207. */
  23208. Light.INTENSITYMODE_AUTOMATIC = 0;
  23209. /**
  23210. * lumen (lm)
  23211. */
  23212. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23213. /**
  23214. * candela (lm/sr)
  23215. */
  23216. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23217. /**
  23218. * lux (lm/m^2)
  23219. */
  23220. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23221. /**
  23222. * nit (cd/m^2)
  23223. */
  23224. Light.INTENSITYMODE_LUMINANCE = 4;
  23225. // Light types ids const.
  23226. /**
  23227. * Light type const id of the point light.
  23228. */
  23229. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23230. /**
  23231. * Light type const id of the directional light.
  23232. */
  23233. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23234. /**
  23235. * Light type const id of the spot light.
  23236. */
  23237. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23238. /**
  23239. * Light type const id of the hemispheric light.
  23240. */
  23241. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23242. __decorate([
  23243. BABYLON.serializeAsColor3()
  23244. ], Light.prototype, "diffuse", void 0);
  23245. __decorate([
  23246. BABYLON.serializeAsColor3()
  23247. ], Light.prototype, "specular", void 0);
  23248. __decorate([
  23249. BABYLON.serialize()
  23250. ], Light.prototype, "falloffType", void 0);
  23251. __decorate([
  23252. BABYLON.serialize()
  23253. ], Light.prototype, "intensity", void 0);
  23254. __decorate([
  23255. BABYLON.serialize()
  23256. ], Light.prototype, "range", null);
  23257. __decorate([
  23258. BABYLON.serialize()
  23259. ], Light.prototype, "intensityMode", null);
  23260. __decorate([
  23261. BABYLON.serialize()
  23262. ], Light.prototype, "radius", null);
  23263. __decorate([
  23264. BABYLON.serialize()
  23265. ], Light.prototype, "_renderPriority", void 0);
  23266. __decorate([
  23267. BABYLON.expandToProperty("_reorderLightsInScene")
  23268. ], Light.prototype, "renderPriority", void 0);
  23269. __decorate([
  23270. BABYLON.serialize("shadowEnabled")
  23271. ], Light.prototype, "_shadowEnabled", void 0);
  23272. __decorate([
  23273. BABYLON.serialize("excludeWithLayerMask")
  23274. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23275. __decorate([
  23276. BABYLON.serialize("includeOnlyWithLayerMask")
  23277. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23278. __decorate([
  23279. BABYLON.serialize("lightmapMode")
  23280. ], Light.prototype, "_lightmapMode", void 0);
  23281. return Light;
  23282. }(BABYLON.Node));
  23283. BABYLON.Light = Light;
  23284. })(BABYLON || (BABYLON = {}));
  23285. //# sourceMappingURL=babylon.light.js.map
  23286. var BABYLON;
  23287. (function (BABYLON) {
  23288. /**
  23289. * This is the base class of all the camera used in the application.
  23290. * @see http://doc.babylonjs.com/features/cameras
  23291. */
  23292. var Camera = /** @class */ (function (_super) {
  23293. __extends(Camera, _super);
  23294. /**
  23295. * Instantiates a new camera object.
  23296. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23297. * @see http://doc.babylonjs.com/features/cameras
  23298. * @param name Defines the name of the camera in the scene
  23299. * @param position Defines the position of the camera
  23300. * @param scene Defines the scene the camera belongs too
  23301. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23302. */
  23303. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23304. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23305. var _this = _super.call(this, name, scene) || this;
  23306. /**
  23307. * The vector the camera should consider as up.
  23308. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23309. */
  23310. _this.upVector = BABYLON.Vector3.Up();
  23311. /**
  23312. * Define the current limit on the left side for an orthographic camera
  23313. * In scene unit
  23314. */
  23315. _this.orthoLeft = null;
  23316. /**
  23317. * Define the current limit on the right side for an orthographic camera
  23318. * In scene unit
  23319. */
  23320. _this.orthoRight = null;
  23321. /**
  23322. * Define the current limit on the bottom side for an orthographic camera
  23323. * In scene unit
  23324. */
  23325. _this.orthoBottom = null;
  23326. /**
  23327. * Define the current limit on the top side for an orthographic camera
  23328. * In scene unit
  23329. */
  23330. _this.orthoTop = null;
  23331. /**
  23332. * Field Of View is set in Radians. (default is 0.8)
  23333. */
  23334. _this.fov = 0.8;
  23335. /**
  23336. * Define the minimum distance the camera can see from.
  23337. * This is important to note that the depth buffer are not infinite and the closer it starts
  23338. * the more your scene might encounter depth fighting issue.
  23339. */
  23340. _this.minZ = 1;
  23341. /**
  23342. * Define the maximum distance the camera can see to.
  23343. * This is important to note that the depth buffer are not infinite and the further it end
  23344. * the more your scene might encounter depth fighting issue.
  23345. */
  23346. _this.maxZ = 10000.0;
  23347. /**
  23348. * Define the default inertia of the camera.
  23349. * This helps giving a smooth feeling to the camera movement.
  23350. */
  23351. _this.inertia = 0.9;
  23352. /**
  23353. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23354. */
  23355. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23356. /**
  23357. * Define wether the camera is intermediate.
  23358. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23359. */
  23360. _this.isIntermediate = false;
  23361. /**
  23362. * Define the viewport of the camera.
  23363. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23364. */
  23365. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23366. /**
  23367. * Restricts the camera to viewing objects with the same layerMask.
  23368. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23369. */
  23370. _this.layerMask = 0x0FFFFFFF;
  23371. /**
  23372. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23373. */
  23374. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23375. /**
  23376. * Rig mode of the camera.
  23377. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23378. * This is normally controlled byt the camera themselves as internal use.
  23379. */
  23380. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23381. /**
  23382. * Defines the list of custom render target the camera should render to.
  23383. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23384. * else in the scene.
  23385. */
  23386. _this.customRenderTargets = new Array();
  23387. /**
  23388. * Observable triggered when the camera view matrix has changed.
  23389. */
  23390. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23391. /**
  23392. * Observable triggered when the camera Projection matrix has changed.
  23393. */
  23394. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23395. /**
  23396. * Observable triggered when the inputs have been processed.
  23397. */
  23398. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23399. /**
  23400. * Observable triggered when reset has been called and applied to the camera.
  23401. */
  23402. _this.onRestoreStateObservable = new BABYLON.Observable();
  23403. /** @hidden */
  23404. _this._rigCameras = new Array();
  23405. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23406. /** @hidden */
  23407. _this._skipRendering = false;
  23408. /** @hidden */
  23409. _this._projectionMatrix = new BABYLON.Matrix();
  23410. /** @hidden */
  23411. _this._postProcesses = new Array();
  23412. /** @hidden */
  23413. _this._activeMeshes = new BABYLON.SmartArray(256);
  23414. _this._globalPosition = BABYLON.Vector3.Zero();
  23415. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23416. _this._doNotComputeProjectionMatrix = false;
  23417. _this._transformMatrix = BABYLON.Matrix.Zero();
  23418. _this._refreshFrustumPlanes = true;
  23419. _this.getScene().addCamera(_this);
  23420. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23421. _this.getScene().activeCamera = _this;
  23422. }
  23423. _this.position = position;
  23424. return _this;
  23425. }
  23426. /**
  23427. * Store current camera state (fov, position, etc..)
  23428. * @returns the camera
  23429. */
  23430. Camera.prototype.storeState = function () {
  23431. this._stateStored = true;
  23432. this._storedFov = this.fov;
  23433. return this;
  23434. };
  23435. /**
  23436. * Restores the camera state values if it has been stored. You must call storeState() first
  23437. */
  23438. Camera.prototype._restoreStateValues = function () {
  23439. if (!this._stateStored) {
  23440. return false;
  23441. }
  23442. this.fov = this._storedFov;
  23443. return true;
  23444. };
  23445. /**
  23446. * Restored camera state. You must call storeState() first.
  23447. * @returns true if restored and false otherwise
  23448. */
  23449. Camera.prototype.restoreState = function () {
  23450. if (this._restoreStateValues()) {
  23451. this.onRestoreStateObservable.notifyObservers(this);
  23452. return true;
  23453. }
  23454. return false;
  23455. };
  23456. /**
  23457. * Gets the class name of the camera.
  23458. * @returns the class name
  23459. */
  23460. Camera.prototype.getClassName = function () {
  23461. return "Camera";
  23462. };
  23463. /**
  23464. * Gets a string representation of the camera usefull for debug purpose.
  23465. * @param fullDetails Defines that a more verboe level of logging is required
  23466. * @returns the string representation
  23467. */
  23468. Camera.prototype.toString = function (fullDetails) {
  23469. var ret = "Name: " + this.name;
  23470. ret += ", type: " + this.getClassName();
  23471. if (this.animations) {
  23472. for (var i = 0; i < this.animations.length; i++) {
  23473. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23474. }
  23475. }
  23476. if (fullDetails) {
  23477. }
  23478. return ret;
  23479. };
  23480. Object.defineProperty(Camera.prototype, "globalPosition", {
  23481. /**
  23482. * Gets the current world space position of the camera.
  23483. */
  23484. get: function () {
  23485. return this._globalPosition;
  23486. },
  23487. enumerable: true,
  23488. configurable: true
  23489. });
  23490. /**
  23491. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23492. * @returns the active meshe list
  23493. */
  23494. Camera.prototype.getActiveMeshes = function () {
  23495. return this._activeMeshes;
  23496. };
  23497. /**
  23498. * Check wether a mesh is part of the current active mesh list of the camera
  23499. * @param mesh Defines the mesh to check
  23500. * @returns true if active, false otherwise
  23501. */
  23502. Camera.prototype.isActiveMesh = function (mesh) {
  23503. return (this._activeMeshes.indexOf(mesh) !== -1);
  23504. };
  23505. /**
  23506. * Is this camera ready to be used/rendered
  23507. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23508. * @return true if the camera is ready
  23509. */
  23510. Camera.prototype.isReady = function (completeCheck) {
  23511. if (completeCheck === void 0) { completeCheck = false; }
  23512. if (completeCheck) {
  23513. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23514. var pp = _a[_i];
  23515. if (pp && !pp.isReady()) {
  23516. return false;
  23517. }
  23518. }
  23519. }
  23520. return _super.prototype.isReady.call(this, completeCheck);
  23521. };
  23522. /** @hidden */
  23523. Camera.prototype._initCache = function () {
  23524. _super.prototype._initCache.call(this);
  23525. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23526. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23527. this._cache.mode = undefined;
  23528. this._cache.minZ = undefined;
  23529. this._cache.maxZ = undefined;
  23530. this._cache.fov = undefined;
  23531. this._cache.fovMode = undefined;
  23532. this._cache.aspectRatio = undefined;
  23533. this._cache.orthoLeft = undefined;
  23534. this._cache.orthoRight = undefined;
  23535. this._cache.orthoBottom = undefined;
  23536. this._cache.orthoTop = undefined;
  23537. this._cache.renderWidth = undefined;
  23538. this._cache.renderHeight = undefined;
  23539. };
  23540. /** @hidden */
  23541. Camera.prototype._updateCache = function (ignoreParentClass) {
  23542. if (!ignoreParentClass) {
  23543. _super.prototype._updateCache.call(this);
  23544. }
  23545. this._cache.position.copyFrom(this.position);
  23546. this._cache.upVector.copyFrom(this.upVector);
  23547. };
  23548. /** @hidden */
  23549. Camera.prototype._isSynchronized = function () {
  23550. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23551. };
  23552. /** @hidden */
  23553. Camera.prototype._isSynchronizedViewMatrix = function () {
  23554. if (!_super.prototype._isSynchronized.call(this)) {
  23555. return false;
  23556. }
  23557. return this._cache.position.equals(this.position)
  23558. && this._cache.upVector.equals(this.upVector)
  23559. && this.isSynchronizedWithParent();
  23560. };
  23561. /** @hidden */
  23562. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23563. var check = this._cache.mode === this.mode
  23564. && this._cache.minZ === this.minZ
  23565. && this._cache.maxZ === this.maxZ;
  23566. if (!check) {
  23567. return false;
  23568. }
  23569. var engine = this.getEngine();
  23570. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23571. check = this._cache.fov === this.fov
  23572. && this._cache.fovMode === this.fovMode
  23573. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23574. }
  23575. else {
  23576. check = this._cache.orthoLeft === this.orthoLeft
  23577. && this._cache.orthoRight === this.orthoRight
  23578. && this._cache.orthoBottom === this.orthoBottom
  23579. && this._cache.orthoTop === this.orthoTop
  23580. && this._cache.renderWidth === engine.getRenderWidth()
  23581. && this._cache.renderHeight === engine.getRenderHeight();
  23582. }
  23583. return check;
  23584. };
  23585. /**
  23586. * Attach the input controls to a specific dom element to get the input from.
  23587. * @param element Defines the element the controls should be listened from
  23588. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23589. */
  23590. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23591. };
  23592. /**
  23593. * Detach the current controls from the specified dom element.
  23594. * @param element Defines the element to stop listening the inputs from
  23595. */
  23596. Camera.prototype.detachControl = function (element) {
  23597. };
  23598. /**
  23599. * Update the camera state according to the different inputs gathered during the frame.
  23600. */
  23601. Camera.prototype.update = function () {
  23602. this._checkInputs();
  23603. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23604. this._updateRigCameras();
  23605. }
  23606. };
  23607. /** @hidden */
  23608. Camera.prototype._checkInputs = function () {
  23609. this.onAfterCheckInputsObservable.notifyObservers(this);
  23610. };
  23611. Object.defineProperty(Camera.prototype, "rigCameras", {
  23612. /** @hidden */
  23613. get: function () {
  23614. return this._rigCameras;
  23615. },
  23616. enumerable: true,
  23617. configurable: true
  23618. });
  23619. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23620. /**
  23621. * Gets the post process used by the rig cameras
  23622. */
  23623. get: function () {
  23624. return this._rigPostProcess;
  23625. },
  23626. enumerable: true,
  23627. configurable: true
  23628. });
  23629. /**
  23630. * Internal, gets the first post proces.
  23631. * @returns the first post process to be run on this camera.
  23632. */
  23633. Camera.prototype._getFirstPostProcess = function () {
  23634. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23635. if (this._postProcesses[ppIndex] !== null) {
  23636. return this._postProcesses[ppIndex];
  23637. }
  23638. }
  23639. return null;
  23640. };
  23641. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23642. // invalidate framebuffer
  23643. var firstPostProcess = this._getFirstPostProcess();
  23644. if (firstPostProcess) {
  23645. firstPostProcess.markTextureDirty();
  23646. }
  23647. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23648. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23649. var cam = this._rigCameras[i];
  23650. var rigPostProcess = cam._rigPostProcess;
  23651. // for VR rig, there does not have to be a post process
  23652. if (rigPostProcess) {
  23653. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23654. if (isPass) {
  23655. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23656. cam.isIntermediate = this._postProcesses.length === 0;
  23657. }
  23658. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23659. rigPostProcess.markTextureDirty();
  23660. }
  23661. else {
  23662. cam._postProcesses = this._postProcesses.slice(0);
  23663. }
  23664. }
  23665. };
  23666. /**
  23667. * Attach a post process to the camera.
  23668. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23669. * @param postProcess The post process to attach to the camera
  23670. * @param insertAt The position of the post process in case several of them are in use in the scene
  23671. * @returns the position the post process has been inserted at
  23672. */
  23673. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23674. if (insertAt === void 0) { insertAt = null; }
  23675. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23676. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23677. return 0;
  23678. }
  23679. if (insertAt == null || insertAt < 0) {
  23680. this._postProcesses.push(postProcess);
  23681. }
  23682. else if (this._postProcesses[insertAt] === null) {
  23683. this._postProcesses[insertAt] = postProcess;
  23684. }
  23685. else {
  23686. this._postProcesses.splice(insertAt, 0, postProcess);
  23687. }
  23688. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23689. return this._postProcesses.indexOf(postProcess);
  23690. };
  23691. /**
  23692. * Detach a post process to the camera.
  23693. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23694. * @param postProcess The post process to detach from the camera
  23695. */
  23696. Camera.prototype.detachPostProcess = function (postProcess) {
  23697. var idx = this._postProcesses.indexOf(postProcess);
  23698. if (idx !== -1) {
  23699. this._postProcesses[idx] = null;
  23700. }
  23701. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23702. };
  23703. /**
  23704. * Gets the current world matrix of the camera
  23705. */
  23706. Camera.prototype.getWorldMatrix = function () {
  23707. if (this._isSynchronizedViewMatrix()) {
  23708. return this._worldMatrix;
  23709. }
  23710. // Getting the the view matrix will also compute the world matrix.
  23711. this.getViewMatrix();
  23712. return this._worldMatrix;
  23713. };
  23714. /** @hidden */
  23715. Camera.prototype._getViewMatrix = function () {
  23716. return BABYLON.Matrix.Identity();
  23717. };
  23718. /**
  23719. * Gets the current view matrix of the camera.
  23720. * @param force forces the camera to recompute the matrix without looking at the cached state
  23721. * @returns the view matrix
  23722. */
  23723. Camera.prototype.getViewMatrix = function (force) {
  23724. if (!force && this._isSynchronizedViewMatrix()) {
  23725. return this._computedViewMatrix;
  23726. }
  23727. this.updateCache();
  23728. this._computedViewMatrix = this._getViewMatrix();
  23729. this._currentRenderId = this.getScene().getRenderId();
  23730. this._childRenderId = this._currentRenderId;
  23731. this._refreshFrustumPlanes = true;
  23732. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23733. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23734. }
  23735. this.onViewMatrixChangedObservable.notifyObservers(this);
  23736. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23737. return this._computedViewMatrix;
  23738. };
  23739. /**
  23740. * Freeze the projection matrix.
  23741. * It will prevent the cache check of the camera projection compute and can speed up perf
  23742. * if no parameter of the camera are meant to change
  23743. * @param projection Defines manually a projection if necessary
  23744. */
  23745. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23746. this._doNotComputeProjectionMatrix = true;
  23747. if (projection !== undefined) {
  23748. this._projectionMatrix = projection;
  23749. }
  23750. };
  23751. /**
  23752. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23753. */
  23754. Camera.prototype.unfreezeProjectionMatrix = function () {
  23755. this._doNotComputeProjectionMatrix = false;
  23756. };
  23757. /**
  23758. * Gets the current projection matrix of the camera.
  23759. * @param force forces the camera to recompute the matrix without looking at the cached state
  23760. * @returns the projection matrix
  23761. */
  23762. Camera.prototype.getProjectionMatrix = function (force) {
  23763. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23764. return this._projectionMatrix;
  23765. }
  23766. // Cache
  23767. this._cache.mode = this.mode;
  23768. this._cache.minZ = this.minZ;
  23769. this._cache.maxZ = this.maxZ;
  23770. // Matrix
  23771. this._refreshFrustumPlanes = true;
  23772. var engine = this.getEngine();
  23773. var scene = this.getScene();
  23774. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23775. this._cache.fov = this.fov;
  23776. this._cache.fovMode = this.fovMode;
  23777. this._cache.aspectRatio = engine.getAspectRatio(this);
  23778. if (this.minZ <= 0) {
  23779. this.minZ = 0.1;
  23780. }
  23781. if (scene.useRightHandedSystem) {
  23782. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23783. }
  23784. else {
  23785. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23786. }
  23787. }
  23788. else {
  23789. var halfWidth = engine.getRenderWidth() / 2.0;
  23790. var halfHeight = engine.getRenderHeight() / 2.0;
  23791. if (scene.useRightHandedSystem) {
  23792. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23793. }
  23794. else {
  23795. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23796. }
  23797. this._cache.orthoLeft = this.orthoLeft;
  23798. this._cache.orthoRight = this.orthoRight;
  23799. this._cache.orthoBottom = this.orthoBottom;
  23800. this._cache.orthoTop = this.orthoTop;
  23801. this._cache.renderWidth = engine.getRenderWidth();
  23802. this._cache.renderHeight = engine.getRenderHeight();
  23803. }
  23804. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23805. return this._projectionMatrix;
  23806. };
  23807. /**
  23808. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23809. * @returns a Matrix
  23810. */
  23811. Camera.prototype.getTransformationMatrix = function () {
  23812. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23813. return this._transformMatrix;
  23814. };
  23815. Camera.prototype._updateFrustumPlanes = function () {
  23816. if (!this._refreshFrustumPlanes) {
  23817. return;
  23818. }
  23819. this.getTransformationMatrix();
  23820. if (!this._frustumPlanes) {
  23821. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23822. }
  23823. else {
  23824. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23825. }
  23826. this._refreshFrustumPlanes = false;
  23827. };
  23828. /**
  23829. * Checks if a cullable object (mesh...) is in the camera frustum
  23830. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23831. * @param target The object to check
  23832. * @returns true if the object is in frustum otherwise false
  23833. */
  23834. Camera.prototype.isInFrustum = function (target) {
  23835. this._updateFrustumPlanes();
  23836. return target.isInFrustum(this._frustumPlanes);
  23837. };
  23838. /**
  23839. * Checks if a cullable object (mesh...) is in the camera frustum
  23840. * Unlike isInFrustum this cheks the full bounding box
  23841. * @param target The object to check
  23842. * @returns true if the object is in frustum otherwise false
  23843. */
  23844. Camera.prototype.isCompletelyInFrustum = function (target) {
  23845. this._updateFrustumPlanes();
  23846. return target.isCompletelyInFrustum(this._frustumPlanes);
  23847. };
  23848. /**
  23849. * Gets a ray in the forward direction from the camera.
  23850. * @param length Defines the length of the ray to create
  23851. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23852. * @param origin Defines the start point of the ray which defaults to the camera position
  23853. * @returns the forward ray
  23854. */
  23855. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23856. if (length === void 0) { length = 100; }
  23857. if (!transform) {
  23858. transform = this.getWorldMatrix();
  23859. }
  23860. if (!origin) {
  23861. origin = this.position;
  23862. }
  23863. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23864. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23865. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23866. return new BABYLON.Ray(origin, direction, length);
  23867. };
  23868. /**
  23869. * Releases resources associated with this node.
  23870. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23871. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23872. */
  23873. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23874. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23875. // Observables
  23876. this.onViewMatrixChangedObservable.clear();
  23877. this.onProjectionMatrixChangedObservable.clear();
  23878. this.onAfterCheckInputsObservable.clear();
  23879. this.onRestoreStateObservable.clear();
  23880. // Inputs
  23881. if (this.inputs) {
  23882. this.inputs.clear();
  23883. }
  23884. // Animations
  23885. this.getScene().stopAnimation(this);
  23886. // Remove from scene
  23887. this.getScene().removeCamera(this);
  23888. while (this._rigCameras.length > 0) {
  23889. var camera = this._rigCameras.pop();
  23890. if (camera) {
  23891. camera.dispose();
  23892. }
  23893. }
  23894. // Postprocesses
  23895. if (this._rigPostProcess) {
  23896. this._rigPostProcess.dispose(this);
  23897. this._rigPostProcess = null;
  23898. this._postProcesses = [];
  23899. }
  23900. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23901. this._rigPostProcess = null;
  23902. this._postProcesses = [];
  23903. }
  23904. else {
  23905. var i = this._postProcesses.length;
  23906. while (--i >= 0) {
  23907. var postProcess = this._postProcesses[i];
  23908. if (postProcess) {
  23909. postProcess.dispose(this);
  23910. }
  23911. }
  23912. }
  23913. // Render targets
  23914. var i = this.customRenderTargets.length;
  23915. while (--i >= 0) {
  23916. this.customRenderTargets[i].dispose();
  23917. }
  23918. this.customRenderTargets = [];
  23919. // Active Meshes
  23920. this._activeMeshes.dispose();
  23921. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23922. };
  23923. Object.defineProperty(Camera.prototype, "leftCamera", {
  23924. /**
  23925. * Gets the left camera of a rig setup in case of Rigged Camera
  23926. */
  23927. get: function () {
  23928. if (this._rigCameras.length < 1) {
  23929. return null;
  23930. }
  23931. return this._rigCameras[0];
  23932. },
  23933. enumerable: true,
  23934. configurable: true
  23935. });
  23936. Object.defineProperty(Camera.prototype, "rightCamera", {
  23937. /**
  23938. * Gets the right camera of a rig setup in case of Rigged Camera
  23939. */
  23940. get: function () {
  23941. if (this._rigCameras.length < 2) {
  23942. return null;
  23943. }
  23944. return this._rigCameras[1];
  23945. },
  23946. enumerable: true,
  23947. configurable: true
  23948. });
  23949. /**
  23950. * Gets the left camera target of a rig setup in case of Rigged Camera
  23951. * @returns the target position
  23952. */
  23953. Camera.prototype.getLeftTarget = function () {
  23954. if (this._rigCameras.length < 1) {
  23955. return null;
  23956. }
  23957. return this._rigCameras[0].getTarget();
  23958. };
  23959. /**
  23960. * Gets the right camera target of a rig setup in case of Rigged Camera
  23961. * @returns the target position
  23962. */
  23963. Camera.prototype.getRightTarget = function () {
  23964. if (this._rigCameras.length < 2) {
  23965. return null;
  23966. }
  23967. return this._rigCameras[1].getTarget();
  23968. };
  23969. /**
  23970. * @hidden
  23971. */
  23972. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23973. if (this.cameraRigMode === mode) {
  23974. return;
  23975. }
  23976. while (this._rigCameras.length > 0) {
  23977. var camera = this._rigCameras.pop();
  23978. if (camera) {
  23979. camera.dispose();
  23980. }
  23981. }
  23982. this.cameraRigMode = mode;
  23983. this._cameraRigParams = {};
  23984. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  23985. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  23986. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  23987. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  23988. // create the rig cameras, unless none
  23989. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23990. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  23991. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  23992. if (leftCamera && rightCamera) {
  23993. this._rigCameras.push(leftCamera);
  23994. this._rigCameras.push(rightCamera);
  23995. }
  23996. }
  23997. switch (this.cameraRigMode) {
  23998. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  23999. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24000. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24001. break;
  24002. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24003. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24004. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24005. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24006. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24007. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24008. break;
  24009. case Camera.RIG_MODE_VR:
  24010. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24011. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24012. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24013. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24014. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24015. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24016. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24017. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24018. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24019. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24020. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24021. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24022. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24023. if (metrics.compensateDistortion) {
  24024. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24025. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24026. }
  24027. break;
  24028. case Camera.RIG_MODE_WEBVR:
  24029. if (rigParams.vrDisplay) {
  24030. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24031. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24032. //Left eye
  24033. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24034. this._rigCameras[0].setCameraRigParameter("left", true);
  24035. //leaving this for future reference
  24036. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24037. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24038. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24039. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24040. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24041. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24042. this._rigCameras[0].parent = this;
  24043. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24044. //Right eye
  24045. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24046. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24047. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24048. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24049. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24050. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24051. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24052. this._rigCameras[1].parent = this;
  24053. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24054. if (Camera.UseAlternateWebVRRendering) {
  24055. this._rigCameras[1]._skipRendering = true;
  24056. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24057. }
  24058. }
  24059. break;
  24060. }
  24061. this._cascadePostProcessesToRigCams();
  24062. this.update();
  24063. };
  24064. Camera.prototype._getVRProjectionMatrix = function () {
  24065. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24066. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24067. return this._projectionMatrix;
  24068. };
  24069. Camera.prototype._updateCameraRotationMatrix = function () {
  24070. //Here for WebVR
  24071. };
  24072. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24073. //Here for WebVR
  24074. };
  24075. /**
  24076. * This function MUST be overwritten by the different WebVR cameras available.
  24077. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24078. */
  24079. Camera.prototype._getWebVRProjectionMatrix = function () {
  24080. return BABYLON.Matrix.Identity();
  24081. };
  24082. /**
  24083. * This function MUST be overwritten by the different WebVR cameras available.
  24084. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24085. */
  24086. Camera.prototype._getWebVRViewMatrix = function () {
  24087. return BABYLON.Matrix.Identity();
  24088. };
  24089. /** @hidden */
  24090. Camera.prototype.setCameraRigParameter = function (name, value) {
  24091. if (!this._cameraRigParams) {
  24092. this._cameraRigParams = {};
  24093. }
  24094. this._cameraRigParams[name] = value;
  24095. //provisionnally:
  24096. if (name === "interaxialDistance") {
  24097. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24098. }
  24099. };
  24100. /**
  24101. * needs to be overridden by children so sub has required properties to be copied
  24102. * @hidden
  24103. */
  24104. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24105. return null;
  24106. };
  24107. /**
  24108. * May need to be overridden by children
  24109. * @hidden
  24110. */
  24111. Camera.prototype._updateRigCameras = function () {
  24112. for (var i = 0; i < this._rigCameras.length; i++) {
  24113. this._rigCameras[i].minZ = this.minZ;
  24114. this._rigCameras[i].maxZ = this.maxZ;
  24115. this._rigCameras[i].fov = this.fov;
  24116. }
  24117. // only update viewport when ANAGLYPH
  24118. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24119. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24120. }
  24121. };
  24122. /** @hidden */
  24123. Camera.prototype._setupInputs = function () {
  24124. };
  24125. /**
  24126. * Serialiaze the camera setup to a json represention
  24127. * @returns the JSON representation
  24128. */
  24129. Camera.prototype.serialize = function () {
  24130. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24131. // Type
  24132. serializationObject.type = this.getClassName();
  24133. // Parent
  24134. if (this.parent) {
  24135. serializationObject.parentId = this.parent.id;
  24136. }
  24137. if (this.inputs) {
  24138. this.inputs.serialize(serializationObject);
  24139. }
  24140. // Animations
  24141. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24142. serializationObject.ranges = this.serializeAnimationRanges();
  24143. return serializationObject;
  24144. };
  24145. /**
  24146. * Clones the current camera.
  24147. * @param name The cloned camera name
  24148. * @returns the cloned camera
  24149. */
  24150. Camera.prototype.clone = function (name) {
  24151. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24152. };
  24153. /**
  24154. * Gets the direction of the camera relative to a given local axis.
  24155. * @param localAxis Defines the reference axis to provide a relative direction.
  24156. * @return the direction
  24157. */
  24158. Camera.prototype.getDirection = function (localAxis) {
  24159. var result = BABYLON.Vector3.Zero();
  24160. this.getDirectionToRef(localAxis, result);
  24161. return result;
  24162. };
  24163. /**
  24164. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24165. * @param localAxis Defines the reference axis to provide a relative direction.
  24166. * @param result Defines the vector to store the result in
  24167. */
  24168. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24169. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24170. };
  24171. /**
  24172. * Gets a camera constructor for a given camera type
  24173. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24174. * @param name The name of the camera the result will be able to instantiate
  24175. * @param scene The scene the result will construct the camera in
  24176. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24177. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24178. * @returns a factory method to construc the camera
  24179. */
  24180. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24181. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24182. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24183. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24184. interaxial_distance: interaxial_distance,
  24185. isStereoscopicSideBySide: isStereoscopicSideBySide
  24186. });
  24187. if (constructorFunc) {
  24188. return constructorFunc;
  24189. }
  24190. // Default to universal camera
  24191. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24192. };
  24193. /**
  24194. * Compute the world matrix of the camera.
  24195. * @returns the camera workd matrix
  24196. */
  24197. Camera.prototype.computeWorldMatrix = function () {
  24198. return this.getWorldMatrix();
  24199. };
  24200. /**
  24201. * Parse a JSON and creates the camera from the parsed information
  24202. * @param parsedCamera The JSON to parse
  24203. * @param scene The scene to instantiate the camera in
  24204. * @returns the newly constructed camera
  24205. */
  24206. Camera.Parse = function (parsedCamera, scene) {
  24207. var type = parsedCamera.type;
  24208. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24209. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24210. // Parent
  24211. if (parsedCamera.parentId) {
  24212. camera._waitingParentId = parsedCamera.parentId;
  24213. }
  24214. //If camera has an input manager, let it parse inputs settings
  24215. if (camera.inputs) {
  24216. camera.inputs.parse(parsedCamera);
  24217. camera._setupInputs();
  24218. }
  24219. if (camera.setPosition) { // need to force position
  24220. camera.position.copyFromFloats(0, 0, 0);
  24221. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24222. }
  24223. // Target
  24224. if (parsedCamera.target) {
  24225. if (camera.setTarget) {
  24226. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24227. }
  24228. }
  24229. // Apply 3d rig, when found
  24230. if (parsedCamera.cameraRigMode) {
  24231. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24232. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24233. }
  24234. // Animations
  24235. if (parsedCamera.animations) {
  24236. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24237. var parsedAnimation = parsedCamera.animations[animationIndex];
  24238. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24239. }
  24240. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24241. }
  24242. if (parsedCamera.autoAnimate) {
  24243. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24244. }
  24245. return camera;
  24246. };
  24247. /**
  24248. * This is the default projection mode used by the cameras.
  24249. * It helps recreating a feeling of perspective and better appreciate depth.
  24250. * This is the best way to simulate real life cameras.
  24251. */
  24252. Camera.PERSPECTIVE_CAMERA = 0;
  24253. /**
  24254. * This helps creating camera with an orthographic mode.
  24255. * 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.
  24256. */
  24257. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24258. /**
  24259. * This is the default FOV mode for perspective cameras.
  24260. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24261. */
  24262. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24263. /**
  24264. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24265. */
  24266. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24267. /**
  24268. * This specifies ther is no need for a camera rig.
  24269. * Basically only one eye is rendered corresponding to the camera.
  24270. */
  24271. Camera.RIG_MODE_NONE = 0;
  24272. /**
  24273. * Simulates a camera Rig with one blue eye and one red eye.
  24274. * This can be use with 3d blue and red glasses.
  24275. */
  24276. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24277. /**
  24278. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24279. */
  24280. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24281. /**
  24282. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24283. */
  24284. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24285. /**
  24286. * Defines that both eyes of the camera will be rendered over under each other.
  24287. */
  24288. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24289. /**
  24290. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24291. */
  24292. Camera.RIG_MODE_VR = 20;
  24293. /**
  24294. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24295. */
  24296. Camera.RIG_MODE_WEBVR = 21;
  24297. /**
  24298. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24299. */
  24300. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24301. /**
  24302. * @hidden
  24303. * Might be removed once multiview will be a thing
  24304. */
  24305. Camera.UseAlternateWebVRRendering = false;
  24306. __decorate([
  24307. BABYLON.serializeAsVector3()
  24308. ], Camera.prototype, "position", void 0);
  24309. __decorate([
  24310. BABYLON.serializeAsVector3()
  24311. ], Camera.prototype, "upVector", void 0);
  24312. __decorate([
  24313. BABYLON.serialize()
  24314. ], Camera.prototype, "orthoLeft", void 0);
  24315. __decorate([
  24316. BABYLON.serialize()
  24317. ], Camera.prototype, "orthoRight", void 0);
  24318. __decorate([
  24319. BABYLON.serialize()
  24320. ], Camera.prototype, "orthoBottom", void 0);
  24321. __decorate([
  24322. BABYLON.serialize()
  24323. ], Camera.prototype, "orthoTop", void 0);
  24324. __decorate([
  24325. BABYLON.serialize()
  24326. ], Camera.prototype, "fov", void 0);
  24327. __decorate([
  24328. BABYLON.serialize()
  24329. ], Camera.prototype, "minZ", void 0);
  24330. __decorate([
  24331. BABYLON.serialize()
  24332. ], Camera.prototype, "maxZ", void 0);
  24333. __decorate([
  24334. BABYLON.serialize()
  24335. ], Camera.prototype, "inertia", void 0);
  24336. __decorate([
  24337. BABYLON.serialize()
  24338. ], Camera.prototype, "mode", void 0);
  24339. __decorate([
  24340. BABYLON.serialize()
  24341. ], Camera.prototype, "layerMask", void 0);
  24342. __decorate([
  24343. BABYLON.serialize()
  24344. ], Camera.prototype, "fovMode", void 0);
  24345. __decorate([
  24346. BABYLON.serialize()
  24347. ], Camera.prototype, "cameraRigMode", void 0);
  24348. __decorate([
  24349. BABYLON.serialize()
  24350. ], Camera.prototype, "interaxialDistance", void 0);
  24351. __decorate([
  24352. BABYLON.serialize()
  24353. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24354. return Camera;
  24355. }(BABYLON.Node));
  24356. BABYLON.Camera = Camera;
  24357. })(BABYLON || (BABYLON = {}));
  24358. //# sourceMappingURL=babylon.camera.js.map
  24359. var BABYLON;
  24360. (function (BABYLON) {
  24361. /**
  24362. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24363. * It is enable to manage the different groups as well as the different necessary sort functions.
  24364. * This should not be used directly aside of the few static configurations
  24365. */
  24366. var RenderingManager = /** @class */ (function () {
  24367. /**
  24368. * Instantiates a new rendering group for a particular scene
  24369. * @param scene Defines the scene the groups belongs to
  24370. */
  24371. function RenderingManager(scene) {
  24372. /**
  24373. * @hidden
  24374. */
  24375. this._useSceneAutoClearSetup = false;
  24376. this._renderingGroups = new Array();
  24377. this._autoClearDepthStencil = {};
  24378. this._customOpaqueSortCompareFn = {};
  24379. this._customAlphaTestSortCompareFn = {};
  24380. this._customTransparentSortCompareFn = {};
  24381. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24382. this._scene = scene;
  24383. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24384. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24385. }
  24386. }
  24387. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24388. if (depth === void 0) { depth = true; }
  24389. if (stencil === void 0) { stencil = true; }
  24390. if (this._depthStencilBufferAlreadyCleaned) {
  24391. return;
  24392. }
  24393. this._scene.getEngine().clear(null, false, depth, stencil);
  24394. this._depthStencilBufferAlreadyCleaned = true;
  24395. };
  24396. /**
  24397. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24398. * @hidden
  24399. */
  24400. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24401. // Update the observable context (not null as it only goes away on dispose)
  24402. var info = this._renderingGroupInfo;
  24403. info.scene = this._scene;
  24404. info.camera = this._scene.activeCamera;
  24405. // Dispatch sprites
  24406. if (this._scene.spriteManagers && renderSprites) {
  24407. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24408. var manager = this._scene.spriteManagers[index];
  24409. this.dispatchSprites(manager);
  24410. }
  24411. }
  24412. // Render
  24413. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24414. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24415. var renderingGroup = this._renderingGroups[index];
  24416. if (!renderingGroup) {
  24417. continue;
  24418. }
  24419. var renderingGroupMask = Math.pow(2, index);
  24420. info.renderingGroupId = index;
  24421. // Before Observable
  24422. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24423. // Clear depth/stencil if needed
  24424. if (RenderingManager.AUTOCLEAR) {
  24425. var autoClear = this._useSceneAutoClearSetup ?
  24426. this._scene.getAutoClearDepthStencilSetup(index) :
  24427. this._autoClearDepthStencil[index];
  24428. if (autoClear && autoClear.autoClear) {
  24429. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24430. }
  24431. }
  24432. // Render
  24433. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24434. var step = _a[_i];
  24435. step.action(index);
  24436. }
  24437. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24438. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24439. var step = _c[_b];
  24440. step.action(index);
  24441. }
  24442. // After Observable
  24443. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24444. }
  24445. };
  24446. /**
  24447. * Resets the different information of the group to prepare a new frame
  24448. * @hidden
  24449. */
  24450. RenderingManager.prototype.reset = function () {
  24451. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24452. var renderingGroup = this._renderingGroups[index];
  24453. if (renderingGroup) {
  24454. renderingGroup.prepare();
  24455. }
  24456. }
  24457. };
  24458. /**
  24459. * Dispose and release the group and its associated resources.
  24460. * @hidden
  24461. */
  24462. RenderingManager.prototype.dispose = function () {
  24463. this.freeRenderingGroups();
  24464. this._renderingGroups.length = 0;
  24465. this._renderingGroupInfo = null;
  24466. };
  24467. /**
  24468. * Clear the info related to rendering groups preventing retention points during dispose.
  24469. */
  24470. RenderingManager.prototype.freeRenderingGroups = function () {
  24471. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24472. var renderingGroup = this._renderingGroups[index];
  24473. if (renderingGroup) {
  24474. renderingGroup.dispose();
  24475. }
  24476. }
  24477. };
  24478. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24479. if (this._renderingGroups[renderingGroupId] === undefined) {
  24480. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24481. }
  24482. };
  24483. /**
  24484. * Add a sprite manager to the rendering manager in order to render it this frame.
  24485. * @param spriteManager Define the sprite manager to render
  24486. */
  24487. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24488. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24489. this._prepareRenderingGroup(renderingGroupId);
  24490. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24491. };
  24492. /**
  24493. * Add a particle system to the rendering manager in order to render it this frame.
  24494. * @param particleSystem Define the particle system to render
  24495. */
  24496. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24497. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24498. this._prepareRenderingGroup(renderingGroupId);
  24499. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24500. };
  24501. /**
  24502. * Add a submesh to the manager in order to render it this frame
  24503. * @param subMesh The submesh to dispatch
  24504. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24505. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24506. */
  24507. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24508. if (mesh === undefined) {
  24509. mesh = subMesh.getMesh();
  24510. }
  24511. var renderingGroupId = mesh.renderingGroupId || 0;
  24512. this._prepareRenderingGroup(renderingGroupId);
  24513. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24514. };
  24515. /**
  24516. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24517. * This allowed control for front to back rendering or reversly depending of the special needs.
  24518. *
  24519. * @param renderingGroupId The rendering group id corresponding to its index
  24520. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24521. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24522. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24523. */
  24524. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24525. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24526. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24527. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24528. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24529. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24530. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24531. if (this._renderingGroups[renderingGroupId]) {
  24532. var group = this._renderingGroups[renderingGroupId];
  24533. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24534. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24535. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24536. }
  24537. };
  24538. /**
  24539. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24540. *
  24541. * @param renderingGroupId The rendering group id corresponding to its index
  24542. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24543. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24544. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24545. */
  24546. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24547. if (depth === void 0) { depth = true; }
  24548. if (stencil === void 0) { stencil = true; }
  24549. this._autoClearDepthStencil[renderingGroupId] = {
  24550. autoClear: autoClearDepthStencil,
  24551. depth: depth,
  24552. stencil: stencil
  24553. };
  24554. };
  24555. /**
  24556. * Gets the current auto clear configuration for one rendering group of the rendering
  24557. * manager.
  24558. * @param index the rendering group index to get the information for
  24559. * @returns The auto clear setup for the requested rendering group
  24560. */
  24561. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24562. return this._autoClearDepthStencil[index];
  24563. };
  24564. /**
  24565. * The max id used for rendering groups (not included)
  24566. */
  24567. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24568. /**
  24569. * The min id used for rendering groups (included)
  24570. */
  24571. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24572. /**
  24573. * Used to globally prevent autoclearing scenes.
  24574. */
  24575. RenderingManager.AUTOCLEAR = true;
  24576. return RenderingManager;
  24577. }());
  24578. BABYLON.RenderingManager = RenderingManager;
  24579. })(BABYLON || (BABYLON = {}));
  24580. //# sourceMappingURL=babylon.renderingManager.js.map
  24581. var BABYLON;
  24582. (function (BABYLON) {
  24583. /**
  24584. * This represents the object necessary to create a rendering group.
  24585. * This is exclusively used and created by the rendering manager.
  24586. * To modify the behavior, you use the available helpers in your scene or meshes.
  24587. * @hidden
  24588. */
  24589. var RenderingGroup = /** @class */ (function () {
  24590. /**
  24591. * Creates a new rendering group.
  24592. * @param index The rendering group index
  24593. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24594. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24595. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24596. */
  24597. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24598. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24599. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24600. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24601. this.index = index;
  24602. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24603. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24604. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24605. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24606. this._particleSystems = new BABYLON.SmartArray(256);
  24607. this._spriteManagers = new BABYLON.SmartArray(256);
  24608. this._edgesRenderers = new BABYLON.SmartArray(16);
  24609. this._scene = scene;
  24610. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24611. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24612. this.transparentSortCompareFn = transparentSortCompareFn;
  24613. }
  24614. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24615. /**
  24616. * Set the opaque sort comparison function.
  24617. * If null the sub meshes will be render in the order they were created
  24618. */
  24619. set: function (value) {
  24620. this._opaqueSortCompareFn = value;
  24621. if (value) {
  24622. this._renderOpaque = this.renderOpaqueSorted;
  24623. }
  24624. else {
  24625. this._renderOpaque = RenderingGroup.renderUnsorted;
  24626. }
  24627. },
  24628. enumerable: true,
  24629. configurable: true
  24630. });
  24631. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24632. /**
  24633. * Set the alpha test sort comparison function.
  24634. * If null the sub meshes will be render in the order they were created
  24635. */
  24636. set: function (value) {
  24637. this._alphaTestSortCompareFn = value;
  24638. if (value) {
  24639. this._renderAlphaTest = this.renderAlphaTestSorted;
  24640. }
  24641. else {
  24642. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24643. }
  24644. },
  24645. enumerable: true,
  24646. configurable: true
  24647. });
  24648. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24649. /**
  24650. * Set the transparent sort comparison function.
  24651. * If null the sub meshes will be render in the order they were created
  24652. */
  24653. set: function (value) {
  24654. if (value) {
  24655. this._transparentSortCompareFn = value;
  24656. }
  24657. else {
  24658. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24659. }
  24660. this._renderTransparent = this.renderTransparentSorted;
  24661. },
  24662. enumerable: true,
  24663. configurable: true
  24664. });
  24665. /**
  24666. * Render all the sub meshes contained in the group.
  24667. * @param customRenderFunction Used to override the default render behaviour of the group.
  24668. * @returns true if rendered some submeshes.
  24669. */
  24670. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24671. if (customRenderFunction) {
  24672. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24673. return;
  24674. }
  24675. var engine = this._scene.getEngine();
  24676. // Depth only
  24677. if (this._depthOnlySubMeshes.length !== 0) {
  24678. engine.setColorWrite(false);
  24679. this._renderAlphaTest(this._depthOnlySubMeshes);
  24680. engine.setColorWrite(true);
  24681. }
  24682. // Opaque
  24683. if (this._opaqueSubMeshes.length !== 0) {
  24684. this._renderOpaque(this._opaqueSubMeshes);
  24685. }
  24686. // Alpha test
  24687. if (this._alphaTestSubMeshes.length !== 0) {
  24688. this._renderAlphaTest(this._alphaTestSubMeshes);
  24689. }
  24690. var stencilState = engine.getStencilBuffer();
  24691. engine.setStencilBuffer(false);
  24692. // Sprites
  24693. if (renderSprites) {
  24694. this._renderSprites();
  24695. }
  24696. // Particles
  24697. if (renderParticles) {
  24698. this._renderParticles(activeMeshes);
  24699. }
  24700. if (this.onBeforeTransparentRendering) {
  24701. this.onBeforeTransparentRendering();
  24702. }
  24703. // Transparent
  24704. if (this._transparentSubMeshes.length !== 0) {
  24705. this._renderTransparent(this._transparentSubMeshes);
  24706. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24707. }
  24708. // Set back stencil to false in case it changes before the edge renderer.
  24709. engine.setStencilBuffer(false);
  24710. // Edges
  24711. if (this._edgesRenderers.length) {
  24712. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24713. this._edgesRenderers.data[edgesRendererIndex].render();
  24714. }
  24715. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24716. }
  24717. // Restore Stencil state.
  24718. engine.setStencilBuffer(stencilState);
  24719. };
  24720. /**
  24721. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24722. * @param subMeshes The submeshes to render
  24723. */
  24724. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24725. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24726. };
  24727. /**
  24728. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24729. * @param subMeshes The submeshes to render
  24730. */
  24731. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24732. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24733. };
  24734. /**
  24735. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24736. * @param subMeshes The submeshes to render
  24737. */
  24738. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24739. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24740. };
  24741. /**
  24742. * Renders the submeshes in a specified order.
  24743. * @param subMeshes The submeshes to sort before render
  24744. * @param sortCompareFn The comparison function use to sort
  24745. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24746. * @param transparent Specifies to activate blending if true
  24747. */
  24748. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24749. var subIndex = 0;
  24750. var subMesh;
  24751. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24752. for (; subIndex < subMeshes.length; subIndex++) {
  24753. subMesh = subMeshes.data[subIndex];
  24754. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24755. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24756. }
  24757. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24758. if (sortCompareFn) {
  24759. sortedArray.sort(sortCompareFn);
  24760. }
  24761. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24762. subMesh = sortedArray[subIndex];
  24763. if (transparent) {
  24764. var material = subMesh.getMaterial();
  24765. if (material && material.needDepthPrePass) {
  24766. var engine = material.getScene().getEngine();
  24767. engine.setColorWrite(false);
  24768. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24769. subMesh.render(false);
  24770. engine.setColorWrite(true);
  24771. }
  24772. }
  24773. subMesh.render(transparent);
  24774. }
  24775. };
  24776. /**
  24777. * Renders the submeshes in the order they were dispatched (no sort applied).
  24778. * @param subMeshes The submeshes to render
  24779. */
  24780. RenderingGroup.renderUnsorted = function (subMeshes) {
  24781. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24782. var submesh = subMeshes.data[subIndex];
  24783. submesh.render(false);
  24784. }
  24785. };
  24786. /**
  24787. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24788. * are rendered back to front if in the same alpha index.
  24789. *
  24790. * @param a The first submesh
  24791. * @param b The second submesh
  24792. * @returns The result of the comparison
  24793. */
  24794. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24795. // Alpha index first
  24796. if (a._alphaIndex > b._alphaIndex) {
  24797. return 1;
  24798. }
  24799. if (a._alphaIndex < b._alphaIndex) {
  24800. return -1;
  24801. }
  24802. // Then distance to camera
  24803. return RenderingGroup.backToFrontSortCompare(a, b);
  24804. };
  24805. /**
  24806. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24807. * are rendered back to front.
  24808. *
  24809. * @param a The first submesh
  24810. * @param b The second submesh
  24811. * @returns The result of the comparison
  24812. */
  24813. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24814. // Then distance to camera
  24815. if (a._distanceToCamera < b._distanceToCamera) {
  24816. return 1;
  24817. }
  24818. if (a._distanceToCamera > b._distanceToCamera) {
  24819. return -1;
  24820. }
  24821. return 0;
  24822. };
  24823. /**
  24824. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24825. * are rendered front to back (prevent overdraw).
  24826. *
  24827. * @param a The first submesh
  24828. * @param b The second submesh
  24829. * @returns The result of the comparison
  24830. */
  24831. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24832. // Then distance to camera
  24833. if (a._distanceToCamera < b._distanceToCamera) {
  24834. return -1;
  24835. }
  24836. if (a._distanceToCamera > b._distanceToCamera) {
  24837. return 1;
  24838. }
  24839. return 0;
  24840. };
  24841. /**
  24842. * Resets the different lists of submeshes to prepare a new frame.
  24843. */
  24844. RenderingGroup.prototype.prepare = function () {
  24845. this._opaqueSubMeshes.reset();
  24846. this._transparentSubMeshes.reset();
  24847. this._alphaTestSubMeshes.reset();
  24848. this._depthOnlySubMeshes.reset();
  24849. this._particleSystems.reset();
  24850. this._spriteManagers.reset();
  24851. this._edgesRenderers.reset();
  24852. };
  24853. RenderingGroup.prototype.dispose = function () {
  24854. this._opaqueSubMeshes.dispose();
  24855. this._transparentSubMeshes.dispose();
  24856. this._alphaTestSubMeshes.dispose();
  24857. this._depthOnlySubMeshes.dispose();
  24858. this._particleSystems.dispose();
  24859. this._spriteManagers.dispose();
  24860. this._edgesRenderers.dispose();
  24861. };
  24862. /**
  24863. * Inserts the submesh in its correct queue depending on its material.
  24864. * @param subMesh The submesh to dispatch
  24865. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24866. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24867. */
  24868. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24869. // Get mesh and materials if not provided
  24870. if (mesh === undefined) {
  24871. mesh = subMesh.getMesh();
  24872. }
  24873. if (material === undefined) {
  24874. material = subMesh.getMaterial();
  24875. }
  24876. if (material === null || material === undefined) {
  24877. return;
  24878. }
  24879. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24880. this._transparentSubMeshes.push(subMesh);
  24881. }
  24882. else if (material.needAlphaTesting()) { // Alpha test
  24883. if (material.needDepthPrePass) {
  24884. this._depthOnlySubMeshes.push(subMesh);
  24885. }
  24886. this._alphaTestSubMeshes.push(subMesh);
  24887. }
  24888. else {
  24889. if (material.needDepthPrePass) {
  24890. this._depthOnlySubMeshes.push(subMesh);
  24891. }
  24892. this._opaqueSubMeshes.push(subMesh); // Opaque
  24893. }
  24894. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24895. this._edgesRenderers.push(mesh._edgesRenderer);
  24896. }
  24897. };
  24898. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24899. this._spriteManagers.push(spriteManager);
  24900. };
  24901. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24902. this._particleSystems.push(particleSystem);
  24903. };
  24904. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24905. if (this._particleSystems.length === 0) {
  24906. return;
  24907. }
  24908. // Particles
  24909. var activeCamera = this._scene.activeCamera;
  24910. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24911. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24912. var particleSystem = this._particleSystems.data[particleIndex];
  24913. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24914. continue;
  24915. }
  24916. var emitter = particleSystem.emitter;
  24917. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24918. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24919. }
  24920. }
  24921. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24922. };
  24923. RenderingGroup.prototype._renderSprites = function () {
  24924. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24925. return;
  24926. }
  24927. // Sprites
  24928. var activeCamera = this._scene.activeCamera;
  24929. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  24930. for (var id = 0; id < this._spriteManagers.length; id++) {
  24931. var spriteManager = this._spriteManagers.data[id];
  24932. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  24933. spriteManager.render();
  24934. }
  24935. }
  24936. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  24937. };
  24938. return RenderingGroup;
  24939. }());
  24940. BABYLON.RenderingGroup = RenderingGroup;
  24941. })(BABYLON || (BABYLON = {}));
  24942. //# sourceMappingURL=babylon.renderingGroup.js.map
  24943. var BABYLON;
  24944. (function (BABYLON) {
  24945. /**
  24946. * Groups all the scene component constants in one place to ease maintenance.
  24947. * @hidden
  24948. */
  24949. var SceneComponentConstants = /** @class */ (function () {
  24950. function SceneComponentConstants() {
  24951. }
  24952. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  24953. SceneComponentConstants.NAME_LAYER = "Layer";
  24954. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  24955. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  24956. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  24957. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  24958. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24959. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24960. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  24961. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  24962. SceneComponentConstants.NAME_SPRITE = "Sprite";
  24963. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  24964. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24965. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24966. SceneComponentConstants.NAME_OCTREE = "Octree";
  24967. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24968. SceneComponentConstants.NAME_AUDIO = "Audio";
  24969. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24970. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24971. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24972. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24973. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  24974. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  24975. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  24976. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  24977. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  24978. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  24979. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  24980. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  24981. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  24982. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  24983. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  24984. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  24985. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  24986. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  24987. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  24988. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  24989. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  24990. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  24991. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  24992. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  24993. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  24994. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  24995. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  24996. return SceneComponentConstants;
  24997. }());
  24998. BABYLON.SceneComponentConstants = SceneComponentConstants;
  24999. /**
  25000. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25001. * @hidden
  25002. */
  25003. var Stage = /** @class */ (function (_super) {
  25004. __extends(Stage, _super);
  25005. /**
  25006. * Hide ctor from the rest of the world.
  25007. * @param items The items to add.
  25008. */
  25009. function Stage(items) {
  25010. return _super.apply(this, items) || this;
  25011. }
  25012. /**
  25013. * Creates a new Stage.
  25014. * @returns A new instance of a Stage
  25015. */
  25016. Stage.Create = function () {
  25017. return Object.create(Stage.prototype);
  25018. };
  25019. /**
  25020. * Registers a step in an ordered way in the targeted stage.
  25021. * @param index Defines the position to register the step in
  25022. * @param component Defines the component attached to the step
  25023. * @param action Defines the action to launch during the step
  25024. */
  25025. Stage.prototype.registerStep = function (index, component, action) {
  25026. var i = 0;
  25027. var maxIndex = Number.MAX_VALUE;
  25028. for (; i < this.length; i++) {
  25029. var step = this[i];
  25030. maxIndex = step.index;
  25031. if (index < maxIndex) {
  25032. break;
  25033. }
  25034. }
  25035. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25036. };
  25037. /**
  25038. * Clears all the steps from the stage.
  25039. */
  25040. Stage.prototype.clear = function () {
  25041. this.length = 0;
  25042. };
  25043. return Stage;
  25044. }(Array));
  25045. BABYLON.Stage = Stage;
  25046. })(BABYLON || (BABYLON = {}));
  25047. //# sourceMappingURL=babylon.sceneComponent.js.map
  25048. var BABYLON;
  25049. (function (BABYLON) {
  25050. /**
  25051. * Base class of the scene acting as a container for the different elements composing a scene.
  25052. * This class is dynamically extended by the different components of the scene increasing
  25053. * flexibility and reducing coupling
  25054. */
  25055. var AbstractScene = /** @class */ (function () {
  25056. function AbstractScene() {
  25057. /**
  25058. * Gets the list of root nodes (ie. nodes with no parent)
  25059. */
  25060. this.rootNodes = new Array();
  25061. /** All of the cameras added to this scene
  25062. * @see http://doc.babylonjs.com/babylon101/cameras
  25063. */
  25064. this.cameras = new Array();
  25065. /**
  25066. * All of the lights added to this scene
  25067. * @see http://doc.babylonjs.com/babylon101/lights
  25068. */
  25069. this.lights = new Array();
  25070. /**
  25071. * All of the (abstract) meshes added to this scene
  25072. */
  25073. this.meshes = new Array();
  25074. /**
  25075. * The list of skeletons added to the scene
  25076. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25077. */
  25078. this.skeletons = new Array();
  25079. /**
  25080. * All of the particle systems added to this scene
  25081. * @see http://doc.babylonjs.com/babylon101/particles
  25082. */
  25083. this.particleSystems = new Array();
  25084. /**
  25085. * Gets a list of Animations associated with the scene
  25086. */
  25087. this.animations = [];
  25088. /**
  25089. * All of the animation groups added to this scene
  25090. * @see http://doc.babylonjs.com/how_to/group
  25091. */
  25092. this.animationGroups = new Array();
  25093. /**
  25094. * All of the multi-materials added to this scene
  25095. * @see http://doc.babylonjs.com/how_to/multi_materials
  25096. */
  25097. this.multiMaterials = new Array();
  25098. /**
  25099. * All of the materials added to this scene
  25100. * @see http://doc.babylonjs.com/babylon101/materials
  25101. */
  25102. this.materials = new Array();
  25103. /**
  25104. * The list of morph target managers added to the scene
  25105. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25106. */
  25107. this.morphTargetManagers = new Array();
  25108. /**
  25109. * The list of geometries used in the scene.
  25110. */
  25111. this.geometries = new Array();
  25112. /**
  25113. * All of the tranform nodes added to this scene
  25114. * In the context a the Scene, it is not supposed to be modified manually.
  25115. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25116. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25117. * @see http://doc.babylonjs.com/how_to/transformnode
  25118. */
  25119. this.transformNodes = new Array();
  25120. /**
  25121. * ActionManagers available on the scene.
  25122. */
  25123. this.actionManagers = new Array();
  25124. /**
  25125. * Textures to keep.
  25126. */
  25127. this.textures = new Array();
  25128. }
  25129. /**
  25130. * Adds a parser in the list of available ones
  25131. * @param name Defines the name of the parser
  25132. * @param parser Defines the parser to add
  25133. */
  25134. AbstractScene.AddParser = function (name, parser) {
  25135. this._BabylonFileParsers[name] = parser;
  25136. };
  25137. /**
  25138. * Gets a general parser from the list of avaialble ones
  25139. * @param name Defines the name of the parser
  25140. * @returns the requested parser or null
  25141. */
  25142. AbstractScene.GetParser = function (name) {
  25143. if (this._BabylonFileParsers[name]) {
  25144. return this._BabylonFileParsers[name];
  25145. }
  25146. return null;
  25147. };
  25148. /**
  25149. * Adds n individual parser in the list of available ones
  25150. * @param name Defines the name of the parser
  25151. * @param parser Defines the parser to add
  25152. */
  25153. AbstractScene.AddIndividualParser = function (name, parser) {
  25154. this._IndividualBabylonFileParsers[name] = parser;
  25155. };
  25156. /**
  25157. * Gets an individual parser from the list of avaialble ones
  25158. * @param name Defines the name of the parser
  25159. * @returns the requested parser or null
  25160. */
  25161. AbstractScene.GetIndividualParser = function (name) {
  25162. if (this._IndividualBabylonFileParsers[name]) {
  25163. return this._IndividualBabylonFileParsers[name];
  25164. }
  25165. return null;
  25166. };
  25167. /**
  25168. * Parser json data and populate both a scene and its associated container object
  25169. * @param jsonData Defines the data to parse
  25170. * @param scene Defines the scene to parse the data for
  25171. * @param container Defines the container attached to the parsing sequence
  25172. * @param rootUrl Defines the root url of the data
  25173. */
  25174. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25175. for (var parserName in this._BabylonFileParsers) {
  25176. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25177. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25178. }
  25179. }
  25180. };
  25181. /**
  25182. * Stores the list of available parsers in the application.
  25183. */
  25184. AbstractScene._BabylonFileParsers = {};
  25185. /**
  25186. * Stores the list of available individual parsers in the application.
  25187. */
  25188. AbstractScene._IndividualBabylonFileParsers = {};
  25189. return AbstractScene;
  25190. }());
  25191. BABYLON.AbstractScene = AbstractScene;
  25192. })(BABYLON || (BABYLON = {}));
  25193. //# sourceMappingURL=babylon.abstractScene.js.map
  25194. var BABYLON;
  25195. (function (BABYLON) {
  25196. /** @hidden */
  25197. var ClickInfo = /** @class */ (function () {
  25198. function ClickInfo() {
  25199. this._singleClick = false;
  25200. this._doubleClick = false;
  25201. this._hasSwiped = false;
  25202. this._ignore = false;
  25203. }
  25204. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25205. get: function () {
  25206. return this._singleClick;
  25207. },
  25208. set: function (b) {
  25209. this._singleClick = b;
  25210. },
  25211. enumerable: true,
  25212. configurable: true
  25213. });
  25214. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25215. get: function () {
  25216. return this._doubleClick;
  25217. },
  25218. set: function (b) {
  25219. this._doubleClick = b;
  25220. },
  25221. enumerable: true,
  25222. configurable: true
  25223. });
  25224. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25225. get: function () {
  25226. return this._hasSwiped;
  25227. },
  25228. set: function (b) {
  25229. this._hasSwiped = b;
  25230. },
  25231. enumerable: true,
  25232. configurable: true
  25233. });
  25234. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25235. get: function () {
  25236. return this._ignore;
  25237. },
  25238. set: function (b) {
  25239. this._ignore = b;
  25240. },
  25241. enumerable: true,
  25242. configurable: true
  25243. });
  25244. return ClickInfo;
  25245. }());
  25246. /**
  25247. * This class is used by the onRenderingGroupObservable
  25248. */
  25249. var RenderingGroupInfo = /** @class */ (function () {
  25250. function RenderingGroupInfo() {
  25251. }
  25252. return RenderingGroupInfo;
  25253. }());
  25254. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25255. /**
  25256. * Represents a scene to be rendered by the engine.
  25257. * @see http://doc.babylonjs.com/features/scene
  25258. */
  25259. var Scene = /** @class */ (function (_super) {
  25260. __extends(Scene, _super);
  25261. /**
  25262. * Creates a new Scene
  25263. * @param engine defines the engine to use to render this scene
  25264. */
  25265. function Scene(engine, options) {
  25266. var _this = _super.call(this) || this;
  25267. // Members
  25268. /**
  25269. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25270. */
  25271. _this.autoClear = true;
  25272. /**
  25273. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25274. */
  25275. _this.autoClearDepthAndStencil = true;
  25276. /**
  25277. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25278. */
  25279. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25280. /**
  25281. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25282. */
  25283. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25284. _this._forceWireframe = false;
  25285. _this._forcePointsCloud = false;
  25286. /**
  25287. * Gets or sets a boolean indicating if animations are enabled
  25288. */
  25289. _this.animationsEnabled = true;
  25290. _this._animationPropertiesOverride = null;
  25291. /**
  25292. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25293. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25294. */
  25295. _this.useConstantAnimationDeltaTime = false;
  25296. /**
  25297. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25298. * Please note that it requires to run a ray cast through the scene on every frame
  25299. */
  25300. _this.constantlyUpdateMeshUnderPointer = false;
  25301. /**
  25302. * Defines the HTML cursor to use when hovering over interactive elements
  25303. */
  25304. _this.hoverCursor = "pointer";
  25305. /**
  25306. * Defines the HTML default cursor to use (empty by default)
  25307. */
  25308. _this.defaultCursor = "";
  25309. /**
  25310. * This is used to call preventDefault() on pointer down
  25311. * in order to block unwanted artifacts like system double clicks
  25312. */
  25313. _this.preventDefaultOnPointerDown = true;
  25314. // Metadata
  25315. /**
  25316. * Gets or sets user defined metadata
  25317. */
  25318. _this.metadata = null;
  25319. /**
  25320. * Use this array to add regular expressions used to disable offline support for specific urls
  25321. */
  25322. _this.disableOfflineSupportExceptionRules = new Array();
  25323. /**
  25324. * An event triggered when the scene is disposed.
  25325. */
  25326. _this.onDisposeObservable = new BABYLON.Observable();
  25327. _this._onDisposeObserver = null;
  25328. /**
  25329. * An event triggered before rendering the scene (right after animations and physics)
  25330. */
  25331. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25332. _this._onBeforeRenderObserver = null;
  25333. /**
  25334. * An event triggered after rendering the scene
  25335. */
  25336. _this.onAfterRenderObservable = new BABYLON.Observable();
  25337. _this._onAfterRenderObserver = null;
  25338. /**
  25339. * An event triggered before animating the scene
  25340. */
  25341. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25342. /**
  25343. * An event triggered after animations processing
  25344. */
  25345. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25346. /**
  25347. * An event triggered before draw calls are ready to be sent
  25348. */
  25349. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25350. /**
  25351. * An event triggered after draw calls have been sent
  25352. */
  25353. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25354. /**
  25355. * An event triggered when the scene is ready
  25356. */
  25357. _this.onReadyObservable = new BABYLON.Observable();
  25358. /**
  25359. * An event triggered before rendering a camera
  25360. */
  25361. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25362. _this._onBeforeCameraRenderObserver = null;
  25363. /**
  25364. * An event triggered after rendering a camera
  25365. */
  25366. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25367. _this._onAfterCameraRenderObserver = null;
  25368. /**
  25369. * An event triggered when active meshes evaluation is about to start
  25370. */
  25371. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25372. /**
  25373. * An event triggered when active meshes evaluation is done
  25374. */
  25375. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25376. /**
  25377. * An event triggered when particles rendering is about to start
  25378. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25379. */
  25380. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25381. /**
  25382. * An event triggered when particles rendering is done
  25383. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25384. */
  25385. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25386. /**
  25387. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25388. */
  25389. _this.onDataLoadedObservable = new BABYLON.Observable();
  25390. /**
  25391. * An event triggered when a camera is created
  25392. */
  25393. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25394. /**
  25395. * An event triggered when a camera is removed
  25396. */
  25397. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25398. /**
  25399. * An event triggered when a light is created
  25400. */
  25401. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25402. /**
  25403. * An event triggered when a light is removed
  25404. */
  25405. _this.onLightRemovedObservable = new BABYLON.Observable();
  25406. /**
  25407. * An event triggered when a geometry is created
  25408. */
  25409. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25410. /**
  25411. * An event triggered when a geometry is removed
  25412. */
  25413. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25414. /**
  25415. * An event triggered when a transform node is created
  25416. */
  25417. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25418. /**
  25419. * An event triggered when a transform node is removed
  25420. */
  25421. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25422. /**
  25423. * An event triggered when a mesh is created
  25424. */
  25425. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25426. /**
  25427. * An event triggered when a mesh is removed
  25428. */
  25429. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25430. /**
  25431. * An event triggered when a material is created
  25432. */
  25433. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25434. /**
  25435. * An event triggered when a material is removed
  25436. */
  25437. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25438. /**
  25439. * An event triggered when a texture is created
  25440. */
  25441. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25442. /**
  25443. * An event triggered when a texture is removed
  25444. */
  25445. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25446. /**
  25447. * An event triggered when render targets are about to be rendered
  25448. * Can happen multiple times per frame.
  25449. */
  25450. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25451. /**
  25452. * An event triggered when render targets were rendered.
  25453. * Can happen multiple times per frame.
  25454. */
  25455. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25456. /**
  25457. * An event triggered before calculating deterministic simulation step
  25458. */
  25459. _this.onBeforeStepObservable = new BABYLON.Observable();
  25460. /**
  25461. * An event triggered after calculating deterministic simulation step
  25462. */
  25463. _this.onAfterStepObservable = new BABYLON.Observable();
  25464. /**
  25465. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25466. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25467. * 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)
  25468. */
  25469. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25470. /**
  25471. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25472. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25473. * 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)
  25474. */
  25475. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25476. /**
  25477. * This Observable will when a mesh has been imported into the scene.
  25478. */
  25479. _this.onMeshImportedObservable = new BABYLON.Observable();
  25480. // Animations
  25481. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25482. /**
  25483. * 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).
  25484. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25485. */
  25486. _this.onPrePointerObservable = new BABYLON.Observable();
  25487. /**
  25488. * Observable event triggered each time an input event is received from the rendering canvas
  25489. */
  25490. _this.onPointerObservable = new BABYLON.Observable();
  25491. _this._meshPickProceed = false;
  25492. _this._currentPickResult = null;
  25493. _this._previousPickResult = null;
  25494. _this._totalPointersPressed = 0;
  25495. _this._doubleClickOccured = false;
  25496. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25497. _this.cameraToUseForPointers = null;
  25498. _this._pointerX = 0;
  25499. _this._pointerY = 0;
  25500. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25501. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25502. _this._startingPointerTime = 0;
  25503. _this._previousStartingPointerTime = 0;
  25504. _this._pointerCaptures = {};
  25505. // Deterministic lockstep
  25506. _this._timeAccumulator = 0;
  25507. _this._currentStepId = 0;
  25508. _this._currentInternalStep = 0;
  25509. // Keyboard
  25510. /**
  25511. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25512. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25513. */
  25514. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25515. /**
  25516. * Observable event triggered each time an keyboard event is received from the hosting window
  25517. */
  25518. _this.onKeyboardObservable = new BABYLON.Observable();
  25519. // Coordinates system
  25520. _this._useRightHandedSystem = false;
  25521. // Fog
  25522. _this._fogEnabled = true;
  25523. _this._fogMode = Scene.FOGMODE_NONE;
  25524. /**
  25525. * Gets or sets the fog color to use
  25526. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25527. * (Default is Color3(0.2, 0.2, 0.3))
  25528. */
  25529. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25530. /**
  25531. * Gets or sets the fog density to use
  25532. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25533. * (Default is 0.1)
  25534. */
  25535. _this.fogDensity = 0.1;
  25536. /**
  25537. * Gets or sets the fog start distance to use
  25538. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25539. * (Default is 0)
  25540. */
  25541. _this.fogStart = 0;
  25542. /**
  25543. * Gets or sets the fog end distance to use
  25544. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25545. * (Default is 1000)
  25546. */
  25547. _this.fogEnd = 1000.0;
  25548. // Lights
  25549. _this._shadowsEnabled = true;
  25550. _this._lightsEnabled = true;
  25551. /** All of the active cameras added to this scene. */
  25552. _this.activeCameras = new Array();
  25553. // Textures
  25554. _this._texturesEnabled = true;
  25555. // Particles
  25556. /**
  25557. * Gets or sets a boolean indicating if particles are enabled on this scene
  25558. */
  25559. _this.particlesEnabled = true;
  25560. // Sprites
  25561. /**
  25562. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25563. */
  25564. _this.spritesEnabled = true;
  25565. // Skeletons
  25566. _this._skeletonsEnabled = true;
  25567. // Lens flares
  25568. /**
  25569. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25570. */
  25571. _this.lensFlaresEnabled = true;
  25572. // Collisions
  25573. /**
  25574. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25575. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25576. */
  25577. _this.collisionsEnabled = true;
  25578. /**
  25579. * Defines the gravity applied to this scene (used only for collisions)
  25580. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25581. */
  25582. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25583. // Postprocesses
  25584. /**
  25585. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25586. */
  25587. _this.postProcessesEnabled = true;
  25588. /**
  25589. * The list of postprocesses added to the scene
  25590. */
  25591. _this.postProcesses = new Array();
  25592. // Customs render targets
  25593. /**
  25594. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25595. */
  25596. _this.renderTargetsEnabled = true;
  25597. /**
  25598. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25599. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25600. */
  25601. _this.dumpNextRenderTargets = false;
  25602. /**
  25603. * The list of user defined render targets added to the scene
  25604. */
  25605. _this.customRenderTargets = new Array();
  25606. /**
  25607. * Gets the list of meshes imported to the scene through SceneLoader
  25608. */
  25609. _this.importedMeshesFiles = new Array();
  25610. // Probes
  25611. /**
  25612. * Gets or sets a boolean indicating if probes are enabled on this scene
  25613. */
  25614. _this.probesEnabled = true;
  25615. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25616. // Procedural textures
  25617. /**
  25618. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25619. */
  25620. _this.proceduralTexturesEnabled = true;
  25621. // Performance counters
  25622. _this._totalVertices = new BABYLON.PerfCounter();
  25623. /** @hidden */
  25624. _this._activeIndices = new BABYLON.PerfCounter();
  25625. /** @hidden */
  25626. _this._activeParticles = new BABYLON.PerfCounter();
  25627. /** @hidden */
  25628. _this._activeBones = new BABYLON.PerfCounter();
  25629. _this._animationTime = 0;
  25630. /**
  25631. * Gets or sets a general scale for animation speed
  25632. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25633. */
  25634. _this.animationTimeScale = 1;
  25635. _this._renderId = 0;
  25636. _this._frameId = 0;
  25637. _this._executeWhenReadyTimeoutId = -1;
  25638. _this._intermediateRendering = false;
  25639. _this._viewUpdateFlag = -1;
  25640. _this._projectionUpdateFlag = -1;
  25641. _this._alternateViewUpdateFlag = -1;
  25642. _this._alternateProjectionUpdateFlag = -1;
  25643. /** @hidden */
  25644. _this._toBeDisposed = new Array(256);
  25645. _this._activeRequests = new Array();
  25646. _this._pendingData = new Array();
  25647. _this._isDisposed = false;
  25648. /**
  25649. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25650. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25651. */
  25652. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25653. _this._activeMeshes = new BABYLON.SmartArray(256);
  25654. _this._processedMaterials = new BABYLON.SmartArray(256);
  25655. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25656. /** @hidden */
  25657. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25658. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25659. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25660. /** @hidden */
  25661. _this._activeAnimatables = new Array();
  25662. _this._transformMatrix = BABYLON.Matrix.Zero();
  25663. _this._useAlternateCameraConfiguration = false;
  25664. _this._alternateRendering = false;
  25665. /**
  25666. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25667. * This is useful if there are more lights that the maximum simulteanous authorized
  25668. */
  25669. _this.requireLightSorting = false;
  25670. /**
  25671. * @hidden
  25672. * Backing store of defined scene components.
  25673. */
  25674. _this._components = [];
  25675. /**
  25676. * @hidden
  25677. * Backing store of defined scene components.
  25678. */
  25679. _this._serializableComponents = [];
  25680. /**
  25681. * List of components to register on the next registration step.
  25682. */
  25683. _this._transientComponents = [];
  25684. /**
  25685. * @hidden
  25686. * Defines the actions happening before camera updates.
  25687. */
  25688. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25689. /**
  25690. * @hidden
  25691. * Defines the actions happening before clear the canvas.
  25692. */
  25693. _this._beforeClearStage = BABYLON.Stage.Create();
  25694. /**
  25695. * @hidden
  25696. * Defines the actions when collecting render targets for the frame.
  25697. */
  25698. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25699. /**
  25700. * @hidden
  25701. * Defines the actions happening for one camera in the frame.
  25702. */
  25703. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25704. /**
  25705. * @hidden
  25706. * Defines the actions happening during the per mesh ready checks.
  25707. */
  25708. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25709. /**
  25710. * @hidden
  25711. * Defines the actions happening before evaluate active mesh checks.
  25712. */
  25713. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25714. /**
  25715. * @hidden
  25716. * Defines the actions happening during the evaluate sub mesh checks.
  25717. */
  25718. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25719. /**
  25720. * @hidden
  25721. * Defines the actions happening during the active mesh stage.
  25722. */
  25723. _this._activeMeshStage = BABYLON.Stage.Create();
  25724. /**
  25725. * @hidden
  25726. * Defines the actions happening during the per camera render target step.
  25727. */
  25728. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25729. /**
  25730. * @hidden
  25731. * Defines the actions happening just before the active camera is drawing.
  25732. */
  25733. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25734. /**
  25735. * @hidden
  25736. * Defines the actions happening just before a rendering group is drawing.
  25737. */
  25738. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25739. /**
  25740. * @hidden
  25741. * Defines the actions happening just before a mesh is drawing.
  25742. */
  25743. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25744. /**
  25745. * @hidden
  25746. * Defines the actions happening just after a mesh has been drawn.
  25747. */
  25748. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25749. /**
  25750. * @hidden
  25751. * Defines the actions happening just after a rendering group has been drawn.
  25752. */
  25753. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25754. /**
  25755. * @hidden
  25756. * Defines the actions happening just after the active camera has been drawn.
  25757. */
  25758. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25759. /**
  25760. * @hidden
  25761. * Defines the actions happening just after rendering all cameras and computing intersections.
  25762. */
  25763. _this._afterRenderStage = BABYLON.Stage.Create();
  25764. /**
  25765. * @hidden
  25766. * Defines the actions happening when a pointer move event happens.
  25767. */
  25768. _this._pointerMoveStage = BABYLON.Stage.Create();
  25769. /**
  25770. * @hidden
  25771. * Defines the actions happening when a pointer down event happens.
  25772. */
  25773. _this._pointerDownStage = BABYLON.Stage.Create();
  25774. /**
  25775. * @hidden
  25776. * Defines the actions happening when a pointer up event happens.
  25777. */
  25778. _this._pointerUpStage = BABYLON.Stage.Create();
  25779. /**
  25780. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25781. */
  25782. _this.geometriesById = null;
  25783. _this._defaultMeshCandidates = {
  25784. data: [],
  25785. length: 0
  25786. };
  25787. _this._defaultSubMeshCandidates = {
  25788. data: [],
  25789. length: 0
  25790. };
  25791. _this._activeMeshesFrozen = false;
  25792. /** @hidden */
  25793. _this._allowPostProcessClearColor = true;
  25794. /**
  25795. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25796. */
  25797. _this.getDeterministicFrameTime = function () {
  25798. return 1000.0 / 60.0; // frame time in ms
  25799. };
  25800. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25801. _this._blockMaterialDirtyMechanism = false;
  25802. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25803. _this._engine.scenes.push(_this);
  25804. _this._uid = null;
  25805. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25806. if (BABYLON.PostProcessManager) {
  25807. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25808. }
  25809. if (BABYLON.Tools.IsWindowObjectExist()) {
  25810. _this.attachControl();
  25811. }
  25812. //collision coordinator initialization. For now legacy per default.
  25813. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25814. // Uniform Buffer
  25815. _this._createUbo();
  25816. // Default Image processing definition
  25817. if (BABYLON.ImageProcessingConfiguration) {
  25818. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25819. }
  25820. _this.setDefaultCandidateProviders();
  25821. if (options && options.useGeometryIdsMap === true) {
  25822. _this.geometriesById = {};
  25823. }
  25824. return _this;
  25825. }
  25826. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25827. /**
  25828. * Texture used in all pbr material as the reflection texture.
  25829. * As in the majority of the scene they are the same (exception for multi room and so on),
  25830. * this is easier to reference from here than from all the materials.
  25831. */
  25832. get: function () {
  25833. return this._environmentTexture;
  25834. },
  25835. /**
  25836. * Texture used in all pbr material as the reflection texture.
  25837. * As in the majority of the scene they are the same (exception for multi room and so on),
  25838. * this is easier to set here than in all the materials.
  25839. */
  25840. set: function (value) {
  25841. if (this._environmentTexture === value) {
  25842. return;
  25843. }
  25844. this._environmentTexture = value;
  25845. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25846. },
  25847. enumerable: true,
  25848. configurable: true
  25849. });
  25850. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25851. /**
  25852. * Default image processing configuration used either in the rendering
  25853. * Forward main pass or through the imageProcessingPostProcess if present.
  25854. * As in the majority of the scene they are the same (exception for multi camera),
  25855. * this is easier to reference from here than from all the materials and post process.
  25856. *
  25857. * No setter as we it is a shared configuration, you can set the values instead.
  25858. */
  25859. get: function () {
  25860. return this._imageProcessingConfiguration;
  25861. },
  25862. enumerable: true,
  25863. configurable: true
  25864. });
  25865. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25866. get: function () {
  25867. return this._forceWireframe;
  25868. },
  25869. /**
  25870. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25871. */
  25872. set: function (value) {
  25873. if (this._forceWireframe === value) {
  25874. return;
  25875. }
  25876. this._forceWireframe = value;
  25877. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25878. },
  25879. enumerable: true,
  25880. configurable: true
  25881. });
  25882. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25883. get: function () {
  25884. return this._forcePointsCloud;
  25885. },
  25886. /**
  25887. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25888. */
  25889. set: function (value) {
  25890. if (this._forcePointsCloud === value) {
  25891. return;
  25892. }
  25893. this._forcePointsCloud = value;
  25894. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25895. },
  25896. enumerable: true,
  25897. configurable: true
  25898. });
  25899. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25900. /**
  25901. * Gets or sets the animation properties override
  25902. */
  25903. get: function () {
  25904. return this._animationPropertiesOverride;
  25905. },
  25906. set: function (value) {
  25907. this._animationPropertiesOverride = value;
  25908. },
  25909. enumerable: true,
  25910. configurable: true
  25911. });
  25912. Object.defineProperty(Scene.prototype, "onDispose", {
  25913. /** Sets a function to be executed when this scene is disposed. */
  25914. set: function (callback) {
  25915. if (this._onDisposeObserver) {
  25916. this.onDisposeObservable.remove(this._onDisposeObserver);
  25917. }
  25918. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  25919. },
  25920. enumerable: true,
  25921. configurable: true
  25922. });
  25923. Object.defineProperty(Scene.prototype, "beforeRender", {
  25924. /** Sets a function to be executed before rendering this scene */
  25925. set: function (callback) {
  25926. if (this._onBeforeRenderObserver) {
  25927. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  25928. }
  25929. if (callback) {
  25930. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  25931. }
  25932. },
  25933. enumerable: true,
  25934. configurable: true
  25935. });
  25936. Object.defineProperty(Scene.prototype, "afterRender", {
  25937. /** Sets a function to be executed after rendering this scene */
  25938. set: function (callback) {
  25939. if (this._onAfterRenderObserver) {
  25940. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  25941. }
  25942. if (callback) {
  25943. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  25944. }
  25945. },
  25946. enumerable: true,
  25947. configurable: true
  25948. });
  25949. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  25950. /** Sets a function to be executed before rendering a camera*/
  25951. set: function (callback) {
  25952. if (this._onBeforeCameraRenderObserver) {
  25953. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  25954. }
  25955. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  25956. },
  25957. enumerable: true,
  25958. configurable: true
  25959. });
  25960. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  25961. /** Sets a function to be executed after rendering a camera*/
  25962. set: function (callback) {
  25963. if (this._onAfterCameraRenderObserver) {
  25964. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  25965. }
  25966. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  25967. },
  25968. enumerable: true,
  25969. configurable: true
  25970. });
  25971. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  25972. /**
  25973. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  25974. */
  25975. get: function () {
  25976. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  25977. },
  25978. enumerable: true,
  25979. configurable: true
  25980. });
  25981. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  25982. get: function () {
  25983. return this._useRightHandedSystem;
  25984. },
  25985. /**
  25986. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  25987. */
  25988. set: function (value) {
  25989. if (this._useRightHandedSystem === value) {
  25990. return;
  25991. }
  25992. this._useRightHandedSystem = value;
  25993. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25994. },
  25995. enumerable: true,
  25996. configurable: true
  25997. });
  25998. /**
  25999. * Sets the step Id used by deterministic lock step
  26000. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26001. * @param newStepId defines the step Id
  26002. */
  26003. Scene.prototype.setStepId = function (newStepId) {
  26004. this._currentStepId = newStepId;
  26005. };
  26006. /**
  26007. * Gets the step Id used by deterministic lock step
  26008. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26009. * @returns the step Id
  26010. */
  26011. Scene.prototype.getStepId = function () {
  26012. return this._currentStepId;
  26013. };
  26014. /**
  26015. * Gets the internal step used by deterministic lock step
  26016. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26017. * @returns the internal step
  26018. */
  26019. Scene.prototype.getInternalStep = function () {
  26020. return this._currentInternalStep;
  26021. };
  26022. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26023. get: function () {
  26024. return this._fogEnabled;
  26025. },
  26026. /**
  26027. * Gets or sets a boolean indicating if fog is enabled on this scene
  26028. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26029. * (Default is true)
  26030. */
  26031. set: function (value) {
  26032. if (this._fogEnabled === value) {
  26033. return;
  26034. }
  26035. this._fogEnabled = value;
  26036. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26037. },
  26038. enumerable: true,
  26039. configurable: true
  26040. });
  26041. Object.defineProperty(Scene.prototype, "fogMode", {
  26042. get: function () {
  26043. return this._fogMode;
  26044. },
  26045. /**
  26046. * Gets or sets the fog mode to use
  26047. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26048. * | mode | value |
  26049. * | --- | --- |
  26050. * | FOGMODE_NONE | 0 |
  26051. * | FOGMODE_EXP | 1 |
  26052. * | FOGMODE_EXP2 | 2 |
  26053. * | FOGMODE_LINEAR | 3 |
  26054. */
  26055. set: function (value) {
  26056. if (this._fogMode === value) {
  26057. return;
  26058. }
  26059. this._fogMode = value;
  26060. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26061. },
  26062. enumerable: true,
  26063. configurable: true
  26064. });
  26065. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26066. get: function () {
  26067. return this._shadowsEnabled;
  26068. },
  26069. /**
  26070. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26071. */
  26072. set: function (value) {
  26073. if (this._shadowsEnabled === value) {
  26074. return;
  26075. }
  26076. this._shadowsEnabled = value;
  26077. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26078. },
  26079. enumerable: true,
  26080. configurable: true
  26081. });
  26082. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26083. get: function () {
  26084. return this._lightsEnabled;
  26085. },
  26086. /**
  26087. * Gets or sets a boolean indicating if lights are enabled on this scene
  26088. */
  26089. set: function (value) {
  26090. if (this._lightsEnabled === value) {
  26091. return;
  26092. }
  26093. this._lightsEnabled = value;
  26094. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26095. },
  26096. enumerable: true,
  26097. configurable: true
  26098. });
  26099. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26100. /** The default material used on meshes when no material is affected */
  26101. get: function () {
  26102. if (!this._defaultMaterial) {
  26103. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26104. }
  26105. return this._defaultMaterial;
  26106. },
  26107. /** The default material used on meshes when no material is affected */
  26108. set: function (value) {
  26109. this._defaultMaterial = value;
  26110. },
  26111. enumerable: true,
  26112. configurable: true
  26113. });
  26114. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26115. get: function () {
  26116. return this._texturesEnabled;
  26117. },
  26118. /**
  26119. * Gets or sets a boolean indicating if textures are enabled on this scene
  26120. */
  26121. set: function (value) {
  26122. if (this._texturesEnabled === value) {
  26123. return;
  26124. }
  26125. this._texturesEnabled = value;
  26126. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26127. },
  26128. enumerable: true,
  26129. configurable: true
  26130. });
  26131. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26132. get: function () {
  26133. return this._skeletonsEnabled;
  26134. },
  26135. /**
  26136. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26137. */
  26138. set: function (value) {
  26139. if (this._skeletonsEnabled === value) {
  26140. return;
  26141. }
  26142. this._skeletonsEnabled = value;
  26143. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26144. },
  26145. enumerable: true,
  26146. configurable: true
  26147. });
  26148. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26149. /** @hidden */
  26150. get: function () {
  26151. return this._alternateRendering;
  26152. },
  26153. enumerable: true,
  26154. configurable: true
  26155. });
  26156. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26157. /**
  26158. * Gets the list of frustum planes (built from the active camera)
  26159. */
  26160. get: function () {
  26161. return this._frustumPlanes;
  26162. },
  26163. enumerable: true,
  26164. configurable: true
  26165. });
  26166. /**
  26167. * Registers the transient components if needed.
  26168. */
  26169. Scene.prototype._registerTransientComponents = function () {
  26170. // Register components that have been associated lately to the scene.
  26171. if (this._transientComponents.length > 0) {
  26172. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26173. var component = _a[_i];
  26174. component.register();
  26175. }
  26176. this._transientComponents = [];
  26177. }
  26178. };
  26179. /**
  26180. * @hidden
  26181. * Add a component to the scene.
  26182. * Note that the ccomponent could be registered on th next frame if this is called after
  26183. * the register component stage.
  26184. * @param component Defines the component to add to the scene
  26185. */
  26186. Scene.prototype._addComponent = function (component) {
  26187. this._components.push(component);
  26188. this._transientComponents.push(component);
  26189. var serializableComponent = component;
  26190. if (serializableComponent.addFromContainer) {
  26191. this._serializableComponents.push(serializableComponent);
  26192. }
  26193. };
  26194. /**
  26195. * @hidden
  26196. * Gets a component from the scene.
  26197. * @param name defines the name of the component to retrieve
  26198. * @returns the component or null if not present
  26199. */
  26200. Scene.prototype._getComponent = function (name) {
  26201. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26202. var component = _a[_i];
  26203. if (component.name === name) {
  26204. return component;
  26205. }
  26206. }
  26207. return null;
  26208. };
  26209. /**
  26210. * @hidden
  26211. */
  26212. Scene.prototype._getDefaultMeshCandidates = function () {
  26213. this._defaultMeshCandidates.data = this.meshes;
  26214. this._defaultMeshCandidates.length = this.meshes.length;
  26215. return this._defaultMeshCandidates;
  26216. };
  26217. /**
  26218. * @hidden
  26219. */
  26220. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26221. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26222. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26223. return this._defaultSubMeshCandidates;
  26224. };
  26225. /**
  26226. * Sets the default candidate providers for the scene.
  26227. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26228. * and getCollidingSubMeshCandidates to their default function
  26229. */
  26230. Scene.prototype.setDefaultCandidateProviders = function () {
  26231. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26232. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26233. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26234. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26235. };
  26236. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26237. /**
  26238. * Gets a boolean indicating if collisions are processed on a web worker
  26239. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26240. */
  26241. get: function () {
  26242. return this._workerCollisions;
  26243. },
  26244. set: function (enabled) {
  26245. if (!BABYLON.CollisionCoordinatorLegacy) {
  26246. return;
  26247. }
  26248. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26249. this._workerCollisions = enabled;
  26250. if (this.collisionCoordinator) {
  26251. this.collisionCoordinator.destroy();
  26252. }
  26253. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26254. this.collisionCoordinator.init(this);
  26255. },
  26256. enumerable: true,
  26257. configurable: true
  26258. });
  26259. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26260. /**
  26261. * Gets the mesh that is currently under the pointer
  26262. */
  26263. get: function () {
  26264. return this._pointerOverMesh;
  26265. },
  26266. enumerable: true,
  26267. configurable: true
  26268. });
  26269. Object.defineProperty(Scene.prototype, "pointerX", {
  26270. /**
  26271. * Gets the current on-screen X position of the pointer
  26272. */
  26273. get: function () {
  26274. return this._pointerX;
  26275. },
  26276. enumerable: true,
  26277. configurable: true
  26278. });
  26279. Object.defineProperty(Scene.prototype, "pointerY", {
  26280. /**
  26281. * Gets the current on-screen Y position of the pointer
  26282. */
  26283. get: function () {
  26284. return this._pointerY;
  26285. },
  26286. enumerable: true,
  26287. configurable: true
  26288. });
  26289. /**
  26290. * Gets the cached material (ie. the latest rendered one)
  26291. * @returns the cached material
  26292. */
  26293. Scene.prototype.getCachedMaterial = function () {
  26294. return this._cachedMaterial;
  26295. };
  26296. /**
  26297. * Gets the cached effect (ie. the latest rendered one)
  26298. * @returns the cached effect
  26299. */
  26300. Scene.prototype.getCachedEffect = function () {
  26301. return this._cachedEffect;
  26302. };
  26303. /**
  26304. * Gets the cached visibility state (ie. the latest rendered one)
  26305. * @returns the cached visibility state
  26306. */
  26307. Scene.prototype.getCachedVisibility = function () {
  26308. return this._cachedVisibility;
  26309. };
  26310. /**
  26311. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26312. * @param material defines the current material
  26313. * @param effect defines the current effect
  26314. * @param visibility defines the current visibility state
  26315. * @returns true if one parameter is not cached
  26316. */
  26317. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26318. if (visibility === void 0) { visibility = 1; }
  26319. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26320. };
  26321. /**
  26322. * Gets the engine associated with the scene
  26323. * @returns an Engine
  26324. */
  26325. Scene.prototype.getEngine = function () {
  26326. return this._engine;
  26327. };
  26328. /**
  26329. * Gets the total number of vertices rendered per frame
  26330. * @returns the total number of vertices rendered per frame
  26331. */
  26332. Scene.prototype.getTotalVertices = function () {
  26333. return this._totalVertices.current;
  26334. };
  26335. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26336. /**
  26337. * Gets the performance counter for total vertices
  26338. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26339. */
  26340. get: function () {
  26341. return this._totalVertices;
  26342. },
  26343. enumerable: true,
  26344. configurable: true
  26345. });
  26346. /**
  26347. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26348. * @returns the total number of active indices rendered per frame
  26349. */
  26350. Scene.prototype.getActiveIndices = function () {
  26351. return this._activeIndices.current;
  26352. };
  26353. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26354. /**
  26355. * Gets the performance counter for active indices
  26356. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26357. */
  26358. get: function () {
  26359. return this._activeIndices;
  26360. },
  26361. enumerable: true,
  26362. configurable: true
  26363. });
  26364. /**
  26365. * Gets the total number of active particles rendered per frame
  26366. * @returns the total number of active particles rendered per frame
  26367. */
  26368. Scene.prototype.getActiveParticles = function () {
  26369. return this._activeParticles.current;
  26370. };
  26371. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26372. /**
  26373. * Gets the performance counter for active particles
  26374. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26375. */
  26376. get: function () {
  26377. return this._activeParticles;
  26378. },
  26379. enumerable: true,
  26380. configurable: true
  26381. });
  26382. /**
  26383. * Gets the total number of active bones rendered per frame
  26384. * @returns the total number of active bones rendered per frame
  26385. */
  26386. Scene.prototype.getActiveBones = function () {
  26387. return this._activeBones.current;
  26388. };
  26389. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26390. /**
  26391. * Gets the performance counter for active bones
  26392. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26393. */
  26394. get: function () {
  26395. return this._activeBones;
  26396. },
  26397. enumerable: true,
  26398. configurable: true
  26399. });
  26400. /** @hidden */
  26401. Scene.prototype.getInterFramePerfCounter = function () {
  26402. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26403. return 0;
  26404. };
  26405. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26406. /** @hidden */
  26407. get: function () {
  26408. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26409. return null;
  26410. },
  26411. enumerable: true,
  26412. configurable: true
  26413. });
  26414. /** @hidden */
  26415. Scene.prototype.getLastFrameDuration = function () {
  26416. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26417. return 0;
  26418. };
  26419. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26420. /** @hidden */
  26421. get: function () {
  26422. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26423. return null;
  26424. },
  26425. enumerable: true,
  26426. configurable: true
  26427. });
  26428. /** @hidden */
  26429. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26430. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26431. return 0;
  26432. };
  26433. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26434. /** @hidden */
  26435. get: function () {
  26436. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26437. return null;
  26438. },
  26439. enumerable: true,
  26440. configurable: true
  26441. });
  26442. /**
  26443. * Gets the array of active meshes
  26444. * @returns an array of AbstractMesh
  26445. */
  26446. Scene.prototype.getActiveMeshes = function () {
  26447. return this._activeMeshes;
  26448. };
  26449. /** @hidden */
  26450. Scene.prototype.getRenderTargetsDuration = function () {
  26451. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26452. return 0;
  26453. };
  26454. /** @hidden */
  26455. Scene.prototype.getRenderDuration = function () {
  26456. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26457. return 0;
  26458. };
  26459. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26460. /** @hidden */
  26461. get: function () {
  26462. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26463. return null;
  26464. },
  26465. enumerable: true,
  26466. configurable: true
  26467. });
  26468. /** @hidden */
  26469. Scene.prototype.getParticlesDuration = function () {
  26470. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26471. return 0;
  26472. };
  26473. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26474. /** @hidden */
  26475. get: function () {
  26476. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26477. return null;
  26478. },
  26479. enumerable: true,
  26480. configurable: true
  26481. });
  26482. /** @hidden */
  26483. Scene.prototype.getSpritesDuration = function () {
  26484. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26485. return 0;
  26486. };
  26487. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26488. /** @hidden */
  26489. get: function () {
  26490. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26491. return null;
  26492. },
  26493. enumerable: true,
  26494. configurable: true
  26495. });
  26496. /**
  26497. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26498. * @returns a number
  26499. */
  26500. Scene.prototype.getAnimationRatio = function () {
  26501. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26502. };
  26503. /**
  26504. * Gets an unique Id for the current render phase
  26505. * @returns a number
  26506. */
  26507. Scene.prototype.getRenderId = function () {
  26508. return this._renderId;
  26509. };
  26510. /**
  26511. * Gets an unique Id for the current frame
  26512. * @returns a number
  26513. */
  26514. Scene.prototype.getFrameId = function () {
  26515. return this._frameId;
  26516. };
  26517. /** Call this function if you want to manually increment the render Id*/
  26518. Scene.prototype.incrementRenderId = function () {
  26519. this._renderId++;
  26520. };
  26521. Scene.prototype._updatePointerPosition = function (evt) {
  26522. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26523. if (!canvasRect) {
  26524. return;
  26525. }
  26526. this._pointerX = evt.clientX - canvasRect.left;
  26527. this._pointerY = evt.clientY - canvasRect.top;
  26528. this._unTranslatedPointerX = this._pointerX;
  26529. this._unTranslatedPointerY = this._pointerY;
  26530. };
  26531. Scene.prototype._createUbo = function () {
  26532. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26533. this._sceneUbo.addUniform("viewProjection", 16);
  26534. this._sceneUbo.addUniform("view", 16);
  26535. };
  26536. Scene.prototype._createAlternateUbo = function () {
  26537. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26538. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26539. this._alternateSceneUbo.addUniform("view", 16);
  26540. };
  26541. // Pointers handling
  26542. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26543. if (pointerInfo.pickInfo) {
  26544. if (!pointerInfo.pickInfo.ray) {
  26545. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26546. }
  26547. }
  26548. };
  26549. /**
  26550. * Use this method to simulate a pointer move on a mesh
  26551. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26552. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26553. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26554. * @returns the current scene
  26555. */
  26556. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26557. var evt = new PointerEvent("pointermove", pointerEventInit);
  26558. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26559. return this;
  26560. }
  26561. return this._processPointerMove(pickResult, evt);
  26562. };
  26563. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26564. var canvas = this._engine.getRenderingCanvas();
  26565. if (!canvas) {
  26566. return this;
  26567. }
  26568. // Restore pointer
  26569. canvas.style.cursor = this.defaultCursor;
  26570. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26571. if (isMeshPicked) {
  26572. this.setPointerOverMesh(pickResult.pickedMesh);
  26573. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26574. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26575. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26576. }
  26577. else {
  26578. canvas.style.cursor = this.hoverCursor;
  26579. }
  26580. }
  26581. }
  26582. else {
  26583. this.setPointerOverMesh(null);
  26584. }
  26585. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26586. var step = _a[_i];
  26587. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26588. }
  26589. if (pickResult) {
  26590. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26591. if (this.onPointerMove) {
  26592. this.onPointerMove(evt, pickResult, type);
  26593. }
  26594. if (this.onPointerObservable.hasObservers()) {
  26595. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26596. this._setRayOnPointerInfo(pi);
  26597. this.onPointerObservable.notifyObservers(pi, type);
  26598. }
  26599. }
  26600. return this;
  26601. };
  26602. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26603. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26604. if (pickResult) {
  26605. pi.ray = pickResult.ray;
  26606. }
  26607. this.onPrePointerObservable.notifyObservers(pi, type);
  26608. if (pi.skipOnPointerObservable) {
  26609. return true;
  26610. }
  26611. else {
  26612. return false;
  26613. }
  26614. };
  26615. /**
  26616. * Use this method to simulate a pointer down on a mesh
  26617. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26618. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26619. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26620. * @returns the current scene
  26621. */
  26622. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26623. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26624. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26625. return this;
  26626. }
  26627. return this._processPointerDown(pickResult, evt);
  26628. };
  26629. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26630. var _this = this;
  26631. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26632. this._pickedDownMesh = pickResult.pickedMesh;
  26633. var actionManager = pickResult.pickedMesh.actionManager;
  26634. if (actionManager) {
  26635. if (actionManager.hasPickTriggers) {
  26636. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26637. switch (evt.button) {
  26638. case 0:
  26639. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26640. break;
  26641. case 1:
  26642. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26643. break;
  26644. case 2:
  26645. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26646. break;
  26647. }
  26648. }
  26649. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26650. window.setTimeout(function () {
  26651. 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);
  26652. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26653. if (_this._totalPointersPressed !== 0 &&
  26654. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26655. !_this._isPointerSwiping()) {
  26656. _this._startingPointerTime = 0;
  26657. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26658. }
  26659. }
  26660. }, Scene.LongPressDelay);
  26661. }
  26662. }
  26663. }
  26664. else {
  26665. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26666. var step = _a[_i];
  26667. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26668. }
  26669. }
  26670. if (pickResult) {
  26671. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26672. if (this.onPointerDown) {
  26673. this.onPointerDown(evt, pickResult, type);
  26674. }
  26675. if (this.onPointerObservable.hasObservers()) {
  26676. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26677. this._setRayOnPointerInfo(pi);
  26678. this.onPointerObservable.notifyObservers(pi, type);
  26679. }
  26680. }
  26681. return this;
  26682. };
  26683. /**
  26684. * Use this method to simulate a pointer up on a mesh
  26685. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26686. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26687. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26688. * @returns the current scene
  26689. */
  26690. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  26691. var evt = new PointerEvent("pointerup", pointerEventInit);
  26692. var clickInfo = new ClickInfo();
  26693. clickInfo.singleClick = true;
  26694. clickInfo.ignore = true;
  26695. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26696. return this;
  26697. }
  26698. return this._processPointerUp(pickResult, evt, clickInfo);
  26699. };
  26700. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26701. if (pickResult && pickResult && pickResult.pickedMesh) {
  26702. this._pickedUpMesh = pickResult.pickedMesh;
  26703. if (this._pickedDownMesh === this._pickedUpMesh) {
  26704. if (this.onPointerPick) {
  26705. this.onPointerPick(evt, pickResult);
  26706. }
  26707. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26708. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26709. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26710. this._setRayOnPointerInfo(pi);
  26711. this.onPointerObservable.notifyObservers(pi, type_1);
  26712. }
  26713. }
  26714. if (pickResult.pickedMesh.actionManager) {
  26715. if (clickInfo.ignore) {
  26716. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26717. }
  26718. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26719. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26720. }
  26721. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26722. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26723. }
  26724. }
  26725. }
  26726. else {
  26727. if (!clickInfo.ignore) {
  26728. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26729. var step = _a[_i];
  26730. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26731. }
  26732. }
  26733. }
  26734. if (this._pickedDownMesh &&
  26735. this._pickedDownMesh.actionManager &&
  26736. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26737. this._pickedDownMesh !== this._pickedUpMesh) {
  26738. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26739. }
  26740. var type = BABYLON.PointerEventTypes.POINTERUP;
  26741. if (this.onPointerObservable.hasObservers()) {
  26742. if (!clickInfo.ignore) {
  26743. if (!clickInfo.hasSwiped) {
  26744. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26745. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  26746. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  26747. this._setRayOnPointerInfo(pi);
  26748. this.onPointerObservable.notifyObservers(pi, type_2);
  26749. }
  26750. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26751. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26752. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  26753. this._setRayOnPointerInfo(pi);
  26754. this.onPointerObservable.notifyObservers(pi, type_3);
  26755. }
  26756. }
  26757. }
  26758. else {
  26759. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26760. this._setRayOnPointerInfo(pi);
  26761. this.onPointerObservable.notifyObservers(pi, type);
  26762. }
  26763. }
  26764. if (this.onPointerUp) {
  26765. this.onPointerUp(evt, pickResult, type);
  26766. }
  26767. return this;
  26768. };
  26769. /**
  26770. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26771. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26772. * @returns true if the pointer was captured
  26773. */
  26774. Scene.prototype.isPointerCaptured = function (pointerId) {
  26775. if (pointerId === void 0) { pointerId = 0; }
  26776. return this._pointerCaptures[pointerId];
  26777. };
  26778. /** @hidden */
  26779. Scene.prototype._isPointerSwiping = function () {
  26780. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26781. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26782. };
  26783. /**
  26784. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26785. * @param attachUp defines if you want to attach events to pointerup
  26786. * @param attachDown defines if you want to attach events to pointerdown
  26787. * @param attachMove defines if you want to attach events to pointermove
  26788. */
  26789. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26790. var _this = this;
  26791. if (attachUp === void 0) { attachUp = true; }
  26792. if (attachDown === void 0) { attachDown = true; }
  26793. if (attachMove === void 0) { attachMove = true; }
  26794. this._initActionManager = function (act, clickInfo) {
  26795. if (!_this._meshPickProceed) {
  26796. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26797. _this._currentPickResult = pickResult;
  26798. if (pickResult) {
  26799. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26800. }
  26801. _this._meshPickProceed = true;
  26802. }
  26803. return act;
  26804. };
  26805. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26806. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26807. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26808. btn !== _this._previousButtonPressed) {
  26809. _this._doubleClickOccured = false;
  26810. clickInfo.singleClick = true;
  26811. clickInfo.ignore = false;
  26812. cb(clickInfo, _this._currentPickResult);
  26813. }
  26814. };
  26815. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26816. var clickInfo = new ClickInfo();
  26817. _this._currentPickResult = null;
  26818. var act = null;
  26819. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26820. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26821. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26822. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26823. act = _this._initActionManager(act, clickInfo);
  26824. if (act) {
  26825. checkPicking = act.hasPickTriggers;
  26826. }
  26827. }
  26828. if (checkPicking) {
  26829. var btn = evt.button;
  26830. clickInfo.hasSwiped = _this._isPointerSwiping();
  26831. if (!clickInfo.hasSwiped) {
  26832. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26833. if (!checkSingleClickImmediately) {
  26834. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26835. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26836. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26837. act = _this._initActionManager(act, clickInfo);
  26838. if (act) {
  26839. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26840. }
  26841. }
  26842. }
  26843. if (checkSingleClickImmediately) {
  26844. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26845. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26846. btn !== _this._previousButtonPressed) {
  26847. clickInfo.singleClick = true;
  26848. cb(clickInfo, _this._currentPickResult);
  26849. }
  26850. }
  26851. // at least one double click is required to be check and exclusive double click is enabled
  26852. else {
  26853. // wait that no double click has been raised during the double click delay
  26854. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26855. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26856. }
  26857. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26858. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26859. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26860. act = _this._initActionManager(act, clickInfo);
  26861. if (act) {
  26862. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26863. }
  26864. }
  26865. if (checkDoubleClick) {
  26866. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26867. if (btn === _this._previousButtonPressed &&
  26868. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26869. !_this._doubleClickOccured) {
  26870. // pointer has not moved for 2 clicks, it's a double click
  26871. if (!clickInfo.hasSwiped &&
  26872. !_this._isPointerSwiping()) {
  26873. _this._previousStartingPointerTime = 0;
  26874. _this._doubleClickOccured = true;
  26875. clickInfo.doubleClick = true;
  26876. clickInfo.ignore = false;
  26877. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26878. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26879. }
  26880. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26881. cb(clickInfo, _this._currentPickResult);
  26882. }
  26883. // if the two successive clicks are too far, it's just two simple clicks
  26884. else {
  26885. _this._doubleClickOccured = false;
  26886. _this._previousStartingPointerTime = _this._startingPointerTime;
  26887. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26888. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26889. _this._previousButtonPressed = btn;
  26890. if (Scene.ExclusiveDoubleClickMode) {
  26891. if (_this._previousDelayedSimpleClickTimeout) {
  26892. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26893. }
  26894. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26895. cb(clickInfo, _this._previousPickResult);
  26896. }
  26897. else {
  26898. cb(clickInfo, _this._currentPickResult);
  26899. }
  26900. }
  26901. }
  26902. // just the first click of the double has been raised
  26903. else {
  26904. _this._doubleClickOccured = false;
  26905. _this._previousStartingPointerTime = _this._startingPointerTime;
  26906. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26907. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26908. _this._previousButtonPressed = btn;
  26909. }
  26910. }
  26911. }
  26912. }
  26913. clickInfo.ignore = true;
  26914. cb(clickInfo, _this._currentPickResult);
  26915. };
  26916. this._onPointerMove = function (evt) {
  26917. _this._updatePointerPosition(evt);
  26918. // PreObservable support
  26919. if (_this._checkPrePointerObservable(null, evt, evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  26920. return;
  26921. }
  26922. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26923. return;
  26924. }
  26925. if (!_this.pointerMovePredicate) {
  26926. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  26927. }
  26928. // Meshes
  26929. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  26930. _this._processPointerMove(pickResult, evt);
  26931. };
  26932. this._onPointerDown = function (evt) {
  26933. _this._totalPointersPressed++;
  26934. _this._pickedDownMesh = null;
  26935. _this._meshPickProceed = false;
  26936. _this._updatePointerPosition(evt);
  26937. if (_this.preventDefaultOnPointerDown && canvas) {
  26938. evt.preventDefault();
  26939. canvas.focus();
  26940. }
  26941. // PreObservable support
  26942. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26943. return;
  26944. }
  26945. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26946. return;
  26947. }
  26948. _this._pointerCaptures[evt.pointerId] = true;
  26949. _this._startingPointerPosition.x = _this._pointerX;
  26950. _this._startingPointerPosition.y = _this._pointerY;
  26951. _this._startingPointerTime = Date.now();
  26952. if (!_this.pointerDownPredicate) {
  26953. _this.pointerDownPredicate = function (mesh) {
  26954. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26955. };
  26956. }
  26957. // Meshes
  26958. _this._pickedDownMesh = null;
  26959. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26960. _this._processPointerDown(pickResult, evt);
  26961. };
  26962. this._onPointerUp = function (evt) {
  26963. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  26964. return; // So we need to test it the pointer down was pressed before.
  26965. }
  26966. _this._totalPointersPressed--;
  26967. _this._pickedUpMesh = null;
  26968. _this._meshPickProceed = false;
  26969. _this._updatePointerPosition(evt);
  26970. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  26971. // PreObservable support
  26972. if (_this.onPrePointerObservable.hasObservers()) {
  26973. if (!clickInfo.ignore) {
  26974. if (!clickInfo.hasSwiped) {
  26975. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26976. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  26977. return;
  26978. }
  26979. }
  26980. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26981. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26982. return;
  26983. }
  26984. }
  26985. }
  26986. }
  26987. else {
  26988. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26989. return;
  26990. }
  26991. }
  26992. }
  26993. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26994. return;
  26995. }
  26996. _this._pointerCaptures[evt.pointerId] = false;
  26997. if (!_this.pointerUpPredicate) {
  26998. _this.pointerUpPredicate = function (mesh) {
  26999. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27000. };
  27001. }
  27002. // Meshes
  27003. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27004. _this._initActionManager(null, clickInfo);
  27005. }
  27006. if (!pickResult) {
  27007. pickResult = _this._currentPickResult;
  27008. }
  27009. _this._processPointerUp(pickResult, evt, clickInfo);
  27010. _this._previousPickResult = _this._currentPickResult;
  27011. });
  27012. };
  27013. this._onKeyDown = function (evt) {
  27014. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27015. if (_this.onPreKeyboardObservable.hasObservers()) {
  27016. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27017. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27018. if (pi.skipOnPointerObservable) {
  27019. return;
  27020. }
  27021. }
  27022. if (_this.onKeyboardObservable.hasObservers()) {
  27023. var pi = new BABYLON.KeyboardInfo(type, evt);
  27024. _this.onKeyboardObservable.notifyObservers(pi, type);
  27025. }
  27026. if (_this.actionManager) {
  27027. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27028. }
  27029. };
  27030. this._onKeyUp = function (evt) {
  27031. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27032. if (_this.onPreKeyboardObservable.hasObservers()) {
  27033. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27034. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27035. if (pi.skipOnPointerObservable) {
  27036. return;
  27037. }
  27038. }
  27039. if (_this.onKeyboardObservable.hasObservers()) {
  27040. var pi = new BABYLON.KeyboardInfo(type, evt);
  27041. _this.onKeyboardObservable.notifyObservers(pi, type);
  27042. }
  27043. if (_this.actionManager) {
  27044. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27045. }
  27046. };
  27047. var engine = this.getEngine();
  27048. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27049. if (!canvas) {
  27050. return;
  27051. }
  27052. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27053. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27054. });
  27055. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27056. if (!canvas) {
  27057. return;
  27058. }
  27059. canvas.removeEventListener("keydown", _this._onKeyDown);
  27060. canvas.removeEventListener("keyup", _this._onKeyUp);
  27061. });
  27062. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27063. var canvas = this._engine.getRenderingCanvas();
  27064. if (!canvas) {
  27065. return;
  27066. }
  27067. if (attachMove) {
  27068. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27069. // Wheel
  27070. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  27071. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  27072. }
  27073. if (attachDown) {
  27074. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27075. }
  27076. if (attachUp) {
  27077. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27078. }
  27079. canvas.tabIndex = 1;
  27080. };
  27081. /** Detaches all event handlers*/
  27082. Scene.prototype.detachControl = function () {
  27083. var engine = this.getEngine();
  27084. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27085. var canvas = engine.getRenderingCanvas();
  27086. if (!canvas) {
  27087. return;
  27088. }
  27089. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27090. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27091. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27092. if (this._onCanvasBlurObserver) {
  27093. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27094. }
  27095. if (this._onCanvasFocusObserver) {
  27096. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27097. }
  27098. // Wheel
  27099. canvas.removeEventListener('mousewheel', this._onPointerMove);
  27100. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  27101. // Keyboard
  27102. canvas.removeEventListener("keydown", this._onKeyDown);
  27103. canvas.removeEventListener("keyup", this._onKeyUp);
  27104. // Observables
  27105. this.onKeyboardObservable.clear();
  27106. this.onPreKeyboardObservable.clear();
  27107. this.onPointerObservable.clear();
  27108. this.onPrePointerObservable.clear();
  27109. };
  27110. /**
  27111. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27112. * Delay loaded resources are not taking in account
  27113. * @return true if all required resources are ready
  27114. */
  27115. Scene.prototype.isReady = function () {
  27116. if (this._isDisposed) {
  27117. return false;
  27118. }
  27119. var index;
  27120. var engine = this.getEngine();
  27121. // Effects
  27122. if (!engine.areAllEffectsReady()) {
  27123. return false;
  27124. }
  27125. // Pending data
  27126. if (this._pendingData.length > 0) {
  27127. return false;
  27128. }
  27129. // Meshes
  27130. for (index = 0; index < this.meshes.length; index++) {
  27131. var mesh = this.meshes[index];
  27132. if (!mesh.isEnabled()) {
  27133. continue;
  27134. }
  27135. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27136. continue;
  27137. }
  27138. if (!mesh.isReady(true)) {
  27139. return false;
  27140. }
  27141. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27142. // Is Ready For Mesh
  27143. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27144. var step = _a[_i];
  27145. if (!step.action(mesh, hardwareInstancedRendering)) {
  27146. return false;
  27147. }
  27148. }
  27149. }
  27150. // Geometries
  27151. for (index = 0; index < this.geometries.length; index++) {
  27152. var geometry = this.geometries[index];
  27153. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27154. return false;
  27155. }
  27156. }
  27157. // Post-processes
  27158. if (this.activeCameras && this.activeCameras.length > 0) {
  27159. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27160. var camera = _c[_b];
  27161. if (!camera.isReady(true)) {
  27162. return false;
  27163. }
  27164. }
  27165. }
  27166. else if (this.activeCamera) {
  27167. if (!this.activeCamera.isReady(true)) {
  27168. return false;
  27169. }
  27170. }
  27171. // Particles
  27172. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27173. var particleSystem = _e[_d];
  27174. if (!particleSystem.isReady()) {
  27175. return false;
  27176. }
  27177. }
  27178. return true;
  27179. };
  27180. /** Resets all cached information relative to material (including effect and visibility) */
  27181. Scene.prototype.resetCachedMaterial = function () {
  27182. this._cachedMaterial = null;
  27183. this._cachedEffect = null;
  27184. this._cachedVisibility = null;
  27185. };
  27186. /**
  27187. * Registers a function to be called before every frame render
  27188. * @param func defines the function to register
  27189. */
  27190. Scene.prototype.registerBeforeRender = function (func) {
  27191. this.onBeforeRenderObservable.add(func);
  27192. };
  27193. /**
  27194. * Unregisters a function called before every frame render
  27195. * @param func defines the function to unregister
  27196. */
  27197. Scene.prototype.unregisterBeforeRender = function (func) {
  27198. this.onBeforeRenderObservable.removeCallback(func);
  27199. };
  27200. /**
  27201. * Registers a function to be called after every frame render
  27202. * @param func defines the function to register
  27203. */
  27204. Scene.prototype.registerAfterRender = function (func) {
  27205. this.onAfterRenderObservable.add(func);
  27206. };
  27207. /**
  27208. * Unregisters a function called after every frame render
  27209. * @param func defines the function to unregister
  27210. */
  27211. Scene.prototype.unregisterAfterRender = function (func) {
  27212. this.onAfterRenderObservable.removeCallback(func);
  27213. };
  27214. Scene.prototype._executeOnceBeforeRender = function (func) {
  27215. var _this = this;
  27216. var execFunc = function () {
  27217. func();
  27218. setTimeout(function () {
  27219. _this.unregisterBeforeRender(execFunc);
  27220. });
  27221. };
  27222. this.registerBeforeRender(execFunc);
  27223. };
  27224. /**
  27225. * The provided function will run before render once and will be disposed afterwards.
  27226. * A timeout delay can be provided so that the function will be executed in N ms.
  27227. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27228. * @param func The function to be executed.
  27229. * @param timeout optional delay in ms
  27230. */
  27231. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27232. var _this = this;
  27233. if (timeout !== undefined) {
  27234. setTimeout(function () {
  27235. _this._executeOnceBeforeRender(func);
  27236. }, timeout);
  27237. }
  27238. else {
  27239. this._executeOnceBeforeRender(func);
  27240. }
  27241. };
  27242. /** @hidden */
  27243. Scene.prototype._addPendingData = function (data) {
  27244. this._pendingData.push(data);
  27245. };
  27246. /** @hidden */
  27247. Scene.prototype._removePendingData = function (data) {
  27248. var wasLoading = this.isLoading;
  27249. var index = this._pendingData.indexOf(data);
  27250. if (index !== -1) {
  27251. this._pendingData.splice(index, 1);
  27252. }
  27253. if (wasLoading && !this.isLoading) {
  27254. this.onDataLoadedObservable.notifyObservers(this);
  27255. }
  27256. };
  27257. /**
  27258. * Returns the number of items waiting to be loaded
  27259. * @returns the number of items waiting to be loaded
  27260. */
  27261. Scene.prototype.getWaitingItemsCount = function () {
  27262. return this._pendingData.length;
  27263. };
  27264. Object.defineProperty(Scene.prototype, "isLoading", {
  27265. /**
  27266. * Returns a boolean indicating if the scene is still loading data
  27267. */
  27268. get: function () {
  27269. return this._pendingData.length > 0;
  27270. },
  27271. enumerable: true,
  27272. configurable: true
  27273. });
  27274. /**
  27275. * Registers a function to be executed when the scene is ready
  27276. * @param {Function} func - the function to be executed
  27277. */
  27278. Scene.prototype.executeWhenReady = function (func) {
  27279. var _this = this;
  27280. this.onReadyObservable.add(func);
  27281. if (this._executeWhenReadyTimeoutId !== -1) {
  27282. return;
  27283. }
  27284. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27285. _this._checkIsReady();
  27286. }, 150);
  27287. };
  27288. /**
  27289. * Returns a promise that resolves when the scene is ready
  27290. * @returns A promise that resolves when the scene is ready
  27291. */
  27292. Scene.prototype.whenReadyAsync = function () {
  27293. var _this = this;
  27294. return new Promise(function (resolve) {
  27295. _this.executeWhenReady(function () {
  27296. resolve();
  27297. });
  27298. });
  27299. };
  27300. /** @hidden */
  27301. Scene.prototype._checkIsReady = function () {
  27302. var _this = this;
  27303. this._registerTransientComponents();
  27304. if (this.isReady()) {
  27305. this.onReadyObservable.notifyObservers(this);
  27306. this.onReadyObservable.clear();
  27307. this._executeWhenReadyTimeoutId = -1;
  27308. return;
  27309. }
  27310. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27311. _this._checkIsReady();
  27312. }, 150);
  27313. };
  27314. // Animations
  27315. /**
  27316. * Will start the animation sequence of a given target
  27317. * @param target defines the target
  27318. * @param from defines from which frame should animation start
  27319. * @param to defines until which frame should animation run.
  27320. * @param weight defines the weight to apply to the animation (1.0 by default)
  27321. * @param loop defines if the animation loops
  27322. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27323. * @param onAnimationEnd defines the function to be executed when the animation ends
  27324. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27325. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27326. * @returns the animatable object created for this animation
  27327. */
  27328. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27329. if (weight === void 0) { weight = 1.0; }
  27330. if (speedRatio === void 0) { speedRatio = 1.0; }
  27331. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27332. returnedAnimatable.weight = weight;
  27333. return returnedAnimatable;
  27334. };
  27335. /**
  27336. * Will start the animation sequence of a given target
  27337. * @param target defines the target
  27338. * @param from defines from which frame should animation start
  27339. * @param to defines until which frame should animation run.
  27340. * @param loop defines if the animation loops
  27341. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27342. * @param onAnimationEnd defines the function to be executed when the animation ends
  27343. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27344. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27345. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27346. * @returns the animatable object created for this animation
  27347. */
  27348. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27349. if (speedRatio === void 0) { speedRatio = 1.0; }
  27350. if (stopCurrent === void 0) { stopCurrent = true; }
  27351. if (from > to && speedRatio > 0) {
  27352. speedRatio *= -1;
  27353. }
  27354. if (stopCurrent) {
  27355. this.stopAnimation(target, undefined, targetMask);
  27356. }
  27357. if (!animatable) {
  27358. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27359. }
  27360. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27361. // Local animations
  27362. if (target.animations && shouldRunTargetAnimations) {
  27363. animatable.appendAnimations(target, target.animations);
  27364. }
  27365. // Children animations
  27366. if (target.getAnimatables) {
  27367. var animatables = target.getAnimatables();
  27368. for (var index = 0; index < animatables.length; index++) {
  27369. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27370. }
  27371. }
  27372. animatable.reset();
  27373. return animatable;
  27374. };
  27375. /**
  27376. * Begin a new animation on a given node
  27377. * @param target defines the target where the animation will take place
  27378. * @param animations defines the list of animations to start
  27379. * @param from defines the initial value
  27380. * @param to defines the final value
  27381. * @param loop defines if you want animation to loop (off by default)
  27382. * @param speedRatio defines the speed ratio to apply to all animations
  27383. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27384. * @returns the list of created animatables
  27385. */
  27386. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27387. if (speedRatio === undefined) {
  27388. speedRatio = 1.0;
  27389. }
  27390. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27391. return animatable;
  27392. };
  27393. /**
  27394. * Begin a new animation on a given node and its hierarchy
  27395. * @param target defines the root node where the animation will take place
  27396. * @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.
  27397. * @param animations defines the list of animations to start
  27398. * @param from defines the initial value
  27399. * @param to defines the final value
  27400. * @param loop defines if you want animation to loop (off by default)
  27401. * @param speedRatio defines the speed ratio to apply to all animations
  27402. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27403. * @returns the list of animatables created for all nodes
  27404. */
  27405. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27406. var children = target.getDescendants(directDescendantsOnly);
  27407. var result = [];
  27408. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27409. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27410. var child = children_1[_i];
  27411. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27412. }
  27413. return result;
  27414. };
  27415. /**
  27416. * Gets the animatable associated with a specific target
  27417. * @param target defines the target of the animatable
  27418. * @returns the required animatable if found
  27419. */
  27420. Scene.prototype.getAnimatableByTarget = function (target) {
  27421. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27422. if (this._activeAnimatables[index].target === target) {
  27423. return this._activeAnimatables[index];
  27424. }
  27425. }
  27426. return null;
  27427. };
  27428. /**
  27429. * Gets all animatables associated with a given target
  27430. * @param target defines the target to look animatables for
  27431. * @returns an array of Animatables
  27432. */
  27433. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27434. var result = [];
  27435. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27436. if (this._activeAnimatables[index].target === target) {
  27437. result.push(this._activeAnimatables[index]);
  27438. }
  27439. }
  27440. return result;
  27441. };
  27442. Object.defineProperty(Scene.prototype, "animatables", {
  27443. /**
  27444. * Gets all animatable attached to the scene
  27445. */
  27446. get: function () {
  27447. return this._activeAnimatables;
  27448. },
  27449. enumerable: true,
  27450. configurable: true
  27451. });
  27452. /**
  27453. * Will stop the animation of the given target
  27454. * @param target - the target
  27455. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27456. * @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)
  27457. */
  27458. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27459. var animatables = this.getAllAnimatablesByTarget(target);
  27460. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27461. var animatable = animatables_1[_i];
  27462. animatable.stop(animationName, targetMask);
  27463. }
  27464. };
  27465. /**
  27466. * Stops and removes all animations that have been applied to the scene
  27467. */
  27468. Scene.prototype.stopAllAnimations = function () {
  27469. if (this._activeAnimatables) {
  27470. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27471. this._activeAnimatables[i].stop();
  27472. }
  27473. this._activeAnimatables = [];
  27474. }
  27475. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27476. var group = _a[_i];
  27477. group.stop();
  27478. }
  27479. };
  27480. Scene.prototype._animate = function () {
  27481. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27482. return;
  27483. }
  27484. // Getting time
  27485. var now = BABYLON.Tools.Now;
  27486. if (!this._animationTimeLast) {
  27487. if (this._pendingData.length > 0) {
  27488. return;
  27489. }
  27490. this._animationTimeLast = now;
  27491. }
  27492. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27493. this._animationTime += deltaTime;
  27494. this._animationTimeLast = now;
  27495. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27496. this._activeAnimatables[index]._animate(this._animationTime);
  27497. }
  27498. // Late animation bindings
  27499. this._processLateAnimationBindings();
  27500. };
  27501. /** @hidden */
  27502. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27503. var target = runtimeAnimation.target;
  27504. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27505. if (!target._lateAnimationHolders) {
  27506. target._lateAnimationHolders = {};
  27507. }
  27508. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27509. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27510. totalWeight: 0,
  27511. animations: [],
  27512. originalValue: originalValue
  27513. };
  27514. }
  27515. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27516. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27517. };
  27518. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27519. var normalizer = 1.0;
  27520. var finalPosition = BABYLON.Tmp.Vector3[0];
  27521. var finalScaling = BABYLON.Tmp.Vector3[1];
  27522. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27523. var startIndex = 0;
  27524. var originalAnimation = holder.animations[0];
  27525. var originalValue = holder.originalValue;
  27526. var scale = 1;
  27527. if (holder.totalWeight < 1.0) {
  27528. // We need to mix the original value in
  27529. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27530. scale = 1.0 - holder.totalWeight;
  27531. }
  27532. else {
  27533. startIndex = 1;
  27534. // We need to normalize the weights
  27535. normalizer = holder.totalWeight;
  27536. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27537. scale = originalAnimation.weight / normalizer;
  27538. if (scale == 1) {
  27539. return originalAnimation.currentValue;
  27540. }
  27541. }
  27542. finalScaling.scaleInPlace(scale);
  27543. finalPosition.scaleInPlace(scale);
  27544. finalQuaternion.scaleInPlace(scale);
  27545. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27546. var runtimeAnimation = holder.animations[animIndex];
  27547. var scale = runtimeAnimation.weight / normalizer;
  27548. var currentPosition = BABYLON.Tmp.Vector3[2];
  27549. var currentScaling = BABYLON.Tmp.Vector3[3];
  27550. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27551. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27552. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27553. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27554. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27555. }
  27556. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27557. return originalAnimation._workValue;
  27558. };
  27559. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27560. var originalAnimation = holder.animations[0];
  27561. var originalValue = holder.originalValue;
  27562. if (holder.animations.length === 1) {
  27563. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27564. return refQuaternion;
  27565. }
  27566. var normalizer = 1.0;
  27567. var quaternions;
  27568. var weights;
  27569. if (holder.totalWeight < 1.0) {
  27570. var scale = 1.0 - holder.totalWeight;
  27571. quaternions = [];
  27572. weights = [];
  27573. quaternions.push(originalValue);
  27574. weights.push(scale);
  27575. }
  27576. else {
  27577. if (holder.animations.length === 2) { // Slerp as soon as we can
  27578. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27579. return refQuaternion;
  27580. }
  27581. quaternions = [];
  27582. weights = [];
  27583. normalizer = holder.totalWeight;
  27584. }
  27585. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27586. var runtimeAnimation = holder.animations[animIndex];
  27587. quaternions.push(runtimeAnimation.currentValue);
  27588. weights.push(runtimeAnimation.weight / normalizer);
  27589. }
  27590. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27591. var cumulativeAmount = 0;
  27592. var cumulativeQuaternion = null;
  27593. for (var index = 0; index < quaternions.length;) {
  27594. if (!cumulativeQuaternion) {
  27595. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27596. cumulativeQuaternion = refQuaternion;
  27597. cumulativeAmount = weights[index] + weights[index + 1];
  27598. index += 2;
  27599. continue;
  27600. }
  27601. cumulativeAmount += weights[index];
  27602. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27603. index++;
  27604. }
  27605. return cumulativeQuaternion;
  27606. };
  27607. Scene.prototype._processLateAnimationBindings = function () {
  27608. if (!this._registeredForLateAnimationBindings.length) {
  27609. return;
  27610. }
  27611. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27612. var target = this._registeredForLateAnimationBindings.data[index];
  27613. for (var path in target._lateAnimationHolders) {
  27614. var holder = target._lateAnimationHolders[path];
  27615. var originalAnimation = holder.animations[0];
  27616. var originalValue = holder.originalValue;
  27617. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27618. var finalValue = target[path];
  27619. if (matrixDecomposeMode) {
  27620. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27621. }
  27622. else {
  27623. var quaternionMode = originalValue.w !== undefined;
  27624. if (quaternionMode) {
  27625. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27626. }
  27627. else {
  27628. var startIndex = 0;
  27629. var normalizer = 1.0;
  27630. if (holder.totalWeight < 1.0) {
  27631. // We need to mix the original value in
  27632. if (originalValue.scale) {
  27633. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27634. }
  27635. else {
  27636. finalValue = originalValue * (1.0 - holder.totalWeight);
  27637. }
  27638. }
  27639. else {
  27640. // We need to normalize the weights
  27641. normalizer = holder.totalWeight;
  27642. var scale_1 = originalAnimation.weight / normalizer;
  27643. if (scale_1 !== 1) {
  27644. if (originalAnimation.currentValue.scale) {
  27645. finalValue = originalAnimation.currentValue.scale(scale_1);
  27646. }
  27647. else {
  27648. finalValue = originalAnimation.currentValue * scale_1;
  27649. }
  27650. }
  27651. else {
  27652. finalValue = originalAnimation.currentValue;
  27653. }
  27654. startIndex = 1;
  27655. }
  27656. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27657. var runtimeAnimation = holder.animations[animIndex];
  27658. var scale = runtimeAnimation.weight / normalizer;
  27659. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27660. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27661. }
  27662. else {
  27663. finalValue += runtimeAnimation.currentValue * scale;
  27664. }
  27665. }
  27666. }
  27667. }
  27668. target[path] = finalValue;
  27669. }
  27670. target._lateAnimationHolders = {};
  27671. }
  27672. this._registeredForLateAnimationBindings.reset();
  27673. };
  27674. // Matrix
  27675. /** @hidden */
  27676. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27677. this._useAlternateCameraConfiguration = active;
  27678. };
  27679. /**
  27680. * Gets the current view matrix
  27681. * @returns a Matrix
  27682. */
  27683. Scene.prototype.getViewMatrix = function () {
  27684. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27685. };
  27686. /**
  27687. * Gets the current projection matrix
  27688. * @returns a Matrix
  27689. */
  27690. Scene.prototype.getProjectionMatrix = function () {
  27691. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27692. };
  27693. /**
  27694. * Gets the current transform matrix
  27695. * @returns a Matrix made of View * Projection
  27696. */
  27697. Scene.prototype.getTransformMatrix = function () {
  27698. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27699. };
  27700. /**
  27701. * Sets the current transform matrix
  27702. * @param view defines the View matrix to use
  27703. * @param projection defines the Projection matrix to use
  27704. */
  27705. Scene.prototype.setTransformMatrix = function (view, projection) {
  27706. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27707. return;
  27708. }
  27709. this._viewUpdateFlag = view.updateFlag;
  27710. this._projectionUpdateFlag = projection.updateFlag;
  27711. this._viewMatrix = view;
  27712. this._projectionMatrix = projection;
  27713. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27714. // Update frustum
  27715. if (!this._frustumPlanes) {
  27716. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27717. }
  27718. else {
  27719. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27720. }
  27721. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27722. var otherCamera = this.activeCamera._alternateCamera;
  27723. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27724. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27725. }
  27726. if (this._sceneUbo.useUbo) {
  27727. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27728. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27729. this._sceneUbo.update();
  27730. }
  27731. };
  27732. /** @hidden */
  27733. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27734. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27735. return;
  27736. }
  27737. this._alternateViewUpdateFlag = view.updateFlag;
  27738. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27739. this._alternateViewMatrix = view;
  27740. this._alternateProjectionMatrix = projection;
  27741. if (!this._alternateTransformMatrix) {
  27742. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27743. }
  27744. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27745. if (!this._alternateSceneUbo) {
  27746. this._createAlternateUbo();
  27747. }
  27748. if (this._alternateSceneUbo.useUbo) {
  27749. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27750. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27751. this._alternateSceneUbo.update();
  27752. }
  27753. };
  27754. /**
  27755. * Gets the uniform buffer used to store scene data
  27756. * @returns a UniformBuffer
  27757. */
  27758. Scene.prototype.getSceneUniformBuffer = function () {
  27759. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27760. };
  27761. /**
  27762. * Gets an unique (relatively to the current scene) Id
  27763. * @returns an unique number for the scene
  27764. */
  27765. Scene.prototype.getUniqueId = function () {
  27766. var result = Scene._uniqueIdCounter;
  27767. Scene._uniqueIdCounter++;
  27768. return result;
  27769. };
  27770. /**
  27771. * Add a mesh to the list of scene's meshes
  27772. * @param newMesh defines the mesh to add
  27773. * @param recursive if all child meshes should also be added to the scene
  27774. */
  27775. Scene.prototype.addMesh = function (newMesh, recursive) {
  27776. var _this = this;
  27777. if (recursive === void 0) { recursive = false; }
  27778. this.meshes.push(newMesh);
  27779. //notify the collision coordinator
  27780. if (this.collisionCoordinator) {
  27781. this.collisionCoordinator.onMeshAdded(newMesh);
  27782. }
  27783. newMesh._resyncLightSources();
  27784. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27785. if (recursive) {
  27786. newMesh.getChildMeshes().forEach(function (m) {
  27787. _this.addMesh(m);
  27788. });
  27789. }
  27790. };
  27791. /**
  27792. * Remove a mesh for the list of scene's meshes
  27793. * @param toRemove defines the mesh to remove
  27794. * @param recursive if all child meshes should also be removed from the scene
  27795. * @returns the index where the mesh was in the mesh list
  27796. */
  27797. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27798. var _this = this;
  27799. if (recursive === void 0) { recursive = false; }
  27800. var index = this.meshes.indexOf(toRemove);
  27801. if (index !== -1) {
  27802. // Remove from the scene if mesh found
  27803. this.meshes.splice(index, 1);
  27804. }
  27805. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27806. if (recursive) {
  27807. toRemove.getChildMeshes().forEach(function (m) {
  27808. _this.removeMesh(m);
  27809. });
  27810. }
  27811. return index;
  27812. };
  27813. /**
  27814. * Add a transform node to the list of scene's transform nodes
  27815. * @param newTransformNode defines the transform node to add
  27816. */
  27817. Scene.prototype.addTransformNode = function (newTransformNode) {
  27818. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  27819. this.transformNodes.push(newTransformNode);
  27820. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27821. };
  27822. /**
  27823. * Remove a transform node for the list of scene's transform nodes
  27824. * @param toRemove defines the transform node to remove
  27825. * @returns the index where the transform node was in the transform node list
  27826. */
  27827. Scene.prototype.removeTransformNode = function (toRemove) {
  27828. var index = toRemove._indexInSceneTransformNodesArray;
  27829. if (index !== -1) {
  27830. if (index !== this.transformNodes.length - 1) {
  27831. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  27832. this.transformNodes[index] = lastNode;
  27833. lastNode._indexInSceneTransformNodesArray = index;
  27834. }
  27835. toRemove._indexInSceneTransformNodesArray = -1;
  27836. this.transformNodes.pop();
  27837. }
  27838. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27839. return index;
  27840. };
  27841. /**
  27842. * Remove a skeleton for the list of scene's skeletons
  27843. * @param toRemove defines the skeleton to remove
  27844. * @returns the index where the skeleton was in the skeleton list
  27845. */
  27846. Scene.prototype.removeSkeleton = function (toRemove) {
  27847. var index = this.skeletons.indexOf(toRemove);
  27848. if (index !== -1) {
  27849. // Remove from the scene if found
  27850. this.skeletons.splice(index, 1);
  27851. }
  27852. return index;
  27853. };
  27854. /**
  27855. * Remove a morph target for the list of scene's morph targets
  27856. * @param toRemove defines the morph target to remove
  27857. * @returns the index where the morph target was in the morph target list
  27858. */
  27859. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27860. var index = this.morphTargetManagers.indexOf(toRemove);
  27861. if (index !== -1) {
  27862. // Remove from the scene if found
  27863. this.morphTargetManagers.splice(index, 1);
  27864. }
  27865. return index;
  27866. };
  27867. /**
  27868. * Remove a light for the list of scene's lights
  27869. * @param toRemove defines the light to remove
  27870. * @returns the index where the light was in the light list
  27871. */
  27872. Scene.prototype.removeLight = function (toRemove) {
  27873. var index = this.lights.indexOf(toRemove);
  27874. if (index !== -1) {
  27875. // Remove from meshes
  27876. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27877. var mesh = _a[_i];
  27878. mesh._removeLightSource(toRemove);
  27879. }
  27880. // Remove from the scene if mesh found
  27881. this.lights.splice(index, 1);
  27882. this.sortLightsByPriority();
  27883. }
  27884. this.onLightRemovedObservable.notifyObservers(toRemove);
  27885. return index;
  27886. };
  27887. /**
  27888. * Remove a camera for the list of scene's cameras
  27889. * @param toRemove defines the camera to remove
  27890. * @returns the index where the camera was in the camera list
  27891. */
  27892. Scene.prototype.removeCamera = function (toRemove) {
  27893. var index = this.cameras.indexOf(toRemove);
  27894. if (index !== -1) {
  27895. // Remove from the scene if mesh found
  27896. this.cameras.splice(index, 1);
  27897. }
  27898. // Remove from activeCameras
  27899. var index2 = this.activeCameras.indexOf(toRemove);
  27900. if (index2 !== -1) {
  27901. // Remove from the scene if mesh found
  27902. this.activeCameras.splice(index2, 1);
  27903. }
  27904. // Reset the activeCamera
  27905. if (this.activeCamera === toRemove) {
  27906. if (this.cameras.length > 0) {
  27907. this.activeCamera = this.cameras[0];
  27908. }
  27909. else {
  27910. this.activeCamera = null;
  27911. }
  27912. }
  27913. this.onCameraRemovedObservable.notifyObservers(toRemove);
  27914. return index;
  27915. };
  27916. /**
  27917. * Remove a particle system for the list of scene's particle systems
  27918. * @param toRemove defines the particle system to remove
  27919. * @returns the index where the particle system was in the particle system list
  27920. */
  27921. Scene.prototype.removeParticleSystem = function (toRemove) {
  27922. var index = this.particleSystems.indexOf(toRemove);
  27923. if (index !== -1) {
  27924. this.particleSystems.splice(index, 1);
  27925. }
  27926. return index;
  27927. };
  27928. /**
  27929. * Remove a animation for the list of scene's animations
  27930. * @param toRemove defines the animation to remove
  27931. * @returns the index where the animation was in the animation list
  27932. */
  27933. Scene.prototype.removeAnimation = function (toRemove) {
  27934. var index = this.animations.indexOf(toRemove);
  27935. if (index !== -1) {
  27936. this.animations.splice(index, 1);
  27937. }
  27938. return index;
  27939. };
  27940. /**
  27941. * Removes the given animation group from this scene.
  27942. * @param toRemove The animation group to remove
  27943. * @returns The index of the removed animation group
  27944. */
  27945. Scene.prototype.removeAnimationGroup = function (toRemove) {
  27946. var index = this.animationGroups.indexOf(toRemove);
  27947. if (index !== -1) {
  27948. this.animationGroups.splice(index, 1);
  27949. }
  27950. return index;
  27951. };
  27952. /**
  27953. * Removes the given multi-material from this scene.
  27954. * @param toRemove The multi-material to remove
  27955. * @returns The index of the removed multi-material
  27956. */
  27957. Scene.prototype.removeMultiMaterial = function (toRemove) {
  27958. var index = this.multiMaterials.indexOf(toRemove);
  27959. if (index !== -1) {
  27960. this.multiMaterials.splice(index, 1);
  27961. }
  27962. return index;
  27963. };
  27964. /**
  27965. * Removes the given material from this scene.
  27966. * @param toRemove The material to remove
  27967. * @returns The index of the removed material
  27968. */
  27969. Scene.prototype.removeMaterial = function (toRemove) {
  27970. var index = this.materials.indexOf(toRemove);
  27971. if (index !== -1) {
  27972. this.materials.splice(index, 1);
  27973. }
  27974. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  27975. return index;
  27976. };
  27977. /**
  27978. * Removes the given action manager from this scene.
  27979. * @param toRemove The action manager to remove
  27980. * @returns The index of the removed action manager
  27981. */
  27982. Scene.prototype.removeActionManager = function (toRemove) {
  27983. var index = this.actionManagers.indexOf(toRemove);
  27984. if (index !== -1) {
  27985. this.actionManagers.splice(index, 1);
  27986. }
  27987. return index;
  27988. };
  27989. /**
  27990. * Removes the given texture from this scene.
  27991. * @param toRemove The texture to remove
  27992. * @returns The index of the removed texture
  27993. */
  27994. Scene.prototype.removeTexture = function (toRemove) {
  27995. var index = this.textures.indexOf(toRemove);
  27996. if (index !== -1) {
  27997. this.textures.splice(index, 1);
  27998. }
  27999. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28000. return index;
  28001. };
  28002. /**
  28003. * Adds the given light to this scene
  28004. * @param newLight The light to add
  28005. */
  28006. Scene.prototype.addLight = function (newLight) {
  28007. this.lights.push(newLight);
  28008. this.sortLightsByPriority();
  28009. // Add light to all meshes (To support if the light is removed and then readded)
  28010. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28011. var mesh = _a[_i];
  28012. if (mesh._lightSources.indexOf(newLight) === -1) {
  28013. mesh._lightSources.push(newLight);
  28014. mesh._resyncLightSources();
  28015. }
  28016. }
  28017. this.onNewLightAddedObservable.notifyObservers(newLight);
  28018. };
  28019. /**
  28020. * Sorts the list list based on light priorities
  28021. */
  28022. Scene.prototype.sortLightsByPriority = function () {
  28023. if (this.requireLightSorting) {
  28024. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28025. }
  28026. };
  28027. /**
  28028. * Adds the given camera to this scene
  28029. * @param newCamera The camera to add
  28030. */
  28031. Scene.prototype.addCamera = function (newCamera) {
  28032. this.cameras.push(newCamera);
  28033. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28034. };
  28035. /**
  28036. * Adds the given skeleton to this scene
  28037. * @param newSkeleton The skeleton to add
  28038. */
  28039. Scene.prototype.addSkeleton = function (newSkeleton) {
  28040. this.skeletons.push(newSkeleton);
  28041. };
  28042. /**
  28043. * Adds the given particle system to this scene
  28044. * @param newParticleSystem The particle system to add
  28045. */
  28046. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28047. this.particleSystems.push(newParticleSystem);
  28048. };
  28049. /**
  28050. * Adds the given animation to this scene
  28051. * @param newAnimation The animation to add
  28052. */
  28053. Scene.prototype.addAnimation = function (newAnimation) {
  28054. this.animations.push(newAnimation);
  28055. };
  28056. /**
  28057. * Adds the given animation group to this scene.
  28058. * @param newAnimationGroup The animation group to add
  28059. */
  28060. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28061. this.animationGroups.push(newAnimationGroup);
  28062. };
  28063. /**
  28064. * Adds the given multi-material to this scene
  28065. * @param newMultiMaterial The multi-material to add
  28066. */
  28067. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28068. this.multiMaterials.push(newMultiMaterial);
  28069. };
  28070. /**
  28071. * Adds the given material to this scene
  28072. * @param newMaterial The material to add
  28073. */
  28074. Scene.prototype.addMaterial = function (newMaterial) {
  28075. this.materials.push(newMaterial);
  28076. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28077. };
  28078. /**
  28079. * Adds the given morph target to this scene
  28080. * @param newMorphTargetManager The morph target to add
  28081. */
  28082. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28083. this.morphTargetManagers.push(newMorphTargetManager);
  28084. };
  28085. /**
  28086. * Adds the given geometry to this scene
  28087. * @param newGeometry The geometry to add
  28088. */
  28089. Scene.prototype.addGeometry = function (newGeometry) {
  28090. if (this.geometriesById) {
  28091. this.geometriesById[newGeometry.id] = this.geometries.length;
  28092. }
  28093. this.geometries.push(newGeometry);
  28094. };
  28095. /**
  28096. * Adds the given action manager to this scene
  28097. * @param newActionManager The action manager to add
  28098. */
  28099. Scene.prototype.addActionManager = function (newActionManager) {
  28100. this.actionManagers.push(newActionManager);
  28101. };
  28102. /**
  28103. * Adds the given texture to this scene.
  28104. * @param newTexture The texture to add
  28105. */
  28106. Scene.prototype.addTexture = function (newTexture) {
  28107. this.textures.push(newTexture);
  28108. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28109. };
  28110. /**
  28111. * Switch active camera
  28112. * @param newCamera defines the new active camera
  28113. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28114. */
  28115. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28116. if (attachControl === void 0) { attachControl = true; }
  28117. var canvas = this._engine.getRenderingCanvas();
  28118. if (!canvas) {
  28119. return;
  28120. }
  28121. if (this.activeCamera) {
  28122. this.activeCamera.detachControl(canvas);
  28123. }
  28124. this.activeCamera = newCamera;
  28125. if (attachControl) {
  28126. newCamera.attachControl(canvas);
  28127. }
  28128. };
  28129. /**
  28130. * sets the active camera of the scene using its ID
  28131. * @param id defines the camera's ID
  28132. * @return the new active camera or null if none found.
  28133. */
  28134. Scene.prototype.setActiveCameraByID = function (id) {
  28135. var camera = this.getCameraByID(id);
  28136. if (camera) {
  28137. this.activeCamera = camera;
  28138. return camera;
  28139. }
  28140. return null;
  28141. };
  28142. /**
  28143. * sets the active camera of the scene using its name
  28144. * @param name defines the camera's name
  28145. * @returns the new active camera or null if none found.
  28146. */
  28147. Scene.prototype.setActiveCameraByName = function (name) {
  28148. var camera = this.getCameraByName(name);
  28149. if (camera) {
  28150. this.activeCamera = camera;
  28151. return camera;
  28152. }
  28153. return null;
  28154. };
  28155. /**
  28156. * get an animation group using its name
  28157. * @param name defines the material's name
  28158. * @return the animation group or null if none found.
  28159. */
  28160. Scene.prototype.getAnimationGroupByName = function (name) {
  28161. for (var index = 0; index < this.animationGroups.length; index++) {
  28162. if (this.animationGroups[index].name === name) {
  28163. return this.animationGroups[index];
  28164. }
  28165. }
  28166. return null;
  28167. };
  28168. /**
  28169. * get a material using its id
  28170. * @param id defines the material's ID
  28171. * @return the material or null if none found.
  28172. */
  28173. Scene.prototype.getMaterialByID = function (id) {
  28174. for (var index = 0; index < this.materials.length; index++) {
  28175. if (this.materials[index].id === id) {
  28176. return this.materials[index];
  28177. }
  28178. }
  28179. return null;
  28180. };
  28181. /**
  28182. * Gets a material using its name
  28183. * @param name defines the material's name
  28184. * @return the material or null if none found.
  28185. */
  28186. Scene.prototype.getMaterialByName = function (name) {
  28187. for (var index = 0; index < this.materials.length; index++) {
  28188. if (this.materials[index].name === name) {
  28189. return this.materials[index];
  28190. }
  28191. }
  28192. return null;
  28193. };
  28194. /**
  28195. * Gets a camera using its id
  28196. * @param id defines the id to look for
  28197. * @returns the camera or null if not found
  28198. */
  28199. Scene.prototype.getCameraByID = function (id) {
  28200. for (var index = 0; index < this.cameras.length; index++) {
  28201. if (this.cameras[index].id === id) {
  28202. return this.cameras[index];
  28203. }
  28204. }
  28205. return null;
  28206. };
  28207. /**
  28208. * Gets a camera using its unique id
  28209. * @param uniqueId defines the unique id to look for
  28210. * @returns the camera or null if not found
  28211. */
  28212. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28213. for (var index = 0; index < this.cameras.length; index++) {
  28214. if (this.cameras[index].uniqueId === uniqueId) {
  28215. return this.cameras[index];
  28216. }
  28217. }
  28218. return null;
  28219. };
  28220. /**
  28221. * Gets a camera using its name
  28222. * @param name defines the camera's name
  28223. * @return the camera or null if none found.
  28224. */
  28225. Scene.prototype.getCameraByName = function (name) {
  28226. for (var index = 0; index < this.cameras.length; index++) {
  28227. if (this.cameras[index].name === name) {
  28228. return this.cameras[index];
  28229. }
  28230. }
  28231. return null;
  28232. };
  28233. /**
  28234. * Gets a bone using its id
  28235. * @param id defines the bone's id
  28236. * @return the bone or null if not found
  28237. */
  28238. Scene.prototype.getBoneByID = function (id) {
  28239. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28240. var skeleton = this.skeletons[skeletonIndex];
  28241. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28242. if (skeleton.bones[boneIndex].id === id) {
  28243. return skeleton.bones[boneIndex];
  28244. }
  28245. }
  28246. }
  28247. return null;
  28248. };
  28249. /**
  28250. * Gets a bone using its id
  28251. * @param name defines the bone's name
  28252. * @return the bone or null if not found
  28253. */
  28254. Scene.prototype.getBoneByName = function (name) {
  28255. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28256. var skeleton = this.skeletons[skeletonIndex];
  28257. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28258. if (skeleton.bones[boneIndex].name === name) {
  28259. return skeleton.bones[boneIndex];
  28260. }
  28261. }
  28262. }
  28263. return null;
  28264. };
  28265. /**
  28266. * Gets a light node using its name
  28267. * @param name defines the the light's name
  28268. * @return the light or null if none found.
  28269. */
  28270. Scene.prototype.getLightByName = function (name) {
  28271. for (var index = 0; index < this.lights.length; index++) {
  28272. if (this.lights[index].name === name) {
  28273. return this.lights[index];
  28274. }
  28275. }
  28276. return null;
  28277. };
  28278. /**
  28279. * Gets a light node using its id
  28280. * @param id defines the light's id
  28281. * @return the light or null if none found.
  28282. */
  28283. Scene.prototype.getLightByID = function (id) {
  28284. for (var index = 0; index < this.lights.length; index++) {
  28285. if (this.lights[index].id === id) {
  28286. return this.lights[index];
  28287. }
  28288. }
  28289. return null;
  28290. };
  28291. /**
  28292. * Gets a light node using its scene-generated unique ID
  28293. * @param uniqueId defines the light's unique id
  28294. * @return the light or null if none found.
  28295. */
  28296. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28297. for (var index = 0; index < this.lights.length; index++) {
  28298. if (this.lights[index].uniqueId === uniqueId) {
  28299. return this.lights[index];
  28300. }
  28301. }
  28302. return null;
  28303. };
  28304. /**
  28305. * Gets a particle system by id
  28306. * @param id defines the particle system id
  28307. * @return the corresponding system or null if none found
  28308. */
  28309. Scene.prototype.getParticleSystemByID = function (id) {
  28310. for (var index = 0; index < this.particleSystems.length; index++) {
  28311. if (this.particleSystems[index].id === id) {
  28312. return this.particleSystems[index];
  28313. }
  28314. }
  28315. return null;
  28316. };
  28317. /**
  28318. * Gets a geometry using its ID
  28319. * @param id defines the geometry's id
  28320. * @return the geometry or null if none found.
  28321. */
  28322. Scene.prototype.getGeometryByID = function (id) {
  28323. if (this.geometriesById) {
  28324. var index_1 = this.geometriesById[id];
  28325. if (index_1 !== undefined) {
  28326. return this.geometries[index_1];
  28327. }
  28328. }
  28329. else {
  28330. for (var index = 0; index < this.geometries.length; index++) {
  28331. if (this.geometries[index].id === id) {
  28332. return this.geometries[index];
  28333. }
  28334. }
  28335. }
  28336. return null;
  28337. };
  28338. /**
  28339. * Add a new geometry to this scene
  28340. * @param geometry defines the geometry to be added to the scene.
  28341. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28342. * @return a boolean defining if the geometry was added or not
  28343. */
  28344. Scene.prototype.pushGeometry = function (geometry, force) {
  28345. if (!force && this.getGeometryByID(geometry.id)) {
  28346. return false;
  28347. }
  28348. this.addGeometry(geometry);
  28349. //notify the collision coordinator
  28350. if (this.collisionCoordinator) {
  28351. this.collisionCoordinator.onGeometryAdded(geometry);
  28352. }
  28353. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28354. return true;
  28355. };
  28356. /**
  28357. * Removes an existing geometry
  28358. * @param geometry defines the geometry to be removed from the scene
  28359. * @return a boolean defining if the geometry was removed or not
  28360. */
  28361. Scene.prototype.removeGeometry = function (geometry) {
  28362. var index;
  28363. if (this.geometriesById) {
  28364. index = this.geometriesById[geometry.id];
  28365. if (index === undefined) {
  28366. return false;
  28367. }
  28368. }
  28369. else {
  28370. index = this.geometries.indexOf(geometry);
  28371. if (index < 0) {
  28372. return false;
  28373. }
  28374. }
  28375. if (index !== this.geometries.length - 1) {
  28376. var lastGeometry = this.geometries[this.geometries.length - 1];
  28377. this.geometries[index] = lastGeometry;
  28378. if (this.geometriesById) {
  28379. this.geometriesById[lastGeometry.id] = index;
  28380. this.geometriesById[geometry.id] = undefined;
  28381. }
  28382. }
  28383. this.geometries.pop();
  28384. //notify the collision coordinator
  28385. if (this.collisionCoordinator) {
  28386. this.collisionCoordinator.onGeometryDeleted(geometry);
  28387. }
  28388. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28389. return true;
  28390. };
  28391. /**
  28392. * Gets the list of geometries attached to the scene
  28393. * @returns an array of Geometry
  28394. */
  28395. Scene.prototype.getGeometries = function () {
  28396. return this.geometries;
  28397. };
  28398. /**
  28399. * Gets the first added mesh found of a given ID
  28400. * @param id defines the id to search for
  28401. * @return the mesh found or null if not found at all
  28402. */
  28403. Scene.prototype.getMeshByID = function (id) {
  28404. for (var index = 0; index < this.meshes.length; index++) {
  28405. if (this.meshes[index].id === id) {
  28406. return this.meshes[index];
  28407. }
  28408. }
  28409. return null;
  28410. };
  28411. /**
  28412. * Gets a list of meshes using their id
  28413. * @param id defines the id to search for
  28414. * @returns a list of meshes
  28415. */
  28416. Scene.prototype.getMeshesByID = function (id) {
  28417. return this.meshes.filter(function (m) {
  28418. return m.id === id;
  28419. });
  28420. };
  28421. /**
  28422. * Gets the first added transform node found of a given ID
  28423. * @param id defines the id to search for
  28424. * @return the found transform node or null if not found at all.
  28425. */
  28426. Scene.prototype.getTransformNodeByID = function (id) {
  28427. for (var index = 0; index < this.transformNodes.length; index++) {
  28428. if (this.transformNodes[index].id === id) {
  28429. return this.transformNodes[index];
  28430. }
  28431. }
  28432. return null;
  28433. };
  28434. /**
  28435. * Gets a list of transform nodes using their id
  28436. * @param id defines the id to search for
  28437. * @returns a list of transform nodes
  28438. */
  28439. Scene.prototype.getTransformNodesByID = function (id) {
  28440. return this.transformNodes.filter(function (m) {
  28441. return m.id === id;
  28442. });
  28443. };
  28444. /**
  28445. * Gets a mesh with its auto-generated unique id
  28446. * @param uniqueId defines the unique id to search for
  28447. * @return the found mesh or null if not found at all.
  28448. */
  28449. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28450. for (var index = 0; index < this.meshes.length; index++) {
  28451. if (this.meshes[index].uniqueId === uniqueId) {
  28452. return this.meshes[index];
  28453. }
  28454. }
  28455. return null;
  28456. };
  28457. /**
  28458. * Gets a the last added mesh using a given id
  28459. * @param id defines the id to search for
  28460. * @return the found mesh or null if not found at all.
  28461. */
  28462. Scene.prototype.getLastMeshByID = function (id) {
  28463. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28464. if (this.meshes[index].id === id) {
  28465. return this.meshes[index];
  28466. }
  28467. }
  28468. return null;
  28469. };
  28470. /**
  28471. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28472. * @param id defines the id to search for
  28473. * @return the found node or null if not found at all
  28474. */
  28475. Scene.prototype.getLastEntryByID = function (id) {
  28476. var index;
  28477. for (index = this.meshes.length - 1; index >= 0; index--) {
  28478. if (this.meshes[index].id === id) {
  28479. return this.meshes[index];
  28480. }
  28481. }
  28482. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28483. if (this.transformNodes[index].id === id) {
  28484. return this.transformNodes[index];
  28485. }
  28486. }
  28487. for (index = this.cameras.length - 1; index >= 0; index--) {
  28488. if (this.cameras[index].id === id) {
  28489. return this.cameras[index];
  28490. }
  28491. }
  28492. for (index = this.lights.length - 1; index >= 0; index--) {
  28493. if (this.lights[index].id === id) {
  28494. return this.lights[index];
  28495. }
  28496. }
  28497. return null;
  28498. };
  28499. /**
  28500. * Gets a node (Mesh, Camera, Light) using a given id
  28501. * @param id defines the id to search for
  28502. * @return the found node or null if not found at all
  28503. */
  28504. Scene.prototype.getNodeByID = function (id) {
  28505. var mesh = this.getMeshByID(id);
  28506. if (mesh) {
  28507. return mesh;
  28508. }
  28509. var light = this.getLightByID(id);
  28510. if (light) {
  28511. return light;
  28512. }
  28513. var camera = this.getCameraByID(id);
  28514. if (camera) {
  28515. return camera;
  28516. }
  28517. var bone = this.getBoneByID(id);
  28518. return bone;
  28519. };
  28520. /**
  28521. * Gets a node (Mesh, Camera, Light) using a given name
  28522. * @param name defines the name to search for
  28523. * @return the found node or null if not found at all.
  28524. */
  28525. Scene.prototype.getNodeByName = function (name) {
  28526. var mesh = this.getMeshByName(name);
  28527. if (mesh) {
  28528. return mesh;
  28529. }
  28530. var light = this.getLightByName(name);
  28531. if (light) {
  28532. return light;
  28533. }
  28534. var camera = this.getCameraByName(name);
  28535. if (camera) {
  28536. return camera;
  28537. }
  28538. var bone = this.getBoneByName(name);
  28539. return bone;
  28540. };
  28541. /**
  28542. * Gets a mesh using a given name
  28543. * @param name defines the name to search for
  28544. * @return the found mesh or null if not found at all.
  28545. */
  28546. Scene.prototype.getMeshByName = function (name) {
  28547. for (var index = 0; index < this.meshes.length; index++) {
  28548. if (this.meshes[index].name === name) {
  28549. return this.meshes[index];
  28550. }
  28551. }
  28552. return null;
  28553. };
  28554. /**
  28555. * Gets a transform node using a given name
  28556. * @param name defines the name to search for
  28557. * @return the found transform node or null if not found at all.
  28558. */
  28559. Scene.prototype.getTransformNodeByName = function (name) {
  28560. for (var index = 0; index < this.transformNodes.length; index++) {
  28561. if (this.transformNodes[index].name === name) {
  28562. return this.transformNodes[index];
  28563. }
  28564. }
  28565. return null;
  28566. };
  28567. /**
  28568. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28569. * @param id defines the id to search for
  28570. * @return the found skeleton or null if not found at all.
  28571. */
  28572. Scene.prototype.getLastSkeletonByID = function (id) {
  28573. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28574. if (this.skeletons[index].id === id) {
  28575. return this.skeletons[index];
  28576. }
  28577. }
  28578. return null;
  28579. };
  28580. /**
  28581. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28582. * @param id defines the id to search for
  28583. * @return the found skeleton or null if not found at all.
  28584. */
  28585. Scene.prototype.getSkeletonById = function (id) {
  28586. for (var index = 0; index < this.skeletons.length; index++) {
  28587. if (this.skeletons[index].id === id) {
  28588. return this.skeletons[index];
  28589. }
  28590. }
  28591. return null;
  28592. };
  28593. /**
  28594. * Gets a skeleton using a given name
  28595. * @param name defines the name to search for
  28596. * @return the found skeleton or null if not found at all.
  28597. */
  28598. Scene.prototype.getSkeletonByName = function (name) {
  28599. for (var index = 0; index < this.skeletons.length; index++) {
  28600. if (this.skeletons[index].name === name) {
  28601. return this.skeletons[index];
  28602. }
  28603. }
  28604. return null;
  28605. };
  28606. /**
  28607. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28608. * @param id defines the id to search for
  28609. * @return the found morph target manager or null if not found at all.
  28610. */
  28611. Scene.prototype.getMorphTargetManagerById = function (id) {
  28612. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28613. if (this.morphTargetManagers[index].uniqueId === id) {
  28614. return this.morphTargetManagers[index];
  28615. }
  28616. }
  28617. return null;
  28618. };
  28619. /**
  28620. * Gets a boolean indicating if the given mesh is active
  28621. * @param mesh defines the mesh to look for
  28622. * @returns true if the mesh is in the active list
  28623. */
  28624. Scene.prototype.isActiveMesh = function (mesh) {
  28625. return (this._activeMeshes.indexOf(mesh) !== -1);
  28626. };
  28627. Object.defineProperty(Scene.prototype, "uid", {
  28628. /**
  28629. * Return a unique id as a string which can serve as an identifier for the scene
  28630. */
  28631. get: function () {
  28632. if (!this._uid) {
  28633. this._uid = BABYLON.Tools.RandomId();
  28634. }
  28635. return this._uid;
  28636. },
  28637. enumerable: true,
  28638. configurable: true
  28639. });
  28640. /**
  28641. * Add an externaly attached data from its key.
  28642. * This method call will fail and return false, if such key already exists.
  28643. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28644. * @param key the unique key that identifies the data
  28645. * @param data the data object to associate to the key for this Engine instance
  28646. * @return true if no such key were already present and the data was added successfully, false otherwise
  28647. */
  28648. Scene.prototype.addExternalData = function (key, data) {
  28649. if (!this._externalData) {
  28650. this._externalData = new BABYLON.StringDictionary();
  28651. }
  28652. return this._externalData.add(key, data);
  28653. };
  28654. /**
  28655. * Get an externaly attached data from its key
  28656. * @param key the unique key that identifies the data
  28657. * @return the associated data, if present (can be null), or undefined if not present
  28658. */
  28659. Scene.prototype.getExternalData = function (key) {
  28660. if (!this._externalData) {
  28661. return null;
  28662. }
  28663. return this._externalData.get(key);
  28664. };
  28665. /**
  28666. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28667. * @param key the unique key that identifies the data
  28668. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28669. * @return the associated data, can be null if the factory returned null.
  28670. */
  28671. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28672. if (!this._externalData) {
  28673. this._externalData = new BABYLON.StringDictionary();
  28674. }
  28675. return this._externalData.getOrAddWithFactory(key, factory);
  28676. };
  28677. /**
  28678. * Remove an externaly attached data from the Engine instance
  28679. * @param key the unique key that identifies the data
  28680. * @return true if the data was successfully removed, false if it doesn't exist
  28681. */
  28682. Scene.prototype.removeExternalData = function (key) {
  28683. return this._externalData.remove(key);
  28684. };
  28685. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28686. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28687. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28688. var step = _a[_i];
  28689. step.action(mesh, subMesh);
  28690. }
  28691. var material = subMesh.getMaterial();
  28692. if (material !== null && material !== undefined) {
  28693. // Render targets
  28694. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28695. if (this._processedMaterials.indexOf(material) === -1) {
  28696. this._processedMaterials.push(material);
  28697. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28698. }
  28699. }
  28700. // Dispatch
  28701. this._activeIndices.addCount(subMesh.indexCount, false);
  28702. this._renderingManager.dispatch(subMesh, mesh, material);
  28703. }
  28704. }
  28705. };
  28706. /**
  28707. * Clear the processed materials smart array preventing retention point in material dispose.
  28708. */
  28709. Scene.prototype.freeProcessedMaterials = function () {
  28710. this._processedMaterials.dispose();
  28711. };
  28712. /**
  28713. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28714. */
  28715. Scene.prototype.freeActiveMeshes = function () {
  28716. this._activeMeshes.dispose();
  28717. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28718. this.activeCamera._activeMeshes.dispose();
  28719. }
  28720. if (this.activeCameras) {
  28721. for (var i = 0; i < this.activeCameras.length; i++) {
  28722. var activeCamera = this.activeCameras[i];
  28723. if (activeCamera && activeCamera._activeMeshes) {
  28724. activeCamera._activeMeshes.dispose();
  28725. }
  28726. }
  28727. }
  28728. };
  28729. /**
  28730. * Clear the info related to rendering groups preventing retention points during dispose.
  28731. */
  28732. Scene.prototype.freeRenderingGroups = function () {
  28733. if (this._renderingManager) {
  28734. this._renderingManager.freeRenderingGroups();
  28735. }
  28736. if (this.textures) {
  28737. for (var i = 0; i < this.textures.length; i++) {
  28738. var texture = this.textures[i];
  28739. if (texture && texture.renderList) {
  28740. texture.freeRenderingGroups();
  28741. }
  28742. }
  28743. }
  28744. };
  28745. /** @hidden */
  28746. Scene.prototype._isInIntermediateRendering = function () {
  28747. return this._intermediateRendering;
  28748. };
  28749. /**
  28750. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28751. * @returns the current scene
  28752. */
  28753. Scene.prototype.freezeActiveMeshes = function () {
  28754. if (!this.activeCamera) {
  28755. return this;
  28756. }
  28757. if (!this._frustumPlanes) {
  28758. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28759. }
  28760. this._evaluateActiveMeshes();
  28761. this._activeMeshesFrozen = true;
  28762. return this;
  28763. };
  28764. /**
  28765. * Use this function to restart evaluating active meshes on every frame
  28766. * @returns the current scene
  28767. */
  28768. Scene.prototype.unfreezeActiveMeshes = function () {
  28769. this._activeMeshesFrozen = false;
  28770. return this;
  28771. };
  28772. Scene.prototype._evaluateActiveMeshes = function () {
  28773. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28774. return;
  28775. }
  28776. if (!this.activeCamera) {
  28777. return;
  28778. }
  28779. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28780. this.activeCamera._activeMeshes.reset();
  28781. this._activeMeshes.reset();
  28782. this._renderingManager.reset();
  28783. this._processedMaterials.reset();
  28784. this._activeParticleSystems.reset();
  28785. this._activeSkeletons.reset();
  28786. this._softwareSkinnedMeshes.reset();
  28787. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28788. var step = _a[_i];
  28789. step.action();
  28790. }
  28791. // Determine mesh candidates
  28792. var meshes = this.getActiveMeshCandidates();
  28793. // Check each mesh
  28794. var len = meshes.length;
  28795. for (var i = 0; i < len; i++) {
  28796. var mesh = meshes.data[i];
  28797. if (mesh.isBlocked) {
  28798. continue;
  28799. }
  28800. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28801. if (!mesh.isReady() || !mesh.isEnabled()) {
  28802. continue;
  28803. }
  28804. mesh.computeWorldMatrix();
  28805. // Intersections
  28806. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28807. this._meshesForIntersections.pushNoDuplicate(mesh);
  28808. }
  28809. // Switch to current LOD
  28810. var meshLOD = mesh.getLOD(this.activeCamera);
  28811. if (meshLOD === undefined || meshLOD === null) {
  28812. continue;
  28813. }
  28814. mesh._preActivate();
  28815. if (mesh.isVisible && mesh.visibility > 0 && (mesh.alwaysSelectAsActiveMesh || ((mesh.layerMask & this.activeCamera.layerMask) !== 0 && mesh.isInFrustum(this._frustumPlanes)))) {
  28816. this._activeMeshes.push(mesh);
  28817. this.activeCamera._activeMeshes.push(mesh);
  28818. mesh._activate(this._renderId);
  28819. if (meshLOD !== mesh) {
  28820. meshLOD._activate(this._renderId);
  28821. }
  28822. this._activeMesh(mesh, meshLOD);
  28823. }
  28824. }
  28825. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28826. // Particle systems
  28827. if (this.particlesEnabled) {
  28828. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28829. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28830. var particleSystem = this.particleSystems[particleIndex];
  28831. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28832. continue;
  28833. }
  28834. var emitter = particleSystem.emitter;
  28835. if (!emitter.position || emitter.isEnabled()) {
  28836. this._activeParticleSystems.push(particleSystem);
  28837. particleSystem.animate();
  28838. this._renderingManager.dispatchParticles(particleSystem);
  28839. }
  28840. }
  28841. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28842. }
  28843. };
  28844. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28845. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28846. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28847. mesh.skeleton.prepare();
  28848. }
  28849. if (!mesh.computeBonesUsingShaders) {
  28850. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28851. }
  28852. }
  28853. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28854. var step = _a[_i];
  28855. step.action(sourceMesh, mesh);
  28856. }
  28857. if (mesh !== undefined && mesh !== null
  28858. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28859. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28860. var len = subMeshes.length;
  28861. for (var i = 0; i < len; i++) {
  28862. var subMesh = subMeshes.data[i];
  28863. this._evaluateSubMesh(subMesh, mesh);
  28864. }
  28865. }
  28866. };
  28867. /**
  28868. * Update the transform matrix to update from the current active camera
  28869. * @param force defines a boolean used to force the update even if cache is up to date
  28870. */
  28871. Scene.prototype.updateTransformMatrix = function (force) {
  28872. if (!this.activeCamera) {
  28873. return;
  28874. }
  28875. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  28876. };
  28877. /**
  28878. * 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)
  28879. * @param alternateCamera defines the camera to use
  28880. */
  28881. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  28882. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  28883. };
  28884. Scene.prototype._renderForCamera = function (camera, rigParent) {
  28885. if (camera && camera._skipRendering) {
  28886. return;
  28887. }
  28888. var engine = this._engine;
  28889. this.activeCamera = camera;
  28890. if (!this.activeCamera) {
  28891. throw new Error("Active camera not set");
  28892. }
  28893. // Viewport
  28894. engine.setViewport(this.activeCamera.viewport);
  28895. // Camera
  28896. this.resetCachedMaterial();
  28897. this._renderId++;
  28898. this.updateTransformMatrix();
  28899. if (camera._alternateCamera) {
  28900. this.updateAlternateTransformMatrix(camera._alternateCamera);
  28901. this._alternateRendering = true;
  28902. }
  28903. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  28904. // Meshes
  28905. this._evaluateActiveMeshes();
  28906. // Software skinning
  28907. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  28908. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  28909. mesh.applySkeleton(mesh.skeleton);
  28910. }
  28911. // Render targets
  28912. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28913. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  28914. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  28915. }
  28916. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  28917. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  28918. }
  28919. // Collects render targets from external components.
  28920. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  28921. var step = _a[_i];
  28922. step.action(this._renderTargets);
  28923. }
  28924. if (this.renderTargetsEnabled) {
  28925. this._intermediateRendering = true;
  28926. if (this._renderTargets.length > 0) {
  28927. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28928. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  28929. var renderTarget = this._renderTargets.data[renderIndex];
  28930. if (renderTarget._shouldRender()) {
  28931. this._renderId++;
  28932. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  28933. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  28934. }
  28935. }
  28936. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28937. this._renderId++;
  28938. }
  28939. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  28940. var step = _c[_b];
  28941. step.action(this.activeCamera);
  28942. }
  28943. this._intermediateRendering = false;
  28944. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  28945. }
  28946. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  28947. // Prepare Frame
  28948. if (this.postProcessManager) {
  28949. this.postProcessManager._prepareFrame();
  28950. }
  28951. // Before Camera Draw
  28952. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  28953. var step = _e[_d];
  28954. step.action(this.activeCamera);
  28955. }
  28956. // Render
  28957. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  28958. this._renderingManager.render(null, null, true, true);
  28959. this.onAfterDrawPhaseObservable.notifyObservers(this);
  28960. // After Camera Draw
  28961. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  28962. var step = _g[_f];
  28963. step.action(this.activeCamera);
  28964. }
  28965. // Finalize frame
  28966. if (this.postProcessManager) {
  28967. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  28968. }
  28969. // Reset some special arrays
  28970. this._renderTargets.reset();
  28971. this._alternateRendering = false;
  28972. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  28973. };
  28974. Scene.prototype._processSubCameras = function (camera) {
  28975. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  28976. this._renderForCamera(camera);
  28977. return;
  28978. }
  28979. // rig cameras
  28980. for (var index = 0; index < camera._rigCameras.length; index++) {
  28981. this._renderForCamera(camera._rigCameras[index], camera);
  28982. }
  28983. this.activeCamera = camera;
  28984. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28985. };
  28986. Scene.prototype._checkIntersections = function () {
  28987. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  28988. var sourceMesh = this._meshesForIntersections.data[index];
  28989. if (!sourceMesh.actionManager) {
  28990. continue;
  28991. }
  28992. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  28993. var action = sourceMesh.actionManager.actions[actionIndex];
  28994. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  28995. var parameters = action.getTriggerParameter();
  28996. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  28997. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  28998. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  28999. if (areIntersecting && currentIntersectionInProgress === -1) {
  29000. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29001. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29002. sourceMesh._intersectionsInProgress.push(otherMesh);
  29003. }
  29004. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29005. sourceMesh._intersectionsInProgress.push(otherMesh);
  29006. }
  29007. }
  29008. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29009. //They intersected, and now they don't.
  29010. //is this trigger an exit trigger? execute an event.
  29011. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29012. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29013. }
  29014. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29015. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29016. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29017. return otherMesh === parameterMesh;
  29018. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29019. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29020. }
  29021. }
  29022. }
  29023. }
  29024. }
  29025. };
  29026. /** @hidden */
  29027. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29028. // Do nothing. Code will be replaced if physics engine component is referenced
  29029. };
  29030. /**
  29031. * Render the scene
  29032. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29033. */
  29034. Scene.prototype.render = function (updateCameras) {
  29035. if (updateCameras === void 0) { updateCameras = true; }
  29036. if (this.isDisposed) {
  29037. return;
  29038. }
  29039. this._frameId++;
  29040. // Register components that have been associated lately to the scene.
  29041. this._registerTransientComponents();
  29042. this._activeParticles.fetchNewFrame();
  29043. this._totalVertices.fetchNewFrame();
  29044. this._activeIndices.fetchNewFrame();
  29045. this._activeBones.fetchNewFrame();
  29046. this._meshesForIntersections.reset();
  29047. this.resetCachedMaterial();
  29048. this.onBeforeAnimationsObservable.notifyObservers(this);
  29049. // Actions
  29050. if (this.actionManager) {
  29051. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29052. }
  29053. if (this._engine.isDeterministicLockStep()) {
  29054. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29055. var defaultFPS = (60.0 / 1000.0);
  29056. var defaultFrameTime = this.getDeterministicFrameTime();
  29057. var stepsTaken = 0;
  29058. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29059. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29060. internalSteps = Math.min(internalSteps, maxSubSteps);
  29061. do {
  29062. this.onBeforeStepObservable.notifyObservers(this);
  29063. // Animations
  29064. this._animationRatio = defaultFrameTime * defaultFPS;
  29065. this._animate();
  29066. this.onAfterAnimationsObservable.notifyObservers(this);
  29067. // Physics
  29068. this._advancePhysicsEngineStep(defaultFrameTime);
  29069. this.onAfterStepObservable.notifyObservers(this);
  29070. this._currentStepId++;
  29071. stepsTaken++;
  29072. deltaTime -= defaultFrameTime;
  29073. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29074. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29075. }
  29076. else {
  29077. // Animations
  29078. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29079. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29080. this._animate();
  29081. this.onAfterAnimationsObservable.notifyObservers(this);
  29082. // Physics
  29083. this._advancePhysicsEngineStep(deltaTime);
  29084. }
  29085. // Before camera update steps
  29086. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29087. var step = _a[_i];
  29088. step.action();
  29089. }
  29090. // Update Cameras
  29091. if (updateCameras) {
  29092. if (this.activeCameras.length > 0) {
  29093. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29094. var camera = this.activeCameras[cameraIndex];
  29095. camera.update();
  29096. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29097. // rig cameras
  29098. for (var index = 0; index < camera._rigCameras.length; index++) {
  29099. camera._rigCameras[index].update();
  29100. }
  29101. }
  29102. }
  29103. }
  29104. else if (this.activeCamera) {
  29105. this.activeCamera.update();
  29106. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29107. // rig cameras
  29108. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29109. this.activeCamera._rigCameras[index].update();
  29110. }
  29111. }
  29112. }
  29113. }
  29114. // Before render
  29115. this.onBeforeRenderObservable.notifyObservers(this);
  29116. // Customs render targets
  29117. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29118. var engine = this.getEngine();
  29119. var currentActiveCamera = this.activeCamera;
  29120. if (this.renderTargetsEnabled) {
  29121. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29122. this._intermediateRendering = true;
  29123. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29124. var renderTarget = this.customRenderTargets[customIndex];
  29125. if (renderTarget._shouldRender()) {
  29126. this._renderId++;
  29127. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29128. if (!this.activeCamera) {
  29129. throw new Error("Active camera not set");
  29130. }
  29131. // Viewport
  29132. engine.setViewport(this.activeCamera.viewport);
  29133. // Camera
  29134. this.updateTransformMatrix();
  29135. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29136. }
  29137. }
  29138. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29139. this._intermediateRendering = false;
  29140. this._renderId++;
  29141. }
  29142. // Restore back buffer
  29143. if (this.customRenderTargets.length > 0) {
  29144. engine.restoreDefaultFramebuffer();
  29145. }
  29146. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29147. this.activeCamera = currentActiveCamera;
  29148. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29149. var step = _c[_b];
  29150. step.action();
  29151. }
  29152. // Clear
  29153. if (this.autoClearDepthAndStencil || this.autoClear) {
  29154. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29155. }
  29156. // Collects render targets from external components.
  29157. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29158. var step = _e[_d];
  29159. step.action(this._renderTargets);
  29160. }
  29161. // Multi-cameras?
  29162. if (this.activeCameras.length > 0) {
  29163. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29164. if (cameraIndex > 0) {
  29165. this._engine.clear(null, false, true, true);
  29166. }
  29167. this._processSubCameras(this.activeCameras[cameraIndex]);
  29168. }
  29169. }
  29170. else {
  29171. if (!this.activeCamera) {
  29172. throw new Error("No camera defined");
  29173. }
  29174. this._processSubCameras(this.activeCamera);
  29175. }
  29176. // Intersection checks
  29177. this._checkIntersections();
  29178. // Executes the after render stage actions.
  29179. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29180. var step = _g[_f];
  29181. step.action();
  29182. }
  29183. // After render
  29184. if (this.afterRender) {
  29185. this.afterRender();
  29186. }
  29187. this.onAfterRenderObservable.notifyObservers(this);
  29188. // Cleaning
  29189. if (this._toBeDisposed.length) {
  29190. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29191. var data = this._toBeDisposed[index];
  29192. if (data) {
  29193. data.dispose();
  29194. }
  29195. }
  29196. this._toBeDisposed = [];
  29197. }
  29198. if (this.dumpNextRenderTargets) {
  29199. this.dumpNextRenderTargets = false;
  29200. }
  29201. this._activeBones.addCount(0, true);
  29202. this._activeIndices.addCount(0, true);
  29203. this._activeParticles.addCount(0, true);
  29204. };
  29205. /**
  29206. * Freeze all materials
  29207. * A frozen material will not be updatable but should be faster to render
  29208. */
  29209. Scene.prototype.freezeMaterials = function () {
  29210. for (var i = 0; i < this.materials.length; i++) {
  29211. this.materials[i].freeze();
  29212. }
  29213. };
  29214. /**
  29215. * Unfreeze all materials
  29216. * A frozen material will not be updatable but should be faster to render
  29217. */
  29218. Scene.prototype.unfreezeMaterials = function () {
  29219. for (var i = 0; i < this.materials.length; i++) {
  29220. this.materials[i].unfreeze();
  29221. }
  29222. };
  29223. /**
  29224. * Releases all held ressources
  29225. */
  29226. Scene.prototype.dispose = function () {
  29227. this.beforeRender = null;
  29228. this.afterRender = null;
  29229. this.skeletons = [];
  29230. this.morphTargetManagers = [];
  29231. this._transientComponents = [];
  29232. this._isReadyForMeshStage.clear();
  29233. this._beforeEvaluateActiveMeshStage.clear();
  29234. this._evaluateSubMeshStage.clear();
  29235. this._activeMeshStage.clear();
  29236. this._cameraDrawRenderTargetStage.clear();
  29237. this._beforeCameraDrawStage.clear();
  29238. this._beforeRenderingGroupDrawStage.clear();
  29239. this._beforeRenderingMeshStage.clear();
  29240. this._afterRenderingMeshStage.clear();
  29241. this._afterRenderingGroupDrawStage.clear();
  29242. this._afterCameraDrawStage.clear();
  29243. this._afterRenderStage.clear();
  29244. this._beforeCameraUpdateStage.clear();
  29245. this._beforeClearStage.clear();
  29246. this._gatherRenderTargetsStage.clear();
  29247. this._gatherActiveCameraRenderTargetsStage.clear();
  29248. this._pointerMoveStage.clear();
  29249. this._pointerDownStage.clear();
  29250. this._pointerUpStage.clear();
  29251. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29252. var component = _a[_i];
  29253. component.dispose();
  29254. }
  29255. this.importedMeshesFiles = new Array();
  29256. this.stopAllAnimations();
  29257. this.resetCachedMaterial();
  29258. // Smart arrays
  29259. if (this.activeCamera) {
  29260. this.activeCamera._activeMeshes.dispose();
  29261. this.activeCamera = null;
  29262. }
  29263. this._activeMeshes.dispose();
  29264. this._renderingManager.dispose();
  29265. this._processedMaterials.dispose();
  29266. this._activeParticleSystems.dispose();
  29267. this._activeSkeletons.dispose();
  29268. this._softwareSkinnedMeshes.dispose();
  29269. this._renderTargets.dispose();
  29270. this._registeredForLateAnimationBindings.dispose();
  29271. this._meshesForIntersections.dispose();
  29272. this._toBeDisposed = [];
  29273. // Abort active requests
  29274. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29275. var request = _c[_b];
  29276. request.abort();
  29277. }
  29278. // Events
  29279. this.onDisposeObservable.notifyObservers(this);
  29280. this.onDisposeObservable.clear();
  29281. this.onBeforeRenderObservable.clear();
  29282. this.onAfterRenderObservable.clear();
  29283. this.onBeforeRenderTargetsRenderObservable.clear();
  29284. this.onAfterRenderTargetsRenderObservable.clear();
  29285. this.onAfterStepObservable.clear();
  29286. this.onBeforeStepObservable.clear();
  29287. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29288. this.onAfterActiveMeshesEvaluationObservable.clear();
  29289. this.onBeforeParticlesRenderingObservable.clear();
  29290. this.onAfterParticlesRenderingObservable.clear();
  29291. this.onBeforeDrawPhaseObservable.clear();
  29292. this.onAfterDrawPhaseObservable.clear();
  29293. this.onBeforeAnimationsObservable.clear();
  29294. this.onAfterAnimationsObservable.clear();
  29295. this.onDataLoadedObservable.clear();
  29296. this.onBeforeRenderingGroupObservable.clear();
  29297. this.onAfterRenderingGroupObservable.clear();
  29298. this.onMeshImportedObservable.clear();
  29299. this.onBeforeCameraRenderObservable.clear();
  29300. this.onAfterCameraRenderObservable.clear();
  29301. this.onReadyObservable.clear();
  29302. this.onNewCameraAddedObservable.clear();
  29303. this.onCameraRemovedObservable.clear();
  29304. this.onNewLightAddedObservable.clear();
  29305. this.onLightRemovedObservable.clear();
  29306. this.onNewGeometryAddedObservable.clear();
  29307. this.onGeometryRemovedObservable.clear();
  29308. this.onNewTransformNodeAddedObservable.clear();
  29309. this.onTransformNodeRemovedObservable.clear();
  29310. this.onNewMeshAddedObservable.clear();
  29311. this.onMeshRemovedObservable.clear();
  29312. this.onNewMaterialAddedObservable.clear();
  29313. this.onMaterialRemovedObservable.clear();
  29314. this.onNewTextureAddedObservable.clear();
  29315. this.onTextureRemovedObservable.clear();
  29316. this.onPrePointerObservable.clear();
  29317. this.onPointerObservable.clear();
  29318. this.onPreKeyboardObservable.clear();
  29319. this.onKeyboardObservable.clear();
  29320. this.detachControl();
  29321. // Detach cameras
  29322. var canvas = this._engine.getRenderingCanvas();
  29323. if (canvas) {
  29324. var index;
  29325. for (index = 0; index < this.cameras.length; index++) {
  29326. this.cameras[index].detachControl(canvas);
  29327. }
  29328. }
  29329. // Release animation groups
  29330. while (this.animationGroups.length) {
  29331. this.animationGroups[0].dispose();
  29332. }
  29333. // Release lights
  29334. while (this.lights.length) {
  29335. this.lights[0].dispose();
  29336. }
  29337. // Release meshes
  29338. while (this.meshes.length) {
  29339. this.meshes[0].dispose(true);
  29340. }
  29341. while (this.transformNodes.length) {
  29342. this.removeTransformNode(this.transformNodes[0]);
  29343. }
  29344. // Release cameras
  29345. while (this.cameras.length) {
  29346. this.cameras[0].dispose();
  29347. }
  29348. // Release materials
  29349. if (this.defaultMaterial) {
  29350. this.defaultMaterial.dispose();
  29351. }
  29352. while (this.multiMaterials.length) {
  29353. this.multiMaterials[0].dispose();
  29354. }
  29355. while (this.materials.length) {
  29356. this.materials[0].dispose();
  29357. }
  29358. // Release particles
  29359. while (this.particleSystems.length) {
  29360. this.particleSystems[0].dispose();
  29361. }
  29362. // Release postProcesses
  29363. while (this.postProcesses.length) {
  29364. this.postProcesses[0].dispose();
  29365. }
  29366. // Release textures
  29367. while (this.textures.length) {
  29368. this.textures[0].dispose();
  29369. }
  29370. // Release UBO
  29371. this._sceneUbo.dispose();
  29372. if (this._alternateSceneUbo) {
  29373. this._alternateSceneUbo.dispose();
  29374. }
  29375. // Post-processes
  29376. this.postProcessManager.dispose();
  29377. // Remove from engine
  29378. index = this._engine.scenes.indexOf(this);
  29379. if (index > -1) {
  29380. this._engine.scenes.splice(index, 1);
  29381. }
  29382. this._engine.wipeCaches(true);
  29383. this._isDisposed = true;
  29384. };
  29385. Object.defineProperty(Scene.prototype, "isDisposed", {
  29386. /**
  29387. * Gets if the scene is already disposed
  29388. */
  29389. get: function () {
  29390. return this._isDisposed;
  29391. },
  29392. enumerable: true,
  29393. configurable: true
  29394. });
  29395. /**
  29396. * Call this function to reduce memory footprint of the scene.
  29397. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29398. */
  29399. Scene.prototype.clearCachedVertexData = function () {
  29400. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29401. var mesh = this.meshes[meshIndex];
  29402. var geometry = mesh.geometry;
  29403. if (geometry) {
  29404. geometry._indices = [];
  29405. for (var vbName in geometry._vertexBuffers) {
  29406. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29407. continue;
  29408. }
  29409. geometry._vertexBuffers[vbName]._buffer._data = null;
  29410. }
  29411. }
  29412. }
  29413. };
  29414. /**
  29415. * This function will remove the local cached buffer data from texture.
  29416. * It will save memory but will prevent the texture from being rebuilt
  29417. */
  29418. Scene.prototype.cleanCachedTextureBuffer = function () {
  29419. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29420. var baseTexture = _a[_i];
  29421. var buffer = baseTexture._buffer;
  29422. if (buffer) {
  29423. baseTexture._buffer = null;
  29424. }
  29425. }
  29426. };
  29427. /**
  29428. * Get the world extend vectors with an optional filter
  29429. *
  29430. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29431. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29432. */
  29433. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29434. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29435. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29436. filterPredicate = filterPredicate || (function () { return true; });
  29437. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29438. mesh.computeWorldMatrix(true);
  29439. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29440. return;
  29441. }
  29442. var boundingInfo = mesh.getBoundingInfo();
  29443. var minBox = boundingInfo.boundingBox.minimumWorld;
  29444. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29445. BABYLON.Tools.CheckExtends(minBox, min, max);
  29446. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29447. });
  29448. return {
  29449. min: min,
  29450. max: max
  29451. };
  29452. };
  29453. // Picking
  29454. /**
  29455. * Creates a ray that can be used to pick in the scene
  29456. * @param x defines the x coordinate of the origin (on-screen)
  29457. * @param y defines the y coordinate of the origin (on-screen)
  29458. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29459. * @param camera defines the camera to use for the picking
  29460. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29461. * @returns a Ray
  29462. */
  29463. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29464. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29465. var result = BABYLON.Ray.Zero();
  29466. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29467. return result;
  29468. };
  29469. /**
  29470. * Creates a ray that can be used to pick in the scene
  29471. * @param x defines the x coordinate of the origin (on-screen)
  29472. * @param y defines the y coordinate of the origin (on-screen)
  29473. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29474. * @param result defines the ray where to store the picking ray
  29475. * @param camera defines the camera to use for the picking
  29476. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29477. * @returns the current scene
  29478. */
  29479. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29480. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29481. var engine = this._engine;
  29482. if (!camera) {
  29483. if (!this.activeCamera) {
  29484. throw new Error("Active camera not set");
  29485. }
  29486. camera = this.activeCamera;
  29487. }
  29488. var cameraViewport = camera.viewport;
  29489. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29490. // Moving coordinates to local viewport world
  29491. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29492. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29493. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29494. return this;
  29495. };
  29496. /**
  29497. * Creates a ray that can be used to pick in the scene
  29498. * @param x defines the x coordinate of the origin (on-screen)
  29499. * @param y defines the y coordinate of the origin (on-screen)
  29500. * @param camera defines the camera to use for the picking
  29501. * @returns a Ray
  29502. */
  29503. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29504. var result = BABYLON.Ray.Zero();
  29505. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29506. return result;
  29507. };
  29508. /**
  29509. * Creates a ray that can be used to pick in the scene
  29510. * @param x defines the x coordinate of the origin (on-screen)
  29511. * @param y defines the y coordinate of the origin (on-screen)
  29512. * @param result defines the ray where to store the picking ray
  29513. * @param camera defines the camera to use for the picking
  29514. * @returns the current scene
  29515. */
  29516. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29517. if (!BABYLON.PickingInfo) {
  29518. return this;
  29519. }
  29520. var engine = this._engine;
  29521. if (!camera) {
  29522. if (!this.activeCamera) {
  29523. throw new Error("Active camera not set");
  29524. }
  29525. camera = this.activeCamera;
  29526. }
  29527. var cameraViewport = camera.viewport;
  29528. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29529. var identity = BABYLON.Matrix.Identity();
  29530. // Moving coordinates to local viewport world
  29531. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29532. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29533. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29534. return this;
  29535. };
  29536. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29537. if (!BABYLON.PickingInfo) {
  29538. return null;
  29539. }
  29540. var pickingInfo = null;
  29541. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29542. var mesh = this.meshes[meshIndex];
  29543. if (predicate) {
  29544. if (!predicate(mesh)) {
  29545. continue;
  29546. }
  29547. }
  29548. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29549. continue;
  29550. }
  29551. var world = mesh.getWorldMatrix();
  29552. var ray = rayFunction(world);
  29553. var result = mesh.intersects(ray, fastCheck);
  29554. if (!result || !result.hit) {
  29555. continue;
  29556. }
  29557. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29558. continue;
  29559. }
  29560. pickingInfo = result;
  29561. if (fastCheck) {
  29562. break;
  29563. }
  29564. }
  29565. return pickingInfo || new BABYLON.PickingInfo();
  29566. };
  29567. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29568. if (!BABYLON.PickingInfo) {
  29569. return null;
  29570. }
  29571. var pickingInfos = new Array();
  29572. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29573. var mesh = this.meshes[meshIndex];
  29574. if (predicate) {
  29575. if (!predicate(mesh)) {
  29576. continue;
  29577. }
  29578. }
  29579. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29580. continue;
  29581. }
  29582. var world = mesh.getWorldMatrix();
  29583. var ray = rayFunction(world);
  29584. var result = mesh.intersects(ray, false);
  29585. if (!result || !result.hit) {
  29586. continue;
  29587. }
  29588. pickingInfos.push(result);
  29589. }
  29590. return pickingInfos;
  29591. };
  29592. /** Launch a ray to try to pick a mesh in the scene
  29593. * @param x position on screen
  29594. * @param y position on screen
  29595. * @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
  29596. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29597. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29598. * @returns a PickingInfo
  29599. */
  29600. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29601. var _this = this;
  29602. if (!BABYLON.PickingInfo) {
  29603. return null;
  29604. }
  29605. var result = this._internalPick(function (world) {
  29606. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29607. return _this._tempPickingRay;
  29608. }, predicate, fastCheck);
  29609. if (result) {
  29610. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29611. }
  29612. return result;
  29613. };
  29614. /** Use the given ray to pick a mesh in the scene
  29615. * @param ray The ray to use to pick meshes
  29616. * @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
  29617. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29618. * @returns a PickingInfo
  29619. */
  29620. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29621. var _this = this;
  29622. var result = this._internalPick(function (world) {
  29623. if (!_this._pickWithRayInverseMatrix) {
  29624. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29625. }
  29626. world.invertToRef(_this._pickWithRayInverseMatrix);
  29627. if (!_this._cachedRayForTransform) {
  29628. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29629. }
  29630. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29631. return _this._cachedRayForTransform;
  29632. }, predicate, fastCheck);
  29633. if (result) {
  29634. result.ray = ray;
  29635. }
  29636. return result;
  29637. };
  29638. /**
  29639. * Launch a ray to try to pick a mesh in the scene
  29640. * @param x X position on screen
  29641. * @param y Y position on screen
  29642. * @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
  29643. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29644. * @returns an array of PickingInfo
  29645. */
  29646. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29647. var _this = this;
  29648. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29649. };
  29650. /**
  29651. * Launch a ray to try to pick a mesh in the scene
  29652. * @param ray Ray to use
  29653. * @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
  29654. * @returns an array of PickingInfo
  29655. */
  29656. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29657. var _this = this;
  29658. return this._internalMultiPick(function (world) {
  29659. if (!_this._pickWithRayInverseMatrix) {
  29660. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29661. }
  29662. world.invertToRef(_this._pickWithRayInverseMatrix);
  29663. if (!_this._cachedRayForTransform) {
  29664. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29665. }
  29666. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29667. return _this._cachedRayForTransform;
  29668. }, predicate);
  29669. };
  29670. /**
  29671. * Force the value of meshUnderPointer
  29672. * @param mesh defines the mesh to use
  29673. */
  29674. Scene.prototype.setPointerOverMesh = function (mesh) {
  29675. if (this._pointerOverMesh === mesh) {
  29676. return;
  29677. }
  29678. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29679. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29680. }
  29681. this._pointerOverMesh = mesh;
  29682. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29683. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29684. }
  29685. };
  29686. /**
  29687. * Gets the mesh under the pointer
  29688. * @returns a Mesh or null if no mesh is under the pointer
  29689. */
  29690. Scene.prototype.getPointerOverMesh = function () {
  29691. return this._pointerOverMesh;
  29692. };
  29693. // Misc.
  29694. /** @hidden */
  29695. Scene.prototype._rebuildGeometries = function () {
  29696. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29697. var geometry = _a[_i];
  29698. geometry._rebuild();
  29699. }
  29700. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29701. var mesh = _c[_b];
  29702. mesh._rebuild();
  29703. }
  29704. if (this.postProcessManager) {
  29705. this.postProcessManager._rebuild();
  29706. }
  29707. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29708. var component = _e[_d];
  29709. component.rebuild();
  29710. }
  29711. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29712. var system = _g[_f];
  29713. system.rebuild();
  29714. }
  29715. };
  29716. /** @hidden */
  29717. Scene.prototype._rebuildTextures = function () {
  29718. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29719. var texture = _a[_i];
  29720. texture._rebuild();
  29721. }
  29722. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29723. };
  29724. // Tags
  29725. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29726. if (tagsQuery === undefined) {
  29727. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29728. return list;
  29729. }
  29730. var listByTags = [];
  29731. forEach = forEach || (function (item) { return; });
  29732. for (var i in list) {
  29733. var item = list[i];
  29734. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29735. listByTags.push(item);
  29736. forEach(item);
  29737. }
  29738. }
  29739. return listByTags;
  29740. };
  29741. /**
  29742. * Get a list of meshes by tags
  29743. * @param tagsQuery defines the tags query to use
  29744. * @param forEach defines a predicate used to filter results
  29745. * @returns an array of Mesh
  29746. */
  29747. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29748. return this._getByTags(this.meshes, tagsQuery, forEach);
  29749. };
  29750. /**
  29751. * Get a list of cameras by tags
  29752. * @param tagsQuery defines the tags query to use
  29753. * @param forEach defines a predicate used to filter results
  29754. * @returns an array of Camera
  29755. */
  29756. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29757. return this._getByTags(this.cameras, tagsQuery, forEach);
  29758. };
  29759. /**
  29760. * Get a list of lights by tags
  29761. * @param tagsQuery defines the tags query to use
  29762. * @param forEach defines a predicate used to filter results
  29763. * @returns an array of Light
  29764. */
  29765. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29766. return this._getByTags(this.lights, tagsQuery, forEach);
  29767. };
  29768. /**
  29769. * Get a list of materials by tags
  29770. * @param tagsQuery defines the tags query to use
  29771. * @param forEach defines a predicate used to filter results
  29772. * @returns an array of Material
  29773. */
  29774. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29775. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29776. };
  29777. /**
  29778. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29779. * This allowed control for front to back rendering or reversly depending of the special needs.
  29780. *
  29781. * @param renderingGroupId The rendering group id corresponding to its index
  29782. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29783. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29784. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29785. */
  29786. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29787. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29788. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29789. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29790. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29791. };
  29792. /**
  29793. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29794. *
  29795. * @param renderingGroupId The rendering group id corresponding to its index
  29796. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29797. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29798. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29799. */
  29800. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29801. if (depth === void 0) { depth = true; }
  29802. if (stencil === void 0) { stencil = true; }
  29803. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29804. };
  29805. /**
  29806. * Gets the current auto clear configuration for one rendering group of the rendering
  29807. * manager.
  29808. * @param index the rendering group index to get the information for
  29809. * @returns The auto clear setup for the requested rendering group
  29810. */
  29811. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29812. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29813. };
  29814. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29815. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29816. get: function () {
  29817. return this._blockMaterialDirtyMechanism;
  29818. },
  29819. set: function (value) {
  29820. if (this._blockMaterialDirtyMechanism === value) {
  29821. return;
  29822. }
  29823. this._blockMaterialDirtyMechanism = value;
  29824. if (!value) { // Do a complete update
  29825. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29826. }
  29827. },
  29828. enumerable: true,
  29829. configurable: true
  29830. });
  29831. /**
  29832. * Will flag all materials as dirty to trigger new shader compilation
  29833. * @param flag defines the flag used to specify which material part must be marked as dirty
  29834. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29835. */
  29836. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29837. if (this._blockMaterialDirtyMechanism) {
  29838. return;
  29839. }
  29840. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29841. var material = _a[_i];
  29842. if (predicate && !predicate(material)) {
  29843. continue;
  29844. }
  29845. material.markAsDirty(flag);
  29846. }
  29847. };
  29848. /** @hidden */
  29849. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  29850. var _this = this;
  29851. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  29852. this._activeRequests.push(request);
  29853. request.onCompleteObservable.add(function (request) {
  29854. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29855. });
  29856. return request;
  29857. };
  29858. /** @hidden */
  29859. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  29860. var _this = this;
  29861. return new Promise(function (resolve, reject) {
  29862. _this._loadFile(url, function (data) {
  29863. resolve(data);
  29864. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  29865. reject(exception);
  29866. });
  29867. });
  29868. };
  29869. // Statics
  29870. Scene._uniqueIdCounter = 0;
  29871. /** The fog is deactivated */
  29872. Scene.FOGMODE_NONE = 0;
  29873. /** The fog density is following an exponential function */
  29874. Scene.FOGMODE_EXP = 1;
  29875. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  29876. Scene.FOGMODE_EXP2 = 2;
  29877. /** The fog density is following a linear function. */
  29878. Scene.FOGMODE_LINEAR = 3;
  29879. /**
  29880. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  29881. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29882. */
  29883. Scene.MinDeltaTime = 1.0;
  29884. /**
  29885. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  29886. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29887. */
  29888. Scene.MaxDeltaTime = 1000.0;
  29889. /** The distance in pixel that you have to move to prevent some events */
  29890. Scene.DragMovementThreshold = 10; // in pixels
  29891. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  29892. Scene.LongPressDelay = 500; // in milliseconds
  29893. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  29894. Scene.DoubleClickDelay = 300; // in milliseconds
  29895. /** If you need to check double click without raising a single click at first click, enable this flag */
  29896. Scene.ExclusiveDoubleClickMode = false;
  29897. return Scene;
  29898. }(BABYLON.AbstractScene));
  29899. BABYLON.Scene = Scene;
  29900. })(BABYLON || (BABYLON = {}));
  29901. //# sourceMappingURL=babylon.scene.js.map
  29902. var BABYLON;
  29903. (function (BABYLON) {
  29904. /**
  29905. * Set of assets to keep when moving a scene into an asset container.
  29906. */
  29907. var KeepAssets = /** @class */ (function (_super) {
  29908. __extends(KeepAssets, _super);
  29909. function KeepAssets() {
  29910. return _super !== null && _super.apply(this, arguments) || this;
  29911. }
  29912. return KeepAssets;
  29913. }(BABYLON.AbstractScene));
  29914. BABYLON.KeepAssets = KeepAssets;
  29915. /**
  29916. * Container with a set of assets that can be added or removed from a scene.
  29917. */
  29918. var AssetContainer = /** @class */ (function (_super) {
  29919. __extends(AssetContainer, _super);
  29920. /**
  29921. * Instantiates an AssetContainer.
  29922. * @param scene The scene the AssetContainer belongs to.
  29923. */
  29924. function AssetContainer(scene) {
  29925. var _this = _super.call(this) || this;
  29926. _this.scene = scene;
  29927. return _this;
  29928. }
  29929. /**
  29930. * Adds all the assets from the container to the scene.
  29931. */
  29932. AssetContainer.prototype.addAllToScene = function () {
  29933. var _this = this;
  29934. this.cameras.forEach(function (o) {
  29935. _this.scene.addCamera(o);
  29936. });
  29937. this.lights.forEach(function (o) {
  29938. _this.scene.addLight(o);
  29939. });
  29940. this.meshes.forEach(function (o) {
  29941. _this.scene.addMesh(o);
  29942. });
  29943. this.skeletons.forEach(function (o) {
  29944. _this.scene.addSkeleton(o);
  29945. });
  29946. this.animations.forEach(function (o) {
  29947. _this.scene.addAnimation(o);
  29948. });
  29949. this.animationGroups.forEach(function (o) {
  29950. _this.scene.addAnimationGroup(o);
  29951. });
  29952. this.multiMaterials.forEach(function (o) {
  29953. _this.scene.addMultiMaterial(o);
  29954. });
  29955. this.materials.forEach(function (o) {
  29956. _this.scene.addMaterial(o);
  29957. });
  29958. this.morphTargetManagers.forEach(function (o) {
  29959. _this.scene.addMorphTargetManager(o);
  29960. });
  29961. this.geometries.forEach(function (o) {
  29962. _this.scene.addGeometry(o);
  29963. });
  29964. this.transformNodes.forEach(function (o) {
  29965. _this.scene.addTransformNode(o);
  29966. });
  29967. this.actionManagers.forEach(function (o) {
  29968. _this.scene.addActionManager(o);
  29969. });
  29970. this.textures.forEach(function (o) {
  29971. _this.scene.addTexture(o);
  29972. });
  29973. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  29974. var component = _a[_i];
  29975. component.addFromContainer(this.scene);
  29976. }
  29977. };
  29978. /**
  29979. * Removes all the assets in the container from the scene
  29980. */
  29981. AssetContainer.prototype.removeAllFromScene = function () {
  29982. var _this = this;
  29983. this.cameras.forEach(function (o) {
  29984. _this.scene.removeCamera(o);
  29985. });
  29986. this.lights.forEach(function (o) {
  29987. _this.scene.removeLight(o);
  29988. });
  29989. this.meshes.forEach(function (o) {
  29990. _this.scene.removeMesh(o);
  29991. });
  29992. this.skeletons.forEach(function (o) {
  29993. _this.scene.removeSkeleton(o);
  29994. });
  29995. this.animations.forEach(function (o) {
  29996. _this.scene.removeAnimation(o);
  29997. });
  29998. this.animationGroups.forEach(function (o) {
  29999. _this.scene.removeAnimationGroup(o);
  30000. });
  30001. this.multiMaterials.forEach(function (o) {
  30002. _this.scene.removeMultiMaterial(o);
  30003. });
  30004. this.materials.forEach(function (o) {
  30005. _this.scene.removeMaterial(o);
  30006. });
  30007. this.morphTargetManagers.forEach(function (o) {
  30008. _this.scene.removeMorphTargetManager(o);
  30009. });
  30010. this.geometries.forEach(function (o) {
  30011. _this.scene.removeGeometry(o);
  30012. });
  30013. this.transformNodes.forEach(function (o) {
  30014. _this.scene.removeTransformNode(o);
  30015. });
  30016. this.actionManagers.forEach(function (o) {
  30017. _this.scene.removeActionManager(o);
  30018. });
  30019. this.textures.forEach(function (o) {
  30020. _this.scene.removeTexture(o);
  30021. });
  30022. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30023. var component = _a[_i];
  30024. component.removeFromContainer(this.scene);
  30025. }
  30026. };
  30027. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30028. if (!sourceAssets) {
  30029. return;
  30030. }
  30031. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30032. var asset = sourceAssets_1[_i];
  30033. var move = true;
  30034. if (keepAssets) {
  30035. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30036. var keepAsset = keepAssets_1[_a];
  30037. if (asset === keepAsset) {
  30038. move = false;
  30039. break;
  30040. }
  30041. }
  30042. }
  30043. if (move) {
  30044. targetAssets.push(asset);
  30045. }
  30046. }
  30047. };
  30048. /**
  30049. * Removes all the assets contained in the scene and adds them to the container.
  30050. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30051. */
  30052. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30053. if (keepAssets === undefined) {
  30054. keepAssets = new KeepAssets();
  30055. }
  30056. for (var key in this) {
  30057. if (this.hasOwnProperty(key)) {
  30058. this[key] = this[key] || [];
  30059. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30060. }
  30061. }
  30062. this.removeAllFromScene();
  30063. };
  30064. /**
  30065. * 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.
  30066. * @returns the root mesh
  30067. */
  30068. AssetContainer.prototype.createRootMesh = function () {
  30069. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30070. this.meshes.forEach(function (m) {
  30071. if (!m.parent) {
  30072. rootMesh.addChild(m);
  30073. }
  30074. });
  30075. this.meshes.unshift(rootMesh);
  30076. return rootMesh;
  30077. };
  30078. return AssetContainer;
  30079. }(BABYLON.AbstractScene));
  30080. BABYLON.AssetContainer = AssetContainer;
  30081. })(BABYLON || (BABYLON = {}));
  30082. //# sourceMappingURL=babylon.assetContainer.js.map
  30083. var BABYLON;
  30084. (function (BABYLON) {
  30085. /**
  30086. * Class used to store data that will be store in GPU memory
  30087. */
  30088. var Buffer = /** @class */ (function () {
  30089. /**
  30090. * Constructor
  30091. * @param engine the engine
  30092. * @param data the data to use for this buffer
  30093. * @param updatable whether the data is updatable
  30094. * @param stride the stride (optional)
  30095. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30096. * @param instanced whether the buffer is instanced (optional)
  30097. * @param useBytes set to true if the stride in in bytes (optional)
  30098. */
  30099. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30100. if (stride === void 0) { stride = 0; }
  30101. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30102. if (instanced === void 0) { instanced = false; }
  30103. if (useBytes === void 0) { useBytes = false; }
  30104. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30105. this._engine = engine.getScene().getEngine();
  30106. }
  30107. else {
  30108. this._engine = engine;
  30109. }
  30110. this._updatable = updatable;
  30111. this._instanced = instanced;
  30112. this._data = data;
  30113. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30114. if (!postponeInternalCreation) { // by default
  30115. this.create();
  30116. }
  30117. }
  30118. /**
  30119. * Create a new VertexBuffer based on the current buffer
  30120. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30121. * @param offset defines offset in the buffer (0 by default)
  30122. * @param size defines the size in floats of attributes (position is 3 for instance)
  30123. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30124. * @param instanced defines if the vertex buffer contains indexed data
  30125. * @param useBytes defines if the offset and stride are in bytes
  30126. * @returns the new vertex buffer
  30127. */
  30128. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30129. if (useBytes === void 0) { useBytes = false; }
  30130. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30131. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30132. // a lot of these parameters are ignored as they are overriden by the buffer
  30133. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30134. };
  30135. // Properties
  30136. /**
  30137. * Gets a boolean indicating if the Buffer is updatable?
  30138. * @returns true if the buffer is updatable
  30139. */
  30140. Buffer.prototype.isUpdatable = function () {
  30141. return this._updatable;
  30142. };
  30143. /**
  30144. * Gets current buffer's data
  30145. * @returns a DataArray or null
  30146. */
  30147. Buffer.prototype.getData = function () {
  30148. return this._data;
  30149. };
  30150. /**
  30151. * Gets underlying native buffer
  30152. * @returns underlying native buffer
  30153. */
  30154. Buffer.prototype.getBuffer = function () {
  30155. return this._buffer;
  30156. };
  30157. /**
  30158. * Gets the stride in float32 units (i.e. byte stride / 4).
  30159. * May not be an integer if the byte stride is not divisible by 4.
  30160. * DEPRECATED. Use byteStride instead.
  30161. * @returns the stride in float32 units
  30162. */
  30163. Buffer.prototype.getStrideSize = function () {
  30164. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30165. };
  30166. // Methods
  30167. /**
  30168. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30169. * @param data defines the data to store
  30170. */
  30171. Buffer.prototype.create = function (data) {
  30172. if (data === void 0) { data = null; }
  30173. if (!data && this._buffer) {
  30174. return; // nothing to do
  30175. }
  30176. data = data || this._data;
  30177. if (!data) {
  30178. return;
  30179. }
  30180. if (!this._buffer) { // create buffer
  30181. if (this._updatable) {
  30182. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30183. this._data = data;
  30184. }
  30185. else {
  30186. this._buffer = this._engine.createVertexBuffer(data);
  30187. }
  30188. }
  30189. else if (this._updatable) { // update buffer
  30190. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30191. this._data = data;
  30192. }
  30193. };
  30194. /** @hidden */
  30195. Buffer.prototype._rebuild = function () {
  30196. this._buffer = null;
  30197. this.create(this._data);
  30198. };
  30199. /**
  30200. * Update current buffer data
  30201. * @param data defines the data to store
  30202. */
  30203. Buffer.prototype.update = function (data) {
  30204. this.create(data);
  30205. };
  30206. /**
  30207. * Updates the data directly.
  30208. * @param data the new data
  30209. * @param offset the new offset
  30210. * @param vertexCount the vertex count (optional)
  30211. * @param useBytes set to true if the offset is in bytes
  30212. */
  30213. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30214. if (useBytes === void 0) { useBytes = false; }
  30215. if (!this._buffer) {
  30216. return;
  30217. }
  30218. if (this._updatable) { // update buffer
  30219. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30220. this._data = null;
  30221. }
  30222. };
  30223. /**
  30224. * Release all resources
  30225. */
  30226. Buffer.prototype.dispose = function () {
  30227. if (!this._buffer) {
  30228. return;
  30229. }
  30230. if (this._engine._releaseBuffer(this._buffer)) {
  30231. this._buffer = null;
  30232. }
  30233. };
  30234. return Buffer;
  30235. }());
  30236. BABYLON.Buffer = Buffer;
  30237. })(BABYLON || (BABYLON = {}));
  30238. //# sourceMappingURL=babylon.buffer.js.map
  30239. var BABYLON;
  30240. (function (BABYLON) {
  30241. /**
  30242. * Specialized buffer used to store vertex data
  30243. */
  30244. var VertexBuffer = /** @class */ (function () {
  30245. /**
  30246. * Constructor
  30247. * @param engine the engine
  30248. * @param data the data to use for this vertex buffer
  30249. * @param kind the vertex buffer kind
  30250. * @param updatable whether the data is updatable
  30251. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30252. * @param stride the stride (optional)
  30253. * @param instanced whether the buffer is instanced (optional)
  30254. * @param offset the offset of the data (optional)
  30255. * @param size the number of components (optional)
  30256. * @param type the type of the component (optional)
  30257. * @param normalized whether the data contains normalized data (optional)
  30258. * @param useBytes set to true if stride and offset are in bytes (optional)
  30259. */
  30260. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30261. if (normalized === void 0) { normalized = false; }
  30262. if (useBytes === void 0) { useBytes = false; }
  30263. if (data instanceof BABYLON.Buffer) {
  30264. this._buffer = data;
  30265. this._ownsBuffer = false;
  30266. }
  30267. else {
  30268. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30269. this._ownsBuffer = true;
  30270. }
  30271. this._kind = kind;
  30272. if (type == undefined) {
  30273. var data_1 = this.getData();
  30274. this.type = VertexBuffer.FLOAT;
  30275. if (data_1 instanceof Int8Array) {
  30276. this.type = VertexBuffer.BYTE;
  30277. }
  30278. else if (data_1 instanceof Uint8Array) {
  30279. this.type = VertexBuffer.UNSIGNED_BYTE;
  30280. }
  30281. else if (data_1 instanceof Int16Array) {
  30282. this.type = VertexBuffer.SHORT;
  30283. }
  30284. else if (data_1 instanceof Uint16Array) {
  30285. this.type = VertexBuffer.UNSIGNED_SHORT;
  30286. }
  30287. else if (data_1 instanceof Int32Array) {
  30288. this.type = VertexBuffer.INT;
  30289. }
  30290. else if (data_1 instanceof Uint32Array) {
  30291. this.type = VertexBuffer.UNSIGNED_INT;
  30292. }
  30293. }
  30294. else {
  30295. this.type = type;
  30296. }
  30297. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30298. if (useBytes) {
  30299. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30300. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30301. this.byteOffset = offset || 0;
  30302. }
  30303. else {
  30304. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30305. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30306. this.byteOffset = (offset || 0) * typeByteLength;
  30307. }
  30308. this.normalized = normalized;
  30309. this._instanced = instanced !== undefined ? instanced : false;
  30310. this._instanceDivisor = instanced ? 1 : 0;
  30311. }
  30312. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30313. /**
  30314. * Gets or sets the instance divisor when in instanced mode
  30315. */
  30316. get: function () {
  30317. return this._instanceDivisor;
  30318. },
  30319. set: function (value) {
  30320. this._instanceDivisor = value;
  30321. if (value == 0) {
  30322. this._instanced = false;
  30323. }
  30324. else {
  30325. this._instanced = true;
  30326. }
  30327. },
  30328. enumerable: true,
  30329. configurable: true
  30330. });
  30331. /** @hidden */
  30332. VertexBuffer.prototype._rebuild = function () {
  30333. if (!this._buffer) {
  30334. return;
  30335. }
  30336. this._buffer._rebuild();
  30337. };
  30338. /**
  30339. * Returns the kind of the VertexBuffer (string)
  30340. * @returns a string
  30341. */
  30342. VertexBuffer.prototype.getKind = function () {
  30343. return this._kind;
  30344. };
  30345. // Properties
  30346. /**
  30347. * Gets a boolean indicating if the VertexBuffer is updatable?
  30348. * @returns true if the buffer is updatable
  30349. */
  30350. VertexBuffer.prototype.isUpdatable = function () {
  30351. return this._buffer.isUpdatable();
  30352. };
  30353. /**
  30354. * Gets current buffer's data
  30355. * @returns a DataArray or null
  30356. */
  30357. VertexBuffer.prototype.getData = function () {
  30358. return this._buffer.getData();
  30359. };
  30360. /**
  30361. * Gets underlying native buffer
  30362. * @returns underlying native buffer
  30363. */
  30364. VertexBuffer.prototype.getBuffer = function () {
  30365. return this._buffer.getBuffer();
  30366. };
  30367. /**
  30368. * Gets the stride in float32 units (i.e. byte stride / 4).
  30369. * May not be an integer if the byte stride is not divisible by 4.
  30370. * DEPRECATED. Use byteStride instead.
  30371. * @returns the stride in float32 units
  30372. */
  30373. VertexBuffer.prototype.getStrideSize = function () {
  30374. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30375. };
  30376. /**
  30377. * Returns the offset as a multiple of the type byte length.
  30378. * DEPRECATED. Use byteOffset instead.
  30379. * @returns the offset in bytes
  30380. */
  30381. VertexBuffer.prototype.getOffset = function () {
  30382. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30383. };
  30384. /**
  30385. * Returns the number of components per vertex attribute (integer)
  30386. * @returns the size in float
  30387. */
  30388. VertexBuffer.prototype.getSize = function () {
  30389. return this._size;
  30390. };
  30391. /**
  30392. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30393. * @returns true if this buffer is instanced
  30394. */
  30395. VertexBuffer.prototype.getIsInstanced = function () {
  30396. return this._instanced;
  30397. };
  30398. /**
  30399. * Returns the instancing divisor, zero for non-instanced (integer).
  30400. * @returns a number
  30401. */
  30402. VertexBuffer.prototype.getInstanceDivisor = function () {
  30403. return this._instanceDivisor;
  30404. };
  30405. // Methods
  30406. /**
  30407. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30408. * @param data defines the data to store
  30409. */
  30410. VertexBuffer.prototype.create = function (data) {
  30411. this._buffer.create(data);
  30412. };
  30413. /**
  30414. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30415. * This function will create a new buffer if the current one is not updatable
  30416. * @param data defines the data to store
  30417. */
  30418. VertexBuffer.prototype.update = function (data) {
  30419. this._buffer.update(data);
  30420. };
  30421. /**
  30422. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30423. * Returns the directly updated WebGLBuffer.
  30424. * @param data the new data
  30425. * @param offset the new offset
  30426. * @param useBytes set to true if the offset is in bytes
  30427. */
  30428. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30429. if (useBytes === void 0) { useBytes = false; }
  30430. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30431. };
  30432. /**
  30433. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30434. */
  30435. VertexBuffer.prototype.dispose = function () {
  30436. if (this._ownsBuffer) {
  30437. this._buffer.dispose();
  30438. }
  30439. };
  30440. /**
  30441. * Enumerates each value of this vertex buffer as numbers.
  30442. * @param count the number of values to enumerate
  30443. * @param callback the callback function called for each value
  30444. */
  30445. VertexBuffer.prototype.forEach = function (count, callback) {
  30446. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30447. };
  30448. /**
  30449. * Deduces the stride given a kind.
  30450. * @param kind The kind string to deduce
  30451. * @returns The deduced stride
  30452. */
  30453. VertexBuffer.DeduceStride = function (kind) {
  30454. switch (kind) {
  30455. case VertexBuffer.UVKind:
  30456. case VertexBuffer.UV2Kind:
  30457. case VertexBuffer.UV3Kind:
  30458. case VertexBuffer.UV4Kind:
  30459. case VertexBuffer.UV5Kind:
  30460. case VertexBuffer.UV6Kind:
  30461. return 2;
  30462. case VertexBuffer.NormalKind:
  30463. case VertexBuffer.PositionKind:
  30464. return 3;
  30465. case VertexBuffer.ColorKind:
  30466. case VertexBuffer.MatricesIndicesKind:
  30467. case VertexBuffer.MatricesIndicesExtraKind:
  30468. case VertexBuffer.MatricesWeightsKind:
  30469. case VertexBuffer.MatricesWeightsExtraKind:
  30470. case VertexBuffer.TangentKind:
  30471. return 4;
  30472. default:
  30473. throw new Error("Invalid kind '" + kind + "'");
  30474. }
  30475. };
  30476. /**
  30477. * Gets the byte length of the given type.
  30478. * @param type the type
  30479. * @returns the number of bytes
  30480. */
  30481. VertexBuffer.GetTypeByteLength = function (type) {
  30482. switch (type) {
  30483. case VertexBuffer.BYTE:
  30484. case VertexBuffer.UNSIGNED_BYTE:
  30485. return 1;
  30486. case VertexBuffer.SHORT:
  30487. case VertexBuffer.UNSIGNED_SHORT:
  30488. return 2;
  30489. case VertexBuffer.INT:
  30490. case VertexBuffer.FLOAT:
  30491. return 4;
  30492. default:
  30493. throw new Error("Invalid type '" + type + "'");
  30494. }
  30495. };
  30496. /**
  30497. * Enumerates each value of the given parameters as numbers.
  30498. * @param data the data to enumerate
  30499. * @param byteOffset the byte offset of the data
  30500. * @param byteStride the byte stride of the data
  30501. * @param componentCount the number of components per element
  30502. * @param componentType the type of the component
  30503. * @param count the total number of components
  30504. * @param normalized whether the data is normalized
  30505. * @param callback the callback function called for each value
  30506. */
  30507. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30508. if (data instanceof Array) {
  30509. var offset = byteOffset / 4;
  30510. var stride = byteStride / 4;
  30511. for (var index = 0; index < count; index += componentCount) {
  30512. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30513. callback(data[offset + componentIndex], index + componentIndex);
  30514. }
  30515. offset += stride;
  30516. }
  30517. }
  30518. else {
  30519. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30520. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30521. for (var index = 0; index < count; index += componentCount) {
  30522. var componentByteOffset = byteOffset;
  30523. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30524. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30525. callback(value, index + componentIndex);
  30526. componentByteOffset += componentByteLength;
  30527. }
  30528. byteOffset += byteStride;
  30529. }
  30530. }
  30531. };
  30532. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30533. switch (type) {
  30534. case VertexBuffer.BYTE: {
  30535. var value = dataView.getInt8(byteOffset);
  30536. if (normalized) {
  30537. value = Math.max(value / 127, -1);
  30538. }
  30539. return value;
  30540. }
  30541. case VertexBuffer.UNSIGNED_BYTE: {
  30542. var value = dataView.getUint8(byteOffset);
  30543. if (normalized) {
  30544. value = value / 255;
  30545. }
  30546. return value;
  30547. }
  30548. case VertexBuffer.SHORT: {
  30549. var value = dataView.getInt16(byteOffset, true);
  30550. if (normalized) {
  30551. value = Math.max(value / 16383, -1);
  30552. }
  30553. return value;
  30554. }
  30555. case VertexBuffer.UNSIGNED_SHORT: {
  30556. var value = dataView.getUint16(byteOffset, true);
  30557. if (normalized) {
  30558. value = value / 65535;
  30559. }
  30560. return value;
  30561. }
  30562. case VertexBuffer.FLOAT: {
  30563. return dataView.getFloat32(byteOffset, true);
  30564. }
  30565. default: {
  30566. throw new Error("Invalid component type " + type);
  30567. }
  30568. }
  30569. };
  30570. /**
  30571. * The byte type.
  30572. */
  30573. VertexBuffer.BYTE = 5120;
  30574. /**
  30575. * The unsigned byte type.
  30576. */
  30577. VertexBuffer.UNSIGNED_BYTE = 5121;
  30578. /**
  30579. * The short type.
  30580. */
  30581. VertexBuffer.SHORT = 5122;
  30582. /**
  30583. * The unsigned short type.
  30584. */
  30585. VertexBuffer.UNSIGNED_SHORT = 5123;
  30586. /**
  30587. * The integer type.
  30588. */
  30589. VertexBuffer.INT = 5124;
  30590. /**
  30591. * The unsigned integer type.
  30592. */
  30593. VertexBuffer.UNSIGNED_INT = 5125;
  30594. /**
  30595. * The float type.
  30596. */
  30597. VertexBuffer.FLOAT = 5126;
  30598. // Enums
  30599. /**
  30600. * Positions
  30601. */
  30602. VertexBuffer.PositionKind = "position";
  30603. /**
  30604. * Normals
  30605. */
  30606. VertexBuffer.NormalKind = "normal";
  30607. /**
  30608. * Tangents
  30609. */
  30610. VertexBuffer.TangentKind = "tangent";
  30611. /**
  30612. * Texture coordinates
  30613. */
  30614. VertexBuffer.UVKind = "uv";
  30615. /**
  30616. * Texture coordinates 2
  30617. */
  30618. VertexBuffer.UV2Kind = "uv2";
  30619. /**
  30620. * Texture coordinates 3
  30621. */
  30622. VertexBuffer.UV3Kind = "uv3";
  30623. /**
  30624. * Texture coordinates 4
  30625. */
  30626. VertexBuffer.UV4Kind = "uv4";
  30627. /**
  30628. * Texture coordinates 5
  30629. */
  30630. VertexBuffer.UV5Kind = "uv5";
  30631. /**
  30632. * Texture coordinates 6
  30633. */
  30634. VertexBuffer.UV6Kind = "uv6";
  30635. /**
  30636. * Colors
  30637. */
  30638. VertexBuffer.ColorKind = "color";
  30639. /**
  30640. * Matrix indices (for bones)
  30641. */
  30642. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30643. /**
  30644. * Matrix weights (for bones)
  30645. */
  30646. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30647. /**
  30648. * Additional matrix indices (for bones)
  30649. */
  30650. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30651. /**
  30652. * Additional matrix weights (for bones)
  30653. */
  30654. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30655. return VertexBuffer;
  30656. }());
  30657. BABYLON.VertexBuffer = VertexBuffer;
  30658. })(BABYLON || (BABYLON = {}));
  30659. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30660. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30661. var BABYLON;
  30662. (function (BABYLON) {
  30663. /**
  30664. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30665. */
  30666. var DummyInternalTextureTracker = /** @class */ (function () {
  30667. function DummyInternalTextureTracker() {
  30668. /**
  30669. * Gets or set the previous tracker in the list
  30670. */
  30671. this.previous = null;
  30672. /**
  30673. * Gets or set the next tracker in the list
  30674. */
  30675. this.next = null;
  30676. }
  30677. return DummyInternalTextureTracker;
  30678. }());
  30679. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30680. })(BABYLON || (BABYLON = {}));
  30681. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30682. var BABYLON;
  30683. (function (BABYLON) {
  30684. /**
  30685. * Class used to store data associated with WebGL texture data for the engine
  30686. * This class should not be used directly
  30687. */
  30688. var InternalTexture = /** @class */ (function () {
  30689. /**
  30690. * Creates a new InternalTexture
  30691. * @param engine defines the engine to use
  30692. * @param dataSource defines the type of data that will be used
  30693. */
  30694. function InternalTexture(engine, dataSource) {
  30695. /**
  30696. * Observable called when the texture is loaded
  30697. */
  30698. this.onLoadedObservable = new BABYLON.Observable();
  30699. /**
  30700. * Gets or set the previous tracker in the list
  30701. */
  30702. this.previous = null;
  30703. /**
  30704. * Gets or set the next tracker in the list
  30705. */
  30706. this.next = null;
  30707. // Private
  30708. /** @hidden */
  30709. this._initialSlot = -1;
  30710. /** @hidden */
  30711. this._designatedSlot = -1;
  30712. /** @hidden */
  30713. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30714. /** @hidden */
  30715. this._comparisonFunction = 0;
  30716. /** @hidden */
  30717. this._sphericalPolynomial = null;
  30718. /** @hidden */
  30719. this._lodGenerationScale = 0;
  30720. /** @hidden */
  30721. this._lodGenerationOffset = 0;
  30722. /** @hidden */
  30723. this._isRGBD = false;
  30724. /** @hidden */
  30725. this._references = 1;
  30726. this._engine = engine;
  30727. this._dataSource = dataSource;
  30728. this._webGLTexture = engine._createTexture();
  30729. }
  30730. /**
  30731. * Gets the Engine the texture belongs to.
  30732. * @returns The babylon engine
  30733. */
  30734. InternalTexture.prototype.getEngine = function () {
  30735. return this._engine;
  30736. };
  30737. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30738. /**
  30739. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30740. */
  30741. get: function () {
  30742. return this._dataSource;
  30743. },
  30744. enumerable: true,
  30745. configurable: true
  30746. });
  30747. /**
  30748. * Increments the number of references (ie. the number of Texture that point to it)
  30749. */
  30750. InternalTexture.prototype.incrementReferences = function () {
  30751. this._references++;
  30752. };
  30753. /**
  30754. * Change the size of the texture (not the size of the content)
  30755. * @param width defines the new width
  30756. * @param height defines the new height
  30757. * @param depth defines the new depth (1 by default)
  30758. */
  30759. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30760. if (depth === void 0) { depth = 1; }
  30761. this.width = width;
  30762. this.height = height;
  30763. this.depth = depth;
  30764. this.baseWidth = width;
  30765. this.baseHeight = height;
  30766. this.baseDepth = depth;
  30767. this._size = width * height * depth;
  30768. };
  30769. /** @hidden */
  30770. InternalTexture.prototype._rebuild = function () {
  30771. var _this = this;
  30772. var proxy;
  30773. this.isReady = false;
  30774. this._cachedCoordinatesMode = null;
  30775. this._cachedWrapU = null;
  30776. this._cachedWrapV = null;
  30777. this._cachedAnisotropicFilteringLevel = null;
  30778. switch (this._dataSource) {
  30779. case InternalTexture.DATASOURCE_TEMP:
  30780. return;
  30781. case InternalTexture.DATASOURCE_URL:
  30782. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30783. _this.isReady = true;
  30784. }, null, this._buffer, undefined, this.format);
  30785. proxy._swapAndDie(this);
  30786. return;
  30787. case InternalTexture.DATASOURCE_RAW:
  30788. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30789. proxy._swapAndDie(this);
  30790. this.isReady = true;
  30791. return;
  30792. case InternalTexture.DATASOURCE_RAW3D:
  30793. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30794. proxy._swapAndDie(this);
  30795. this.isReady = true;
  30796. return;
  30797. case InternalTexture.DATASOURCE_DYNAMIC:
  30798. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30799. proxy._swapAndDie(this);
  30800. // The engine will make sure to update content so no need to flag it as isReady = true
  30801. return;
  30802. case InternalTexture.DATASOURCE_RENDERTARGET:
  30803. var options = new BABYLON.RenderTargetCreationOptions();
  30804. options.generateDepthBuffer = this._generateDepthBuffer;
  30805. options.generateMipMaps = this.generateMipMaps;
  30806. options.generateStencilBuffer = this._generateStencilBuffer;
  30807. options.samplingMode = this.samplingMode;
  30808. options.type = this.type;
  30809. if (this.isCube) {
  30810. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30811. }
  30812. else {
  30813. var size = {
  30814. width: this.width,
  30815. height: this.height
  30816. };
  30817. proxy = this._engine.createRenderTargetTexture(size, options);
  30818. }
  30819. proxy._swapAndDie(this);
  30820. this.isReady = true;
  30821. return;
  30822. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30823. var depthTextureOptions = {
  30824. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30825. comparisonFunction: this._comparisonFunction,
  30826. generateStencil: this._generateStencilBuffer,
  30827. isCube: this.isCube
  30828. };
  30829. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30830. proxy._swapAndDie(this);
  30831. this.isReady = true;
  30832. return;
  30833. case InternalTexture.DATASOURCE_CUBE:
  30834. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30835. _this.isReady = true;
  30836. }, null, this.format, this._extension);
  30837. proxy._swapAndDie(this);
  30838. return;
  30839. case InternalTexture.DATASOURCE_CUBERAW:
  30840. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30841. proxy._swapAndDie(this);
  30842. this.isReady = true;
  30843. return;
  30844. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30845. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30846. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30847. _this.isReady = true;
  30848. });
  30849. proxy._swapAndDie(this);
  30850. return;
  30851. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  30852. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  30853. if (proxy) {
  30854. proxy._swapAndDie(_this);
  30855. }
  30856. _this.isReady = true;
  30857. }, null, this.format, this._extension);
  30858. proxy._sphericalPolynomial = this._sphericalPolynomial;
  30859. return;
  30860. }
  30861. };
  30862. /** @hidden */
  30863. InternalTexture.prototype._swapAndDie = function (target) {
  30864. target._webGLTexture = this._webGLTexture;
  30865. if (this._framebuffer) {
  30866. target._framebuffer = this._framebuffer;
  30867. }
  30868. if (this._depthStencilBuffer) {
  30869. target._depthStencilBuffer = this._depthStencilBuffer;
  30870. }
  30871. if (this._lodTextureHigh) {
  30872. if (target._lodTextureHigh) {
  30873. target._lodTextureHigh.dispose();
  30874. }
  30875. target._lodTextureHigh = this._lodTextureHigh;
  30876. }
  30877. if (this._lodTextureMid) {
  30878. if (target._lodTextureMid) {
  30879. target._lodTextureMid.dispose();
  30880. }
  30881. target._lodTextureMid = this._lodTextureMid;
  30882. }
  30883. if (this._lodTextureLow) {
  30884. if (target._lodTextureLow) {
  30885. target._lodTextureLow.dispose();
  30886. }
  30887. target._lodTextureLow = this._lodTextureLow;
  30888. }
  30889. var cache = this._engine.getLoadedTexturesCache();
  30890. var index = cache.indexOf(this);
  30891. if (index !== -1) {
  30892. cache.splice(index, 1);
  30893. }
  30894. };
  30895. /**
  30896. * Dispose the current allocated resources
  30897. */
  30898. InternalTexture.prototype.dispose = function () {
  30899. if (!this._webGLTexture) {
  30900. return;
  30901. }
  30902. this._references--;
  30903. if (this._references === 0) {
  30904. this._engine._releaseTexture(this);
  30905. this._webGLTexture = null;
  30906. this.previous = null;
  30907. this.next = null;
  30908. }
  30909. };
  30910. /**
  30911. * The source of the texture data is unknown
  30912. */
  30913. InternalTexture.DATASOURCE_UNKNOWN = 0;
  30914. /**
  30915. * Texture data comes from an URL
  30916. */
  30917. InternalTexture.DATASOURCE_URL = 1;
  30918. /**
  30919. * Texture data is only used for temporary storage
  30920. */
  30921. InternalTexture.DATASOURCE_TEMP = 2;
  30922. /**
  30923. * Texture data comes from raw data (ArrayBuffer)
  30924. */
  30925. InternalTexture.DATASOURCE_RAW = 3;
  30926. /**
  30927. * Texture content is dynamic (video or dynamic texture)
  30928. */
  30929. InternalTexture.DATASOURCE_DYNAMIC = 4;
  30930. /**
  30931. * Texture content is generated by rendering to it
  30932. */
  30933. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  30934. /**
  30935. * Texture content is part of a multi render target process
  30936. */
  30937. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  30938. /**
  30939. * Texture data comes from a cube data file
  30940. */
  30941. InternalTexture.DATASOURCE_CUBE = 7;
  30942. /**
  30943. * Texture data comes from a raw cube data
  30944. */
  30945. InternalTexture.DATASOURCE_CUBERAW = 8;
  30946. /**
  30947. * Texture data come from a prefiltered cube data file
  30948. */
  30949. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  30950. /**
  30951. * Texture content is raw 3D data
  30952. */
  30953. InternalTexture.DATASOURCE_RAW3D = 10;
  30954. /**
  30955. * Texture content is a depth texture
  30956. */
  30957. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  30958. /**
  30959. * Texture data comes from a raw cube data encoded with RGBD
  30960. */
  30961. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  30962. return InternalTexture;
  30963. }());
  30964. BABYLON.InternalTexture = InternalTexture;
  30965. })(BABYLON || (BABYLON = {}));
  30966. //# sourceMappingURL=babylon.internalTexture.js.map
  30967. var BABYLON;
  30968. (function (BABYLON) {
  30969. /**
  30970. * Base class of all the textures in babylon.
  30971. * It groups all the common properties the materials, post process, lights... might need
  30972. * in order to make a correct use of the texture.
  30973. */
  30974. var BaseTexture = /** @class */ (function () {
  30975. /**
  30976. * Instantiates a new BaseTexture.
  30977. * Base class of all the textures in babylon.
  30978. * It groups all the common properties the materials, post process, lights... might need
  30979. * in order to make a correct use of the texture.
  30980. * @param scene Define the scene the texture blongs to
  30981. */
  30982. function BaseTexture(scene) {
  30983. this._hasAlpha = false;
  30984. /**
  30985. * Defines if the alpha value should be determined via the rgb values.
  30986. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30987. */
  30988. this.getAlphaFromRGB = false;
  30989. /**
  30990. * Intensity or strength of the texture.
  30991. * It is commonly used by materials to fine tune the intensity of the texture
  30992. */
  30993. this.level = 1;
  30994. /**
  30995. * Define the UV chanel to use starting from 0 and defaulting to 0.
  30996. * This is part of the texture as textures usually maps to one uv set.
  30997. */
  30998. this.coordinatesIndex = 0;
  30999. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31000. /**
  31001. * | Value | Type | Description |
  31002. * | ----- | ------------------ | ----------- |
  31003. * | 0 | CLAMP_ADDRESSMODE | |
  31004. * | 1 | WRAP_ADDRESSMODE | |
  31005. * | 2 | MIRROR_ADDRESSMODE | |
  31006. */
  31007. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31008. /**
  31009. * | Value | Type | Description |
  31010. * | ----- | ------------------ | ----------- |
  31011. * | 0 | CLAMP_ADDRESSMODE | |
  31012. * | 1 | WRAP_ADDRESSMODE | |
  31013. * | 2 | MIRROR_ADDRESSMODE | |
  31014. */
  31015. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31016. /**
  31017. * | Value | Type | Description |
  31018. * | ----- | ------------------ | ----------- |
  31019. * | 0 | CLAMP_ADDRESSMODE | |
  31020. * | 1 | WRAP_ADDRESSMODE | |
  31021. * | 2 | MIRROR_ADDRESSMODE | |
  31022. */
  31023. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31024. /**
  31025. * With compliant hardware and browser (supporting anisotropic filtering)
  31026. * this defines the level of anisotropic filtering in the texture.
  31027. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31028. */
  31029. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31030. /**
  31031. * Define if the texture is a cube texture or if false a 2d texture.
  31032. */
  31033. this.isCube = false;
  31034. /**
  31035. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31036. */
  31037. this.is3D = false;
  31038. /**
  31039. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31040. * HDR texture are usually stored in linear space.
  31041. * This only impacts the PBR and Background materials
  31042. */
  31043. this.gammaSpace = true;
  31044. /**
  31045. * Is Z inverted in the texture (useful in a cube texture).
  31046. */
  31047. this.invertZ = false;
  31048. /**
  31049. * @hidden
  31050. */
  31051. this.lodLevelInAlpha = false;
  31052. /**
  31053. * Define if the texture is a render target.
  31054. */
  31055. this.isRenderTarget = false;
  31056. /**
  31057. * Define the list of animation attached to the texture.
  31058. */
  31059. this.animations = new Array();
  31060. /**
  31061. * An event triggered when the texture is disposed.
  31062. */
  31063. this.onDisposeObservable = new BABYLON.Observable();
  31064. /**
  31065. * Define the current state of the loading sequence when in delayed load mode.
  31066. */
  31067. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31068. this._cachedSize = BABYLON.Size.Zero();
  31069. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31070. if (this._scene) {
  31071. this._scene.textures.push(this);
  31072. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31073. }
  31074. this._uid = null;
  31075. }
  31076. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31077. get: function () {
  31078. return this._hasAlpha;
  31079. },
  31080. /**
  31081. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31082. */
  31083. set: function (value) {
  31084. if (this._hasAlpha === value) {
  31085. return;
  31086. }
  31087. this._hasAlpha = value;
  31088. if (this._scene) {
  31089. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31090. }
  31091. },
  31092. enumerable: true,
  31093. configurable: true
  31094. });
  31095. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31096. get: function () {
  31097. return this._coordinatesMode;
  31098. },
  31099. /**
  31100. * How a texture is mapped.
  31101. *
  31102. * | Value | Type | Description |
  31103. * | ----- | ----------------------------------- | ----------- |
  31104. * | 0 | EXPLICIT_MODE | |
  31105. * | 1 | SPHERICAL_MODE | |
  31106. * | 2 | PLANAR_MODE | |
  31107. * | 3 | CUBIC_MODE | |
  31108. * | 4 | PROJECTION_MODE | |
  31109. * | 5 | SKYBOX_MODE | |
  31110. * | 6 | INVCUBIC_MODE | |
  31111. * | 7 | EQUIRECTANGULAR_MODE | |
  31112. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31113. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31114. */
  31115. set: function (value) {
  31116. if (this._coordinatesMode === value) {
  31117. return;
  31118. }
  31119. this._coordinatesMode = value;
  31120. if (this._scene) {
  31121. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31122. }
  31123. },
  31124. enumerable: true,
  31125. configurable: true
  31126. });
  31127. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31128. /**
  31129. * Gets whether or not the texture contains RGBD data.
  31130. */
  31131. get: function () {
  31132. return this._texture != null && this._texture._isRGBD;
  31133. },
  31134. enumerable: true,
  31135. configurable: true
  31136. });
  31137. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31138. /**
  31139. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31140. */
  31141. get: function () {
  31142. if (this._texture) {
  31143. return this._texture._lodGenerationOffset;
  31144. }
  31145. return 0.0;
  31146. },
  31147. set: function (value) {
  31148. if (this._texture) {
  31149. this._texture._lodGenerationOffset = value;
  31150. }
  31151. },
  31152. enumerable: true,
  31153. configurable: true
  31154. });
  31155. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31156. /**
  31157. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31158. */
  31159. get: function () {
  31160. if (this._texture) {
  31161. return this._texture._lodGenerationScale;
  31162. }
  31163. return 0.0;
  31164. },
  31165. set: function (value) {
  31166. if (this._texture) {
  31167. this._texture._lodGenerationScale = value;
  31168. }
  31169. },
  31170. enumerable: true,
  31171. configurable: true
  31172. });
  31173. Object.defineProperty(BaseTexture.prototype, "uid", {
  31174. /**
  31175. * Define the unique id of the texture in the scene.
  31176. */
  31177. get: function () {
  31178. if (!this._uid) {
  31179. this._uid = BABYLON.Tools.RandomId();
  31180. }
  31181. return this._uid;
  31182. },
  31183. enumerable: true,
  31184. configurable: true
  31185. });
  31186. /**
  31187. * Return a string representation of the texture.
  31188. * @returns the texture as a string
  31189. */
  31190. BaseTexture.prototype.toString = function () {
  31191. return this.name;
  31192. };
  31193. /**
  31194. * Get the class name of the texture.
  31195. * @returns "BaseTexture"
  31196. */
  31197. BaseTexture.prototype.getClassName = function () {
  31198. return "BaseTexture";
  31199. };
  31200. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31201. /**
  31202. * Callback triggered when the texture has been disposed.
  31203. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31204. */
  31205. set: function (callback) {
  31206. if (this._onDisposeObserver) {
  31207. this.onDisposeObservable.remove(this._onDisposeObserver);
  31208. }
  31209. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31210. },
  31211. enumerable: true,
  31212. configurable: true
  31213. });
  31214. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31215. /**
  31216. * Define if the texture is preventinga material to render or not.
  31217. * If not and the texture is not ready, the engine will use a default black texture instead.
  31218. */
  31219. get: function () {
  31220. return true;
  31221. },
  31222. enumerable: true,
  31223. configurable: true
  31224. });
  31225. /**
  31226. * Get the scene the texture belongs to.
  31227. * @returns the scene or null if undefined
  31228. */
  31229. BaseTexture.prototype.getScene = function () {
  31230. return this._scene;
  31231. };
  31232. /**
  31233. * Get the texture transform matrix used to offset tile the texture for istance.
  31234. * @returns the transformation matrix
  31235. */
  31236. BaseTexture.prototype.getTextureMatrix = function () {
  31237. return BABYLON.Matrix.IdentityReadOnly;
  31238. };
  31239. /**
  31240. * Get the texture reflection matrix used to rotate/transform the reflection.
  31241. * @returns the reflection matrix
  31242. */
  31243. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31244. return BABYLON.Matrix.IdentityReadOnly;
  31245. };
  31246. /**
  31247. * Get the underlying lower level texture from Babylon.
  31248. * @returns the insternal texture
  31249. */
  31250. BaseTexture.prototype.getInternalTexture = function () {
  31251. return this._texture;
  31252. };
  31253. /**
  31254. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31255. * @returns true if ready or not blocking
  31256. */
  31257. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31258. return !this.isBlocking || this.isReady();
  31259. };
  31260. /**
  31261. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31262. * @returns true if fully ready
  31263. */
  31264. BaseTexture.prototype.isReady = function () {
  31265. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31266. this.delayLoad();
  31267. return false;
  31268. }
  31269. if (this._texture) {
  31270. return this._texture.isReady;
  31271. }
  31272. return false;
  31273. };
  31274. /**
  31275. * Get the size of the texture.
  31276. * @returns the texture size.
  31277. */
  31278. BaseTexture.prototype.getSize = function () {
  31279. if (this._texture) {
  31280. if (this._texture.width) {
  31281. this._cachedSize.width = this._texture.width;
  31282. this._cachedSize.height = this._texture.height;
  31283. return this._cachedSize;
  31284. }
  31285. if (this._texture._size) {
  31286. this._cachedSize.width = this._texture._size;
  31287. this._cachedSize.height = this._texture._size;
  31288. return this._cachedSize;
  31289. }
  31290. }
  31291. return this._cachedSize;
  31292. };
  31293. /**
  31294. * Get the base size of the texture.
  31295. * It can be different from the size if the texture has been resized for POT for instance
  31296. * @returns the base size
  31297. */
  31298. BaseTexture.prototype.getBaseSize = function () {
  31299. if (!this.isReady() || !this._texture) {
  31300. return BABYLON.Size.Zero();
  31301. }
  31302. if (this._texture._size) {
  31303. return new BABYLON.Size(this._texture._size, this._texture._size);
  31304. }
  31305. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31306. };
  31307. /**
  31308. * Scales the texture if is `canRescale()`
  31309. * @param ratio the resize factor we want to use to rescale
  31310. */
  31311. BaseTexture.prototype.scale = function (ratio) {
  31312. };
  31313. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31314. /**
  31315. * Get if the texture can rescale.
  31316. */
  31317. get: function () {
  31318. return false;
  31319. },
  31320. enumerable: true,
  31321. configurable: true
  31322. });
  31323. /** @hidden */
  31324. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31325. if (!this._scene) {
  31326. return null;
  31327. }
  31328. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31329. for (var index = 0; index < texturesCache.length; index++) {
  31330. var texturesCacheEntry = texturesCache[index];
  31331. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31332. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31333. texturesCacheEntry.incrementReferences();
  31334. return texturesCacheEntry;
  31335. }
  31336. }
  31337. }
  31338. return null;
  31339. };
  31340. /** @hidden */
  31341. BaseTexture.prototype._rebuild = function () {
  31342. };
  31343. /**
  31344. * Triggers the load sequence in delayed load mode.
  31345. */
  31346. BaseTexture.prototype.delayLoad = function () {
  31347. };
  31348. /**
  31349. * Clones the texture.
  31350. * @returns the cloned texture
  31351. */
  31352. BaseTexture.prototype.clone = function () {
  31353. return null;
  31354. };
  31355. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31356. /**
  31357. * Get the texture underlying type (INT, FLOAT...)
  31358. */
  31359. get: function () {
  31360. if (!this._texture) {
  31361. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31362. }
  31363. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31364. },
  31365. enumerable: true,
  31366. configurable: true
  31367. });
  31368. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31369. /**
  31370. * Get the texture underlying format (RGB, RGBA...)
  31371. */
  31372. get: function () {
  31373. if (!this._texture) {
  31374. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31375. }
  31376. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31377. },
  31378. enumerable: true,
  31379. configurable: true
  31380. });
  31381. /**
  31382. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31383. * This will returns an RGBA array buffer containing either in values (0-255) or
  31384. * float values (0-1) depending of the underlying buffer type.
  31385. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31386. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31387. * @param buffer defines a user defined buffer to fill with data (can be null)
  31388. * @returns The Array buffer containing the pixels data.
  31389. */
  31390. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31391. if (faceIndex === void 0) { faceIndex = 0; }
  31392. if (level === void 0) { level = 0; }
  31393. if (buffer === void 0) { buffer = null; }
  31394. if (!this._texture) {
  31395. return null;
  31396. }
  31397. var size = this.getSize();
  31398. var width = size.width;
  31399. var height = size.height;
  31400. var scene = this.getScene();
  31401. if (!scene) {
  31402. return null;
  31403. }
  31404. var engine = scene.getEngine();
  31405. if (level != 0) {
  31406. width = width / Math.pow(2, level);
  31407. height = height / Math.pow(2, level);
  31408. width = Math.round(width);
  31409. height = Math.round(height);
  31410. }
  31411. if (this._texture.isCube) {
  31412. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31413. }
  31414. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31415. };
  31416. /**
  31417. * Release and destroy the underlying lower level texture aka internalTexture.
  31418. */
  31419. BaseTexture.prototype.releaseInternalTexture = function () {
  31420. if (this._texture) {
  31421. this._texture.dispose();
  31422. this._texture = null;
  31423. }
  31424. };
  31425. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31426. /**
  31427. * Get the polynomial representation of the texture data.
  31428. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31429. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31430. */
  31431. get: function () {
  31432. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31433. return null;
  31434. }
  31435. if (!this._texture._sphericalPolynomial) {
  31436. this._texture._sphericalPolynomial =
  31437. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31438. }
  31439. return this._texture._sphericalPolynomial;
  31440. },
  31441. set: function (value) {
  31442. if (this._texture) {
  31443. this._texture._sphericalPolynomial = value;
  31444. }
  31445. },
  31446. enumerable: true,
  31447. configurable: true
  31448. });
  31449. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31450. /** @hidden */
  31451. get: function () {
  31452. if (this._texture) {
  31453. return this._texture._lodTextureHigh;
  31454. }
  31455. return null;
  31456. },
  31457. enumerable: true,
  31458. configurable: true
  31459. });
  31460. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31461. /** @hidden */
  31462. get: function () {
  31463. if (this._texture) {
  31464. return this._texture._lodTextureMid;
  31465. }
  31466. return null;
  31467. },
  31468. enumerable: true,
  31469. configurable: true
  31470. });
  31471. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31472. /** @hidden */
  31473. get: function () {
  31474. if (this._texture) {
  31475. return this._texture._lodTextureLow;
  31476. }
  31477. return null;
  31478. },
  31479. enumerable: true,
  31480. configurable: true
  31481. });
  31482. /**
  31483. * Dispose the texture and release its associated resources.
  31484. */
  31485. BaseTexture.prototype.dispose = function () {
  31486. if (!this._scene) {
  31487. return;
  31488. }
  31489. // Animations
  31490. this._scene.stopAnimation(this);
  31491. // Remove from scene
  31492. this._scene._removePendingData(this);
  31493. var index = this._scene.textures.indexOf(this);
  31494. if (index >= 0) {
  31495. this._scene.textures.splice(index, 1);
  31496. }
  31497. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31498. if (this._texture === undefined) {
  31499. return;
  31500. }
  31501. // Release
  31502. this.releaseInternalTexture();
  31503. // Callback
  31504. this.onDisposeObservable.notifyObservers(this);
  31505. this.onDisposeObservable.clear();
  31506. };
  31507. /**
  31508. * Serialize the texture into a JSON representation that can be parsed later on.
  31509. * @returns the JSON representation of the texture
  31510. */
  31511. BaseTexture.prototype.serialize = function () {
  31512. if (!this.name) {
  31513. return null;
  31514. }
  31515. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31516. // Animations
  31517. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31518. return serializationObject;
  31519. };
  31520. /**
  31521. * Helper function to be called back once a list of texture contains only ready textures.
  31522. * @param textures Define the list of textures to wait for
  31523. * @param callback Define the callback triggered once the entire list will be ready
  31524. */
  31525. BaseTexture.WhenAllReady = function (textures, callback) {
  31526. var numRemaining = textures.length;
  31527. if (numRemaining === 0) {
  31528. callback();
  31529. return;
  31530. }
  31531. var _loop_1 = function () {
  31532. texture = textures[i];
  31533. if (texture.isReady()) {
  31534. if (--numRemaining === 0) {
  31535. callback();
  31536. }
  31537. }
  31538. else {
  31539. onLoadObservable = texture.onLoadObservable;
  31540. var onLoadCallback_1 = function () {
  31541. onLoadObservable.removeCallback(onLoadCallback_1);
  31542. if (--numRemaining === 0) {
  31543. callback();
  31544. }
  31545. };
  31546. onLoadObservable.add(onLoadCallback_1);
  31547. }
  31548. };
  31549. var texture, onLoadObservable;
  31550. for (var i = 0; i < textures.length; i++) {
  31551. _loop_1();
  31552. }
  31553. };
  31554. /**
  31555. * Default anisotropic filtering level for the application.
  31556. * It is set to 4 as a good tradeoff between perf and quality.
  31557. */
  31558. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31559. __decorate([
  31560. BABYLON.serialize()
  31561. ], BaseTexture.prototype, "name", void 0);
  31562. __decorate([
  31563. BABYLON.serialize("hasAlpha")
  31564. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31565. __decorate([
  31566. BABYLON.serialize()
  31567. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31568. __decorate([
  31569. BABYLON.serialize()
  31570. ], BaseTexture.prototype, "level", void 0);
  31571. __decorate([
  31572. BABYLON.serialize()
  31573. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31574. __decorate([
  31575. BABYLON.serialize("coordinatesMode")
  31576. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31577. __decorate([
  31578. BABYLON.serialize()
  31579. ], BaseTexture.prototype, "wrapU", void 0);
  31580. __decorate([
  31581. BABYLON.serialize()
  31582. ], BaseTexture.prototype, "wrapV", void 0);
  31583. __decorate([
  31584. BABYLON.serialize()
  31585. ], BaseTexture.prototype, "wrapR", void 0);
  31586. __decorate([
  31587. BABYLON.serialize()
  31588. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31589. __decorate([
  31590. BABYLON.serialize()
  31591. ], BaseTexture.prototype, "isCube", void 0);
  31592. __decorate([
  31593. BABYLON.serialize()
  31594. ], BaseTexture.prototype, "is3D", void 0);
  31595. __decorate([
  31596. BABYLON.serialize()
  31597. ], BaseTexture.prototype, "gammaSpace", void 0);
  31598. __decorate([
  31599. BABYLON.serialize()
  31600. ], BaseTexture.prototype, "invertZ", void 0);
  31601. __decorate([
  31602. BABYLON.serialize()
  31603. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31604. __decorate([
  31605. BABYLON.serialize()
  31606. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31607. __decorate([
  31608. BABYLON.serialize()
  31609. ], BaseTexture.prototype, "lodGenerationScale", null);
  31610. __decorate([
  31611. BABYLON.serialize()
  31612. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31613. return BaseTexture;
  31614. }());
  31615. BABYLON.BaseTexture = BaseTexture;
  31616. })(BABYLON || (BABYLON = {}));
  31617. //# sourceMappingURL=babylon.baseTexture.js.map
  31618. var BABYLON;
  31619. (function (BABYLON) {
  31620. /**
  31621. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31622. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31623. */
  31624. var Texture = /** @class */ (function (_super) {
  31625. __extends(Texture, _super);
  31626. /**
  31627. * Instantiates a new texture.
  31628. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31629. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31630. * @param url define the url of the picture to load as a texture
  31631. * @param scene define the scene the texture will belong to
  31632. * @param noMipmap define if the texture will require mip maps or not
  31633. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31634. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31635. * @param onLoad define a callback triggered when the texture has been loaded
  31636. * @param onError define a callback triggered when an error occurred during the loading session
  31637. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31638. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31639. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31640. */
  31641. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31642. if (noMipmap === void 0) { noMipmap = false; }
  31643. if (invertY === void 0) { invertY = true; }
  31644. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31645. if (onLoad === void 0) { onLoad = null; }
  31646. if (onError === void 0) { onError = null; }
  31647. if (buffer === void 0) { buffer = null; }
  31648. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31649. var _this = _super.call(this, scene) || this;
  31650. /**
  31651. * Define an offset on the texture to offset the u coordinates of the UVs
  31652. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31653. */
  31654. _this.uOffset = 0;
  31655. /**
  31656. * Define an offset on the texture to offset the v coordinates of the UVs
  31657. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31658. */
  31659. _this.vOffset = 0;
  31660. /**
  31661. * Define an offset on the texture to scale the u coordinates of the UVs
  31662. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31663. */
  31664. _this.uScale = 1.0;
  31665. /**
  31666. * Define an offset on the texture to scale the v coordinates of the UVs
  31667. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31668. */
  31669. _this.vScale = 1.0;
  31670. /**
  31671. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31672. * @see http://doc.babylonjs.com/how_to/more_materials
  31673. */
  31674. _this.uAng = 0;
  31675. /**
  31676. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31677. * @see http://doc.babylonjs.com/how_to/more_materials
  31678. */
  31679. _this.vAng = 0;
  31680. /**
  31681. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31682. * @see http://doc.babylonjs.com/how_to/more_materials
  31683. */
  31684. _this.wAng = 0;
  31685. /**
  31686. * Defines the center of rotation (U)
  31687. */
  31688. _this.uRotationCenter = 0.5;
  31689. /**
  31690. * Defines the center of rotation (V)
  31691. */
  31692. _this.vRotationCenter = 0.5;
  31693. /**
  31694. * Defines the center of rotation (W)
  31695. */
  31696. _this.wRotationCenter = 0.5;
  31697. /**
  31698. * Observable triggered once the texture has been loaded.
  31699. */
  31700. _this.onLoadObservable = new BABYLON.Observable();
  31701. _this._isBlocking = true;
  31702. _this.name = url || "";
  31703. _this.url = url;
  31704. _this._noMipmap = noMipmap;
  31705. _this._invertY = invertY;
  31706. _this._samplingMode = samplingMode;
  31707. _this._buffer = buffer;
  31708. _this._deleteBuffer = deleteBuffer;
  31709. if (format) {
  31710. _this._format = format;
  31711. }
  31712. scene = _this.getScene();
  31713. if (!scene) {
  31714. return _this;
  31715. }
  31716. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31717. var load = function () {
  31718. if (_this.onLoadObservable.hasObservers()) {
  31719. _this.onLoadObservable.notifyObservers(_this);
  31720. }
  31721. if (onLoad) {
  31722. onLoad();
  31723. }
  31724. if (!_this.isBlocking && scene) {
  31725. scene.resetCachedMaterial();
  31726. }
  31727. };
  31728. if (!_this.url) {
  31729. _this._delayedOnLoad = load;
  31730. _this._delayedOnError = onError;
  31731. return _this;
  31732. }
  31733. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31734. if (!_this._texture) {
  31735. if (!scene.useDelayedTextureLoading) {
  31736. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31737. if (deleteBuffer) {
  31738. delete _this._buffer;
  31739. }
  31740. }
  31741. else {
  31742. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31743. _this._delayedOnLoad = load;
  31744. _this._delayedOnError = onError;
  31745. }
  31746. }
  31747. else {
  31748. if (_this._texture.isReady) {
  31749. BABYLON.Tools.SetImmediate(function () { return load(); });
  31750. }
  31751. else {
  31752. _this._texture.onLoadedObservable.add(load);
  31753. }
  31754. }
  31755. return _this;
  31756. }
  31757. Object.defineProperty(Texture.prototype, "noMipmap", {
  31758. /**
  31759. * Are mip maps generated for this texture or not.
  31760. */
  31761. get: function () {
  31762. return this._noMipmap;
  31763. },
  31764. enumerable: true,
  31765. configurable: true
  31766. });
  31767. Object.defineProperty(Texture.prototype, "isBlocking", {
  31768. get: function () {
  31769. return this._isBlocking;
  31770. },
  31771. /**
  31772. * Is the texture preventing material to render while loading.
  31773. * If false, a default texture will be used instead of the loading one during the preparation step.
  31774. */
  31775. set: function (value) {
  31776. this._isBlocking = value;
  31777. },
  31778. enumerable: true,
  31779. configurable: true
  31780. });
  31781. Object.defineProperty(Texture.prototype, "samplingMode", {
  31782. /**
  31783. * Get the current sampling mode associated with the texture.
  31784. */
  31785. get: function () {
  31786. return this._samplingMode;
  31787. },
  31788. enumerable: true,
  31789. configurable: true
  31790. });
  31791. /**
  31792. * Update the url (and optional buffer) of this texture if url was null during construction.
  31793. * @param url the url of the texture
  31794. * @param buffer the buffer of the texture (defaults to null)
  31795. */
  31796. Texture.prototype.updateURL = function (url, buffer) {
  31797. if (buffer === void 0) { buffer = null; }
  31798. if (this.url) {
  31799. throw new Error("URL is already set");
  31800. }
  31801. this.url = url;
  31802. this._buffer = buffer;
  31803. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31804. this.delayLoad();
  31805. };
  31806. /**
  31807. * Finish the loading sequence of a texture flagged as delayed load.
  31808. * @hidden
  31809. */
  31810. Texture.prototype.delayLoad = function () {
  31811. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31812. return;
  31813. }
  31814. var scene = this.getScene();
  31815. if (!scene) {
  31816. return;
  31817. }
  31818. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31819. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31820. if (!this._texture) {
  31821. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31822. if (this._deleteBuffer) {
  31823. delete this._buffer;
  31824. }
  31825. }
  31826. else {
  31827. if (this._delayedOnLoad) {
  31828. if (this._texture.isReady) {
  31829. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31830. }
  31831. else {
  31832. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31833. }
  31834. }
  31835. }
  31836. this._delayedOnLoad = null;
  31837. this._delayedOnError = null;
  31838. };
  31839. /**
  31840. * Update the sampling mode of the texture.
  31841. * Default is Trilinear mode.
  31842. *
  31843. * | Value | Type | Description |
  31844. * | ----- | ------------------ | ----------- |
  31845. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31846. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31847. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31848. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31849. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31850. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31851. * | 7 | NEAREST_LINEAR | |
  31852. * | 8 | NEAREST_NEAREST | |
  31853. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31854. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31855. * | 11 | LINEAR_LINEAR | |
  31856. * | 12 | LINEAR_NEAREST | |
  31857. *
  31858. * > _mag_: magnification filter (close to the viewer)
  31859. * > _min_: minification filter (far from the viewer)
  31860. * > _mip_: filter used between mip map levels
  31861. *@param samplingMode Define the new sampling mode of the texture
  31862. */
  31863. Texture.prototype.updateSamplingMode = function (samplingMode) {
  31864. if (!this._texture) {
  31865. return;
  31866. }
  31867. var scene = this.getScene();
  31868. if (!scene) {
  31869. return;
  31870. }
  31871. this._samplingMode = samplingMode;
  31872. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31873. };
  31874. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  31875. x *= this.uScale;
  31876. y *= this.vScale;
  31877. x -= this.uRotationCenter * this.uScale;
  31878. y -= this.vRotationCenter * this.vScale;
  31879. z -= this.wRotationCenter;
  31880. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  31881. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  31882. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  31883. t.z += this.wRotationCenter;
  31884. };
  31885. /**
  31886. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  31887. * @returns the transform matrix of the texture.
  31888. */
  31889. Texture.prototype.getTextureMatrix = function () {
  31890. var _this = this;
  31891. if (this.uOffset === this._cachedUOffset &&
  31892. this.vOffset === this._cachedVOffset &&
  31893. this.uScale === this._cachedUScale &&
  31894. this.vScale === this._cachedVScale &&
  31895. this.uAng === this._cachedUAng &&
  31896. this.vAng === this._cachedVAng &&
  31897. this.wAng === this._cachedWAng) {
  31898. return this._cachedTextureMatrix;
  31899. }
  31900. this._cachedUOffset = this.uOffset;
  31901. this._cachedVOffset = this.vOffset;
  31902. this._cachedUScale = this.uScale;
  31903. this._cachedVScale = this.vScale;
  31904. this._cachedUAng = this.uAng;
  31905. this._cachedVAng = this.vAng;
  31906. this._cachedWAng = this.wAng;
  31907. if (!this._cachedTextureMatrix) {
  31908. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31909. this._rowGenerationMatrix = new BABYLON.Matrix();
  31910. this._t0 = BABYLON.Vector3.Zero();
  31911. this._t1 = BABYLON.Vector3.Zero();
  31912. this._t2 = BABYLON.Vector3.Zero();
  31913. }
  31914. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  31915. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  31916. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  31917. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  31918. this._t1.subtractInPlace(this._t0);
  31919. this._t2.subtractInPlace(this._t0);
  31920. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31921. this._cachedTextureMatrix.m[0] = this._t1.x;
  31922. this._cachedTextureMatrix.m[1] = this._t1.y;
  31923. this._cachedTextureMatrix.m[2] = this._t1.z;
  31924. this._cachedTextureMatrix.m[4] = this._t2.x;
  31925. this._cachedTextureMatrix.m[5] = this._t2.y;
  31926. this._cachedTextureMatrix.m[6] = this._t2.z;
  31927. this._cachedTextureMatrix.m[8] = this._t0.x;
  31928. this._cachedTextureMatrix.m[9] = this._t0.y;
  31929. this._cachedTextureMatrix.m[10] = this._t0.z;
  31930. var scene = this.getScene();
  31931. if (!scene) {
  31932. return this._cachedTextureMatrix;
  31933. }
  31934. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  31935. return mat.hasTexture(_this);
  31936. });
  31937. return this._cachedTextureMatrix;
  31938. };
  31939. /**
  31940. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  31941. * @returns The reflection texture transform
  31942. */
  31943. Texture.prototype.getReflectionTextureMatrix = function () {
  31944. var _this = this;
  31945. var scene = this.getScene();
  31946. if (!scene) {
  31947. return this._cachedTextureMatrix;
  31948. }
  31949. if (this.uOffset === this._cachedUOffset &&
  31950. this.vOffset === this._cachedVOffset &&
  31951. this.uScale === this._cachedUScale &&
  31952. this.vScale === this._cachedVScale &&
  31953. this.coordinatesMode === this._cachedCoordinatesMode) {
  31954. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  31955. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  31956. return this._cachedTextureMatrix;
  31957. }
  31958. }
  31959. else {
  31960. return this._cachedTextureMatrix;
  31961. }
  31962. }
  31963. if (!this._cachedTextureMatrix) {
  31964. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31965. }
  31966. if (!this._projectionModeMatrix) {
  31967. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  31968. }
  31969. this._cachedUOffset = this.uOffset;
  31970. this._cachedVOffset = this.vOffset;
  31971. this._cachedUScale = this.uScale;
  31972. this._cachedVScale = this.vScale;
  31973. this._cachedCoordinatesMode = this.coordinatesMode;
  31974. switch (this.coordinatesMode) {
  31975. case Texture.PLANAR_MODE:
  31976. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31977. this._cachedTextureMatrix[0] = this.uScale;
  31978. this._cachedTextureMatrix[5] = this.vScale;
  31979. this._cachedTextureMatrix[12] = this.uOffset;
  31980. this._cachedTextureMatrix[13] = this.vOffset;
  31981. break;
  31982. case Texture.PROJECTION_MODE:
  31983. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  31984. this._projectionModeMatrix.m[0] = 0.5;
  31985. this._projectionModeMatrix.m[5] = -0.5;
  31986. this._projectionModeMatrix.m[10] = 0.0;
  31987. this._projectionModeMatrix.m[12] = 0.5;
  31988. this._projectionModeMatrix.m[13] = 0.5;
  31989. this._projectionModeMatrix.m[14] = 1.0;
  31990. this._projectionModeMatrix.m[15] = 1.0;
  31991. var projectionMatrix = scene.getProjectionMatrix();
  31992. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  31993. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  31994. break;
  31995. default:
  31996. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  31997. break;
  31998. }
  31999. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32000. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32001. });
  32002. return this._cachedTextureMatrix;
  32003. };
  32004. /**
  32005. * Clones the texture.
  32006. * @returns the cloned texture
  32007. */
  32008. Texture.prototype.clone = function () {
  32009. var _this = this;
  32010. return BABYLON.SerializationHelper.Clone(function () {
  32011. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32012. }, this);
  32013. };
  32014. /**
  32015. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32016. * @returns The JSON representation of the texture
  32017. */
  32018. Texture.prototype.serialize = function () {
  32019. var serializationObject = _super.prototype.serialize.call(this);
  32020. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32021. serializationObject.base64String = this._buffer;
  32022. serializationObject.name = serializationObject.name.replace("data:", "");
  32023. }
  32024. serializationObject.invertY = this._invertY;
  32025. serializationObject.samplingMode = this.samplingMode;
  32026. return serializationObject;
  32027. };
  32028. /**
  32029. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32030. * @returns "Texture"
  32031. */
  32032. Texture.prototype.getClassName = function () {
  32033. return "Texture";
  32034. };
  32035. /**
  32036. * Dispose the texture and release its associated resources.
  32037. */
  32038. Texture.prototype.dispose = function () {
  32039. _super.prototype.dispose.call(this);
  32040. this.onLoadObservable.clear();
  32041. this._delayedOnLoad = null;
  32042. this._delayedOnError = null;
  32043. };
  32044. /**
  32045. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32046. * @param parsedTexture Define the JSON representation of the texture
  32047. * @param scene Define the scene the parsed texture should be instantiated in
  32048. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32049. * @returns The parsed texture if successful
  32050. */
  32051. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32052. if (parsedTexture.customType) {
  32053. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32054. // Update Sampling Mode
  32055. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32056. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32057. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32058. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32059. }
  32060. }
  32061. return parsedCustomTexture;
  32062. }
  32063. if (parsedTexture.isCube) {
  32064. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32065. }
  32066. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32067. return null;
  32068. }
  32069. var texture = BABYLON.SerializationHelper.Parse(function () {
  32070. var generateMipMaps = true;
  32071. if (parsedTexture.noMipmap) {
  32072. generateMipMaps = false;
  32073. }
  32074. if (parsedTexture.mirrorPlane) {
  32075. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32076. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32077. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32078. return mirrorTexture;
  32079. }
  32080. else if (parsedTexture.isRenderTarget) {
  32081. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32082. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32083. return renderTargetTexture;
  32084. }
  32085. else {
  32086. var texture;
  32087. if (parsedTexture.base64String) {
  32088. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32089. }
  32090. else {
  32091. var url = rootUrl + parsedTexture.name;
  32092. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32093. url = parsedTexture.url;
  32094. }
  32095. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32096. }
  32097. return texture;
  32098. }
  32099. }, parsedTexture, scene);
  32100. // Update Sampling Mode
  32101. if (parsedTexture.samplingMode) {
  32102. var sampling = parsedTexture.samplingMode;
  32103. if (texture._samplingMode !== sampling) {
  32104. texture.updateSamplingMode(sampling);
  32105. }
  32106. }
  32107. // Animations
  32108. if (parsedTexture.animations) {
  32109. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32110. var parsedAnimation = parsedTexture.animations[animationIndex];
  32111. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32112. }
  32113. }
  32114. return texture;
  32115. };
  32116. /**
  32117. * Creates a texture from its base 64 representation.
  32118. * @param data Define the base64 payload without the data: prefix
  32119. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32120. * @param scene Define the scene the texture should belong to
  32121. * @param noMipmap Forces the texture to not create mip map information if true
  32122. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32123. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32124. * @param onLoad define a callback triggered when the texture has been loaded
  32125. * @param onError define a callback triggered when an error occurred during the loading session
  32126. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32127. * @returns the created texture
  32128. */
  32129. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32130. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32131. if (onLoad === void 0) { onLoad = null; }
  32132. if (onError === void 0) { onError = null; }
  32133. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32134. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32135. };
  32136. /**
  32137. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32138. * @param data Define the base64 payload without the data: prefix
  32139. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32140. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32141. * @param scene Define the scene the texture should belong to
  32142. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32143. * @param noMipmap Forces the texture to not create mip map information if true
  32144. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32145. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32146. * @param onLoad define a callback triggered when the texture has been loaded
  32147. * @param onError define a callback triggered when an error occurred during the loading session
  32148. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32149. * @returns the created texture
  32150. */
  32151. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32152. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32153. if (noMipmap === void 0) { noMipmap = false; }
  32154. if (invertY === void 0) { invertY = true; }
  32155. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32156. if (onLoad === void 0) { onLoad = null; }
  32157. if (onError === void 0) { onError = null; }
  32158. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32159. if (name.substr(0, 5) !== "data:") {
  32160. name = "data:" + name;
  32161. }
  32162. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32163. };
  32164. /** nearest is mag = nearest and min = nearest and mip = linear */
  32165. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32166. /** nearest is mag = nearest and min = nearest and mip = linear */
  32167. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32168. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32169. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32170. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32171. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32172. /** Trilinear is mag = linear and min = linear and mip = linear */
  32173. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32174. /** Trilinear is mag = linear and min = linear and mip = linear */
  32175. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32176. /** mag = nearest and min = nearest and mip = nearest */
  32177. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32178. /** mag = nearest and min = linear and mip = nearest */
  32179. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32180. /** mag = nearest and min = linear and mip = linear */
  32181. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32182. /** mag = nearest and min = linear and mip = none */
  32183. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32184. /** mag = nearest and min = nearest and mip = none */
  32185. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32186. /** mag = linear and min = nearest and mip = nearest */
  32187. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32188. /** mag = linear and min = nearest and mip = linear */
  32189. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32190. /** mag = linear and min = linear and mip = none */
  32191. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32192. /** mag = linear and min = nearest and mip = none */
  32193. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32194. /** Explicit coordinates mode */
  32195. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32196. /** Spherical coordinates mode */
  32197. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32198. /** Planar coordinates mode */
  32199. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32200. /** Cubic coordinates mode */
  32201. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32202. /** Projection coordinates mode */
  32203. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32204. /** Inverse Cubic coordinates mode */
  32205. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32206. /** Inverse Cubic coordinates mode */
  32207. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32208. /** Equirectangular coordinates mode */
  32209. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32210. /** Equirectangular Fixed coordinates mode */
  32211. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32212. /** Equirectangular Fixed Mirrored coordinates mode */
  32213. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32214. /** Texture is not repeating outside of 0..1 UVs */
  32215. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32216. /** Texture is repeating outside of 0..1 UVs */
  32217. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32218. /** Texture is repeating and mirrored */
  32219. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32220. /**
  32221. * 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
  32222. */
  32223. Texture.UseSerializedUrlIfAny = false;
  32224. __decorate([
  32225. BABYLON.serialize()
  32226. ], Texture.prototype, "url", void 0);
  32227. __decorate([
  32228. BABYLON.serialize()
  32229. ], Texture.prototype, "uOffset", void 0);
  32230. __decorate([
  32231. BABYLON.serialize()
  32232. ], Texture.prototype, "vOffset", void 0);
  32233. __decorate([
  32234. BABYLON.serialize()
  32235. ], Texture.prototype, "uScale", void 0);
  32236. __decorate([
  32237. BABYLON.serialize()
  32238. ], Texture.prototype, "vScale", void 0);
  32239. __decorate([
  32240. BABYLON.serialize()
  32241. ], Texture.prototype, "uAng", void 0);
  32242. __decorate([
  32243. BABYLON.serialize()
  32244. ], Texture.prototype, "vAng", void 0);
  32245. __decorate([
  32246. BABYLON.serialize()
  32247. ], Texture.prototype, "wAng", void 0);
  32248. __decorate([
  32249. BABYLON.serialize()
  32250. ], Texture.prototype, "uRotationCenter", void 0);
  32251. __decorate([
  32252. BABYLON.serialize()
  32253. ], Texture.prototype, "vRotationCenter", void 0);
  32254. __decorate([
  32255. BABYLON.serialize()
  32256. ], Texture.prototype, "wRotationCenter", void 0);
  32257. __decorate([
  32258. BABYLON.serialize()
  32259. ], Texture.prototype, "isBlocking", null);
  32260. return Texture;
  32261. }(BABYLON.BaseTexture));
  32262. BABYLON.Texture = Texture;
  32263. })(BABYLON || (BABYLON = {}));
  32264. //# sourceMappingURL=babylon.texture.js.map
  32265. var BABYLON;
  32266. (function (BABYLON) {
  32267. /**
  32268. * @hidden
  32269. **/
  32270. var _CreationDataStorage = /** @class */ (function () {
  32271. function _CreationDataStorage() {
  32272. }
  32273. return _CreationDataStorage;
  32274. }());
  32275. BABYLON._CreationDataStorage = _CreationDataStorage;
  32276. /**
  32277. * @hidden
  32278. **/
  32279. var _InstanceDataStorage = /** @class */ (function () {
  32280. function _InstanceDataStorage() {
  32281. this.visibleInstances = {};
  32282. this.renderIdForInstances = new Array();
  32283. this.batchCache = new _InstancesBatch();
  32284. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32285. }
  32286. return _InstanceDataStorage;
  32287. }());
  32288. /**
  32289. * @hidden
  32290. **/
  32291. var _InstancesBatch = /** @class */ (function () {
  32292. function _InstancesBatch() {
  32293. this.mustReturn = false;
  32294. this.visibleInstances = new Array();
  32295. this.renderSelf = new Array();
  32296. }
  32297. return _InstancesBatch;
  32298. }());
  32299. BABYLON._InstancesBatch = _InstancesBatch;
  32300. /**
  32301. * Class used to represent renderable models
  32302. */
  32303. var Mesh = /** @class */ (function (_super) {
  32304. __extends(Mesh, _super);
  32305. /**
  32306. * @constructor
  32307. * @param name The value used by scene.getMeshByName() to do a lookup.
  32308. * @param scene The scene to add this mesh to.
  32309. * @param parent The parent of this mesh, if it has one
  32310. * @param source An optional Mesh from which geometry is shared, cloned.
  32311. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32312. * When false, achieved by calling a clone(), also passing False.
  32313. * This will make creation of children, recursive.
  32314. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32315. */
  32316. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32317. if (scene === void 0) { scene = null; }
  32318. if (parent === void 0) { parent = null; }
  32319. if (source === void 0) { source = null; }
  32320. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32321. var _this = _super.call(this, name, scene) || this;
  32322. // Members
  32323. /**
  32324. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32325. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32326. */
  32327. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32328. /**
  32329. * Gets the list of instances created from this mesh
  32330. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32331. */
  32332. _this.instances = new Array();
  32333. _this._LODLevels = new Array();
  32334. /** @hidden */
  32335. _this._instanceDataStorage = new _InstanceDataStorage();
  32336. // Use by builder only to know what orientation were the mesh build in.
  32337. /** @hidden */
  32338. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32339. /**
  32340. * Use this property to change the original side orientation defined at construction time
  32341. */
  32342. _this.overrideMaterialSideOrientation = null;
  32343. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32344. // Will be used to save a source mesh reference, If any
  32345. _this._source = null;
  32346. scene = _this.getScene();
  32347. if (source) {
  32348. // Geometry
  32349. if (source._geometry) {
  32350. source._geometry.applyToMesh(_this);
  32351. }
  32352. // Deep copy
  32353. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32354. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32355. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32356. ], ["_poseMatrix"]);
  32357. // Source mesh
  32358. _this._source = source;
  32359. // Construction Params
  32360. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32361. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32362. _this._creationDataStorage = source._creationDataStorage;
  32363. // Animation ranges
  32364. if (_this._source._ranges) {
  32365. var ranges = _this._source._ranges;
  32366. for (var name in ranges) {
  32367. if (!ranges.hasOwnProperty(name)) {
  32368. continue;
  32369. }
  32370. if (!ranges[name]) {
  32371. continue;
  32372. }
  32373. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32374. }
  32375. }
  32376. // Metadata
  32377. if (source.metadata && source.metadata.clone) {
  32378. _this.metadata = source.metadata.clone();
  32379. }
  32380. else {
  32381. _this.metadata = source.metadata;
  32382. }
  32383. // Tags
  32384. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32385. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32386. }
  32387. // Parent
  32388. _this.parent = source.parent;
  32389. // Pivot
  32390. _this.setPivotMatrix(source.getPivotMatrix());
  32391. _this.id = name + "." + source.id;
  32392. // Material
  32393. _this.material = source.material;
  32394. var index;
  32395. if (!doNotCloneChildren) {
  32396. // Children
  32397. var directDescendants = source.getDescendants(true);
  32398. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32399. var child = directDescendants[index_1];
  32400. if (child.clone) {
  32401. child.clone(name + "." + child.name, _this);
  32402. }
  32403. }
  32404. }
  32405. // Physics clone
  32406. var physicsEngine = _this.getScene().getPhysicsEngine();
  32407. if (clonePhysicsImpostor && physicsEngine) {
  32408. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32409. if (impostor) {
  32410. _this.physicsImpostor = impostor.clone(_this);
  32411. }
  32412. }
  32413. // Particles
  32414. for (index = 0; index < scene.particleSystems.length; index++) {
  32415. var system = scene.particleSystems[index];
  32416. if (system.emitter === source) {
  32417. system.clone(system.name, _this);
  32418. }
  32419. }
  32420. _this.refreshBoundingInfo();
  32421. _this.computeWorldMatrix(true);
  32422. }
  32423. // Parent
  32424. if (parent !== null) {
  32425. _this.parent = parent;
  32426. }
  32427. return _this;
  32428. }
  32429. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32430. /**
  32431. * An event triggered before rendering the mesh
  32432. */
  32433. get: function () {
  32434. if (!this._onBeforeRenderObservable) {
  32435. this._onBeforeRenderObservable = new BABYLON.Observable();
  32436. }
  32437. return this._onBeforeRenderObservable;
  32438. },
  32439. enumerable: true,
  32440. configurable: true
  32441. });
  32442. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32443. /**
  32444. * An event triggered after rendering the mesh
  32445. */
  32446. get: function () {
  32447. if (!this._onAfterRenderObservable) {
  32448. this._onAfterRenderObservable = new BABYLON.Observable();
  32449. }
  32450. return this._onAfterRenderObservable;
  32451. },
  32452. enumerable: true,
  32453. configurable: true
  32454. });
  32455. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32456. /**
  32457. * An event triggered before drawing the mesh
  32458. */
  32459. get: function () {
  32460. if (!this._onBeforeDrawObservable) {
  32461. this._onBeforeDrawObservable = new BABYLON.Observable();
  32462. }
  32463. return this._onBeforeDrawObservable;
  32464. },
  32465. enumerable: true,
  32466. configurable: true
  32467. });
  32468. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32469. /**
  32470. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32471. */
  32472. set: function (callback) {
  32473. if (this._onBeforeDrawObserver) {
  32474. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32475. }
  32476. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32477. },
  32478. enumerable: true,
  32479. configurable: true
  32480. });
  32481. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32482. /**
  32483. * Gets or sets the morph target manager
  32484. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32485. */
  32486. get: function () {
  32487. return this._morphTargetManager;
  32488. },
  32489. set: function (value) {
  32490. if (this._morphTargetManager === value) {
  32491. return;
  32492. }
  32493. this._morphTargetManager = value;
  32494. this._syncGeometryWithMorphTargetManager();
  32495. },
  32496. enumerable: true,
  32497. configurable: true
  32498. });
  32499. Object.defineProperty(Mesh.prototype, "source", {
  32500. /**
  32501. * Gets the source mesh (the one used to clone this one from)
  32502. */
  32503. get: function () {
  32504. return this._source;
  32505. },
  32506. enumerable: true,
  32507. configurable: true
  32508. });
  32509. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32510. /**
  32511. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32512. */
  32513. get: function () {
  32514. return this._unIndexed;
  32515. },
  32516. set: function (value) {
  32517. if (this._unIndexed !== value) {
  32518. this._unIndexed = value;
  32519. this._markSubMeshesAsAttributesDirty();
  32520. }
  32521. },
  32522. enumerable: true,
  32523. configurable: true
  32524. });
  32525. // Methods
  32526. /**
  32527. * Gets the class name
  32528. * @returns the string "Mesh".
  32529. */
  32530. Mesh.prototype.getClassName = function () {
  32531. return "Mesh";
  32532. };
  32533. /**
  32534. * Returns a description of this mesh
  32535. * @param fullDetails define if full details about this mesh must be used
  32536. * @returns a descriptive string representing this mesh
  32537. */
  32538. Mesh.prototype.toString = function (fullDetails) {
  32539. var ret = _super.prototype.toString.call(this, fullDetails);
  32540. ret += ", n vertices: " + this.getTotalVertices();
  32541. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32542. if (this.animations) {
  32543. for (var i = 0; i < this.animations.length; i++) {
  32544. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32545. }
  32546. }
  32547. if (fullDetails) {
  32548. if (this._geometry) {
  32549. var ib = this.getIndices();
  32550. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32551. if (vb && ib) {
  32552. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32553. }
  32554. }
  32555. else {
  32556. ret += ", flat shading: UNKNOWN";
  32557. }
  32558. }
  32559. return ret;
  32560. };
  32561. /** @hidden */
  32562. Mesh.prototype._unBindEffect = function () {
  32563. _super.prototype._unBindEffect.call(this);
  32564. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32565. var instance = _a[_i];
  32566. instance._unBindEffect();
  32567. }
  32568. };
  32569. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32570. /**
  32571. * Gets a boolean indicating if this mesh has LOD
  32572. */
  32573. get: function () {
  32574. return this._LODLevels.length > 0;
  32575. },
  32576. enumerable: true,
  32577. configurable: true
  32578. });
  32579. /**
  32580. * Gets the list of MeshLODLevel associated with the current mesh
  32581. * @returns an array of MeshLODLevel
  32582. */
  32583. Mesh.prototype.getLODLevels = function () {
  32584. return this._LODLevels;
  32585. };
  32586. Mesh.prototype._sortLODLevels = function () {
  32587. this._LODLevels.sort(function (a, b) {
  32588. if (a.distance < b.distance) {
  32589. return 1;
  32590. }
  32591. if (a.distance > b.distance) {
  32592. return -1;
  32593. }
  32594. return 0;
  32595. });
  32596. };
  32597. /**
  32598. * Add a mesh as LOD level triggered at the given distance.
  32599. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32600. * @param distance The distance from the center of the object to show this level
  32601. * @param mesh The mesh to be added as LOD level (can be null)
  32602. * @return This mesh (for chaining)
  32603. */
  32604. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32605. if (mesh && mesh._masterMesh) {
  32606. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32607. return this;
  32608. }
  32609. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32610. this._LODLevels.push(level);
  32611. if (mesh) {
  32612. mesh._masterMesh = this;
  32613. }
  32614. this._sortLODLevels();
  32615. return this;
  32616. };
  32617. /**
  32618. * Returns the LOD level mesh at the passed distance or null if not found.
  32619. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32620. * @param distance The distance from the center of the object to show this level
  32621. * @returns a Mesh or `null`
  32622. */
  32623. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32624. for (var index = 0; index < this._LODLevels.length; index++) {
  32625. var level = this._LODLevels[index];
  32626. if (level.distance === distance) {
  32627. return level.mesh;
  32628. }
  32629. }
  32630. return null;
  32631. };
  32632. /**
  32633. * Remove a mesh from the LOD array
  32634. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32635. * @param mesh defines the mesh to be removed
  32636. * @return This mesh (for chaining)
  32637. */
  32638. Mesh.prototype.removeLODLevel = function (mesh) {
  32639. for (var index = 0; index < this._LODLevels.length; index++) {
  32640. if (this._LODLevels[index].mesh === mesh) {
  32641. this._LODLevels.splice(index, 1);
  32642. if (mesh) {
  32643. mesh._masterMesh = null;
  32644. }
  32645. }
  32646. }
  32647. this._sortLODLevels();
  32648. return this;
  32649. };
  32650. /**
  32651. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32652. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32653. * @param camera defines the camera to use to compute distance
  32654. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32655. * @return This mesh (for chaining)
  32656. */
  32657. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32658. if (!this._LODLevels || this._LODLevels.length === 0) {
  32659. return this;
  32660. }
  32661. var bSphere;
  32662. if (boundingSphere) {
  32663. bSphere = boundingSphere;
  32664. }
  32665. else {
  32666. var boundingInfo = this.getBoundingInfo();
  32667. bSphere = boundingInfo.boundingSphere;
  32668. }
  32669. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32670. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32671. if (this.onLODLevelSelection) {
  32672. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32673. }
  32674. return this;
  32675. }
  32676. for (var index = 0; index < this._LODLevels.length; index++) {
  32677. var level = this._LODLevels[index];
  32678. if (level.distance < distanceToCamera) {
  32679. if (level.mesh) {
  32680. level.mesh._preActivate();
  32681. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32682. }
  32683. if (this.onLODLevelSelection) {
  32684. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32685. }
  32686. return level.mesh;
  32687. }
  32688. }
  32689. if (this.onLODLevelSelection) {
  32690. this.onLODLevelSelection(distanceToCamera, this, this);
  32691. }
  32692. return this;
  32693. };
  32694. Object.defineProperty(Mesh.prototype, "geometry", {
  32695. /**
  32696. * Gets the mesh internal Geometry object
  32697. */
  32698. get: function () {
  32699. return this._geometry;
  32700. },
  32701. enumerable: true,
  32702. configurable: true
  32703. });
  32704. /**
  32705. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32706. * @returns the total number of vertices
  32707. */
  32708. Mesh.prototype.getTotalVertices = function () {
  32709. if (this._geometry === null || this._geometry === undefined) {
  32710. return 0;
  32711. }
  32712. return this._geometry.getTotalVertices();
  32713. };
  32714. /**
  32715. * Returns the content of an associated vertex buffer
  32716. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32717. * - BABYLON.VertexBuffer.PositionKind
  32718. * - BABYLON.VertexBuffer.UVKind
  32719. * - BABYLON.VertexBuffer.UV2Kind
  32720. * - BABYLON.VertexBuffer.UV3Kind
  32721. * - BABYLON.VertexBuffer.UV4Kind
  32722. * - BABYLON.VertexBuffer.UV5Kind
  32723. * - BABYLON.VertexBuffer.UV6Kind
  32724. * - BABYLON.VertexBuffer.ColorKind
  32725. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32726. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32727. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32728. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32729. * @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
  32730. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32731. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32732. */
  32733. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32734. if (!this._geometry) {
  32735. return null;
  32736. }
  32737. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32738. };
  32739. /**
  32740. * Returns the mesh VertexBuffer object from the requested `kind`
  32741. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32742. * - BABYLON.VertexBuffer.PositionKind
  32743. * - BABYLON.VertexBuffer.UVKind
  32744. * - BABYLON.VertexBuffer.UV2Kind
  32745. * - BABYLON.VertexBuffer.UV3Kind
  32746. * - BABYLON.VertexBuffer.UV4Kind
  32747. * - BABYLON.VertexBuffer.UV5Kind
  32748. * - BABYLON.VertexBuffer.UV6Kind
  32749. * - BABYLON.VertexBuffer.ColorKind
  32750. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32751. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32752. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32753. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32754. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32755. */
  32756. Mesh.prototype.getVertexBuffer = function (kind) {
  32757. if (!this._geometry) {
  32758. return null;
  32759. }
  32760. return this._geometry.getVertexBuffer(kind);
  32761. };
  32762. /**
  32763. * Tests if a specific vertex buffer is associated with this mesh
  32764. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32765. * - BABYLON.VertexBuffer.PositionKind
  32766. * - BABYLON.VertexBuffer.UVKind
  32767. * - BABYLON.VertexBuffer.UV2Kind
  32768. * - BABYLON.VertexBuffer.UV3Kind
  32769. * - BABYLON.VertexBuffer.UV4Kind
  32770. * - BABYLON.VertexBuffer.UV5Kind
  32771. * - BABYLON.VertexBuffer.UV6Kind
  32772. * - BABYLON.VertexBuffer.ColorKind
  32773. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32774. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32775. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32776. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32777. * @returns a boolean
  32778. */
  32779. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32780. if (!this._geometry) {
  32781. if (this._delayInfo) {
  32782. return this._delayInfo.indexOf(kind) !== -1;
  32783. }
  32784. return false;
  32785. }
  32786. return this._geometry.isVerticesDataPresent(kind);
  32787. };
  32788. /**
  32789. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32790. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32791. * - BABYLON.VertexBuffer.PositionKind
  32792. * - BABYLON.VertexBuffer.UVKind
  32793. * - BABYLON.VertexBuffer.UV2Kind
  32794. * - BABYLON.VertexBuffer.UV3Kind
  32795. * - BABYLON.VertexBuffer.UV4Kind
  32796. * - BABYLON.VertexBuffer.UV5Kind
  32797. * - BABYLON.VertexBuffer.UV6Kind
  32798. * - BABYLON.VertexBuffer.ColorKind
  32799. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32800. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32801. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32802. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32803. * @returns a boolean
  32804. */
  32805. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32806. if (!this._geometry) {
  32807. if (this._delayInfo) {
  32808. return this._delayInfo.indexOf(kind) !== -1;
  32809. }
  32810. return false;
  32811. }
  32812. return this._geometry.isVertexBufferUpdatable(kind);
  32813. };
  32814. /**
  32815. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32816. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32817. * - BABYLON.VertexBuffer.PositionKind
  32818. * - BABYLON.VertexBuffer.UVKind
  32819. * - BABYLON.VertexBuffer.UV2Kind
  32820. * - BABYLON.VertexBuffer.UV3Kind
  32821. * - BABYLON.VertexBuffer.UV4Kind
  32822. * - BABYLON.VertexBuffer.UV5Kind
  32823. * - BABYLON.VertexBuffer.UV6Kind
  32824. * - BABYLON.VertexBuffer.ColorKind
  32825. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32826. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32827. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32828. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32829. * @returns an array of strings
  32830. */
  32831. Mesh.prototype.getVerticesDataKinds = function () {
  32832. if (!this._geometry) {
  32833. var result = new Array();
  32834. if (this._delayInfo) {
  32835. this._delayInfo.forEach(function (kind, index, array) {
  32836. result.push(kind);
  32837. });
  32838. }
  32839. return result;
  32840. }
  32841. return this._geometry.getVerticesDataKinds();
  32842. };
  32843. /**
  32844. * Returns a positive integer : the total number of indices in this mesh geometry.
  32845. * @returns the numner of indices or zero if the mesh has no geometry.
  32846. */
  32847. Mesh.prototype.getTotalIndices = function () {
  32848. if (!this._geometry) {
  32849. return 0;
  32850. }
  32851. return this._geometry.getTotalIndices();
  32852. };
  32853. /**
  32854. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  32855. * @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.
  32856. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  32857. * @returns the indices array or an empty array if the mesh has no geometry
  32858. */
  32859. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  32860. if (!this._geometry) {
  32861. return [];
  32862. }
  32863. return this._geometry.getIndices(copyWhenShared, forceCopy);
  32864. };
  32865. Object.defineProperty(Mesh.prototype, "isBlocked", {
  32866. get: function () {
  32867. return this._masterMesh !== null && this._masterMesh !== undefined;
  32868. },
  32869. enumerable: true,
  32870. configurable: true
  32871. });
  32872. /**
  32873. * Determine if the current mesh is ready to be rendered
  32874. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  32875. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  32876. * @returns true if all associated assets are ready (material, textures, shaders)
  32877. */
  32878. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  32879. if (completeCheck === void 0) { completeCheck = false; }
  32880. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  32881. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32882. return false;
  32883. }
  32884. if (!_super.prototype.isReady.call(this, completeCheck)) {
  32885. return false;
  32886. }
  32887. if (!this.subMeshes || this.subMeshes.length === 0) {
  32888. return true;
  32889. }
  32890. if (!completeCheck) {
  32891. return true;
  32892. }
  32893. var engine = this.getEngine();
  32894. var scene = this.getScene();
  32895. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  32896. this.computeWorldMatrix();
  32897. var mat = this.material || scene.defaultMaterial;
  32898. if (mat) {
  32899. if (mat._storeEffectOnSubMeshes) {
  32900. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  32901. var subMesh = _a[_i];
  32902. var effectiveMaterial = subMesh.getMaterial();
  32903. if (effectiveMaterial) {
  32904. if (effectiveMaterial._storeEffectOnSubMeshes) {
  32905. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32906. return false;
  32907. }
  32908. }
  32909. else {
  32910. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32911. return false;
  32912. }
  32913. }
  32914. }
  32915. }
  32916. }
  32917. else {
  32918. if (!mat.isReady(this, hardwareInstancedRendering)) {
  32919. return false;
  32920. }
  32921. }
  32922. }
  32923. // Shadows
  32924. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  32925. var light = _c[_b];
  32926. var generator = light.getShadowGenerator();
  32927. if (generator) {
  32928. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  32929. var subMesh = _e[_d];
  32930. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  32931. return false;
  32932. }
  32933. }
  32934. }
  32935. }
  32936. // LOD
  32937. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  32938. var lod = _g[_f];
  32939. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  32940. return false;
  32941. }
  32942. }
  32943. return true;
  32944. };
  32945. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  32946. /**
  32947. * 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.
  32948. */
  32949. get: function () {
  32950. return this._areNormalsFrozen;
  32951. },
  32952. enumerable: true,
  32953. configurable: true
  32954. });
  32955. /**
  32956. * 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.
  32957. * @returns the current mesh
  32958. */
  32959. Mesh.prototype.freezeNormals = function () {
  32960. this._areNormalsFrozen = true;
  32961. return this;
  32962. };
  32963. /**
  32964. * 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
  32965. * @returns the current mesh
  32966. */
  32967. Mesh.prototype.unfreezeNormals = function () {
  32968. this._areNormalsFrozen = false;
  32969. return this;
  32970. };
  32971. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  32972. /**
  32973. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  32974. */
  32975. set: function (count) {
  32976. this._instanceDataStorage.overridenInstanceCount = count;
  32977. },
  32978. enumerable: true,
  32979. configurable: true
  32980. });
  32981. // Methods
  32982. /** @hidden */
  32983. Mesh.prototype._preActivate = function () {
  32984. var sceneRenderId = this.getScene().getRenderId();
  32985. if (this._preActivateId === sceneRenderId) {
  32986. return this;
  32987. }
  32988. this._preActivateId = sceneRenderId;
  32989. this._instanceDataStorage.visibleInstances = null;
  32990. return this;
  32991. };
  32992. /** @hidden */
  32993. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  32994. if (this._instanceDataStorage.visibleInstances) {
  32995. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  32996. }
  32997. return this;
  32998. };
  32999. /** @hidden */
  33000. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33001. if (!this._instanceDataStorage.visibleInstances) {
  33002. this._instanceDataStorage.visibleInstances = {};
  33003. this._instanceDataStorage.visibleInstances.defaultRenderId = renderId;
  33004. this._instanceDataStorage.visibleInstances.selfDefaultRenderId = this._renderId;
  33005. }
  33006. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33007. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33008. }
  33009. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33010. return this;
  33011. };
  33012. /**
  33013. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33014. * This means the mesh underlying bounding box and sphere are recomputed.
  33015. * @returns the current mesh
  33016. */
  33017. Mesh.prototype.refreshBoundingInfo = function () {
  33018. return this._refreshBoundingInfo(false);
  33019. };
  33020. /** @hidden */
  33021. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  33022. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33023. return this;
  33024. }
  33025. var data = this._getPositionData(applySkeleton);
  33026. if (data) {
  33027. var bias = this.geometry ? this.geometry.boundingBias : null;
  33028. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  33029. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  33030. }
  33031. if (this.subMeshes) {
  33032. for (var index = 0; index < this.subMeshes.length; index++) {
  33033. this.subMeshes[index].refreshBoundingInfo();
  33034. }
  33035. }
  33036. this._updateBoundingInfo();
  33037. return this;
  33038. };
  33039. Mesh.prototype._getPositionData = function (applySkeleton) {
  33040. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33041. if (data && applySkeleton && this.skeleton) {
  33042. data = BABYLON.Tools.Slice(data);
  33043. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33044. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33045. if (matricesWeightsData && matricesIndicesData) {
  33046. var needExtras = this.numBoneInfluencers > 4;
  33047. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33048. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33049. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33050. var tempVector = BABYLON.Tmp.Vector3[0];
  33051. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33052. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33053. var matWeightIdx = 0;
  33054. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33055. finalMatrix.reset();
  33056. var inf;
  33057. var weight;
  33058. for (inf = 0; inf < 4; inf++) {
  33059. weight = matricesWeightsData[matWeightIdx + inf];
  33060. if (weight > 0) {
  33061. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33062. finalMatrix.addToSelf(tempMatrix);
  33063. }
  33064. }
  33065. if (needExtras) {
  33066. for (inf = 0; inf < 4; inf++) {
  33067. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33068. if (weight > 0) {
  33069. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33070. finalMatrix.addToSelf(tempMatrix);
  33071. }
  33072. }
  33073. }
  33074. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33075. tempVector.toArray(data, index);
  33076. }
  33077. }
  33078. }
  33079. return data;
  33080. };
  33081. /** @hidden */
  33082. Mesh.prototype._createGlobalSubMesh = function (force) {
  33083. var totalVertices = this.getTotalVertices();
  33084. if (!totalVertices || !this.getIndices()) {
  33085. return null;
  33086. }
  33087. // Check if we need to recreate the submeshes
  33088. if (this.subMeshes && this.subMeshes.length > 0) {
  33089. var ib = this.getIndices();
  33090. if (!ib) {
  33091. return null;
  33092. }
  33093. var totalIndices = ib.length;
  33094. var needToRecreate = false;
  33095. if (force) {
  33096. needToRecreate = true;
  33097. }
  33098. else {
  33099. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33100. var submesh = _a[_i];
  33101. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33102. needToRecreate = true;
  33103. break;
  33104. }
  33105. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33106. needToRecreate = true;
  33107. break;
  33108. }
  33109. }
  33110. }
  33111. if (!needToRecreate) {
  33112. return this.subMeshes[0];
  33113. }
  33114. }
  33115. this.releaseSubMeshes();
  33116. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33117. };
  33118. /**
  33119. * This function will subdivide the mesh into multiple submeshes
  33120. * @param count defines the expected number of submeshes
  33121. */
  33122. Mesh.prototype.subdivide = function (count) {
  33123. if (count < 1) {
  33124. return;
  33125. }
  33126. var totalIndices = this.getTotalIndices();
  33127. var subdivisionSize = (totalIndices / count) | 0;
  33128. var offset = 0;
  33129. // Ensure that subdivisionSize is a multiple of 3
  33130. while (subdivisionSize % 3 !== 0) {
  33131. subdivisionSize++;
  33132. }
  33133. this.releaseSubMeshes();
  33134. for (var index = 0; index < count; index++) {
  33135. if (offset >= totalIndices) {
  33136. break;
  33137. }
  33138. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33139. offset += subdivisionSize;
  33140. }
  33141. this.synchronizeInstances();
  33142. };
  33143. /**
  33144. * Copy a FloatArray into a specific associated vertex buffer
  33145. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33146. * - BABYLON.VertexBuffer.PositionKind
  33147. * - BABYLON.VertexBuffer.UVKind
  33148. * - BABYLON.VertexBuffer.UV2Kind
  33149. * - BABYLON.VertexBuffer.UV3Kind
  33150. * - BABYLON.VertexBuffer.UV4Kind
  33151. * - BABYLON.VertexBuffer.UV5Kind
  33152. * - BABYLON.VertexBuffer.UV6Kind
  33153. * - BABYLON.VertexBuffer.ColorKind
  33154. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33155. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33156. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33157. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33158. * @param data defines the data source
  33159. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33160. * @param stride defines the data stride size (can be null)
  33161. * @returns the current mesh
  33162. */
  33163. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33164. if (updatable === void 0) { updatable = false; }
  33165. if (!this._geometry) {
  33166. var vertexData = new BABYLON.VertexData();
  33167. vertexData.set(data, kind);
  33168. var scene = this.getScene();
  33169. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33170. }
  33171. else {
  33172. this._geometry.setVerticesData(kind, data, updatable, stride);
  33173. }
  33174. return this;
  33175. };
  33176. /**
  33177. * Flags an associated vertex buffer as updatable
  33178. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33179. * - BABYLON.VertexBuffer.PositionKind
  33180. * - BABYLON.VertexBuffer.UVKind
  33181. * - BABYLON.VertexBuffer.UV2Kind
  33182. * - BABYLON.VertexBuffer.UV3Kind
  33183. * - BABYLON.VertexBuffer.UV4Kind
  33184. * - BABYLON.VertexBuffer.UV5Kind
  33185. * - BABYLON.VertexBuffer.UV6Kind
  33186. * - BABYLON.VertexBuffer.ColorKind
  33187. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33188. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33189. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33190. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33191. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33192. */
  33193. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33194. if (updatable === void 0) { updatable = true; }
  33195. var vb = this.getVertexBuffer(kind);
  33196. if (!vb || vb.isUpdatable() === updatable) {
  33197. return;
  33198. }
  33199. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33200. };
  33201. /**
  33202. * Sets the mesh global Vertex Buffer
  33203. * @param buffer defines the buffer to use
  33204. * @returns the current mesh
  33205. */
  33206. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33207. if (!this._geometry) {
  33208. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33209. }
  33210. this._geometry.setVerticesBuffer(buffer);
  33211. return this;
  33212. };
  33213. /**
  33214. * Update a specific associated vertex buffer
  33215. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33216. * - BABYLON.VertexBuffer.PositionKind
  33217. * - BABYLON.VertexBuffer.UVKind
  33218. * - BABYLON.VertexBuffer.UV2Kind
  33219. * - BABYLON.VertexBuffer.UV3Kind
  33220. * - BABYLON.VertexBuffer.UV4Kind
  33221. * - BABYLON.VertexBuffer.UV5Kind
  33222. * - BABYLON.VertexBuffer.UV6Kind
  33223. * - BABYLON.VertexBuffer.ColorKind
  33224. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33225. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33226. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33227. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33228. * @param data defines the data source
  33229. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33230. * @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)
  33231. * @returns the current mesh
  33232. */
  33233. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33234. if (!this._geometry) {
  33235. return this;
  33236. }
  33237. if (!makeItUnique) {
  33238. this._geometry.updateVerticesData(kind, data, updateExtends);
  33239. }
  33240. else {
  33241. this.makeGeometryUnique();
  33242. this.updateVerticesData(kind, data, updateExtends, false);
  33243. }
  33244. return this;
  33245. };
  33246. /**
  33247. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33248. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33249. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33250. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33251. * @returns the current mesh
  33252. */
  33253. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33254. if (computeNormals === void 0) { computeNormals = true; }
  33255. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33256. if (!positions) {
  33257. return this;
  33258. }
  33259. positionFunction(positions);
  33260. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33261. if (computeNormals) {
  33262. var indices = this.getIndices();
  33263. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33264. if (!normals) {
  33265. return this;
  33266. }
  33267. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33268. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33269. }
  33270. return this;
  33271. };
  33272. /**
  33273. * Creates a un-shared specific occurence of the geometry for the mesh.
  33274. * @returns the current mesh
  33275. */
  33276. Mesh.prototype.makeGeometryUnique = function () {
  33277. if (!this._geometry) {
  33278. return this;
  33279. }
  33280. var oldGeometry = this._geometry;
  33281. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33282. oldGeometry.releaseForMesh(this, true);
  33283. geometry.applyToMesh(this);
  33284. return this;
  33285. };
  33286. /**
  33287. * Set the index buffer of this mesh
  33288. * @param indices defines the source data
  33289. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33290. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33291. * @returns the current mesh
  33292. */
  33293. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33294. if (totalVertices === void 0) { totalVertices = null; }
  33295. if (updatable === void 0) { updatable = false; }
  33296. if (!this._geometry) {
  33297. var vertexData = new BABYLON.VertexData();
  33298. vertexData.indices = indices;
  33299. var scene = this.getScene();
  33300. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33301. }
  33302. else {
  33303. this._geometry.setIndices(indices, totalVertices, updatable);
  33304. }
  33305. return this;
  33306. };
  33307. /**
  33308. * Update the current index buffer
  33309. * @param indices defines the source data
  33310. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33311. * @returns the current mesh
  33312. */
  33313. Mesh.prototype.updateIndices = function (indices, offset) {
  33314. if (!this._geometry) {
  33315. return this;
  33316. }
  33317. this._geometry.updateIndices(indices, offset);
  33318. return this;
  33319. };
  33320. /**
  33321. * Invert the geometry to move from a right handed system to a left handed one.
  33322. * @returns the current mesh
  33323. */
  33324. Mesh.prototype.toLeftHanded = function () {
  33325. if (!this._geometry) {
  33326. return this;
  33327. }
  33328. this._geometry.toLeftHanded();
  33329. return this;
  33330. };
  33331. /** @hidden */
  33332. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33333. if (!this._geometry) {
  33334. return this;
  33335. }
  33336. var engine = this.getScene().getEngine();
  33337. // Wireframe
  33338. var indexToBind;
  33339. if (this._unIndexed) {
  33340. indexToBind = null;
  33341. }
  33342. else {
  33343. switch (fillMode) {
  33344. case BABYLON.Material.PointFillMode:
  33345. indexToBind = null;
  33346. break;
  33347. case BABYLON.Material.WireFrameFillMode:
  33348. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33349. break;
  33350. default:
  33351. case BABYLON.Material.TriangleFillMode:
  33352. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33353. break;
  33354. }
  33355. }
  33356. // VBOs
  33357. this._geometry._bind(effect, indexToBind);
  33358. return this;
  33359. };
  33360. /** @hidden */
  33361. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33362. if (alternate === void 0) { alternate = false; }
  33363. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33364. return this;
  33365. }
  33366. if (this._onBeforeDrawObservable) {
  33367. this._onBeforeDrawObservable.notifyObservers(this);
  33368. }
  33369. var scene = this.getScene();
  33370. var engine = scene.getEngine();
  33371. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33372. // or triangles as points
  33373. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33374. }
  33375. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33376. // Triangles as wireframe
  33377. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33378. }
  33379. else {
  33380. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33381. }
  33382. if (scene._isAlternateRenderingEnabled && !alternate) {
  33383. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33384. if (!effect || !scene.activeCamera) {
  33385. return this;
  33386. }
  33387. scene._switchToAlternateCameraConfiguration(true);
  33388. this._effectiveMaterial.bindView(effect);
  33389. this._effectiveMaterial.bindViewProjection(effect);
  33390. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33391. this._draw(subMesh, fillMode, instancesCount, true);
  33392. engine.setViewport(scene.activeCamera.viewport);
  33393. scene._switchToAlternateCameraConfiguration(false);
  33394. this._effectiveMaterial.bindView(effect);
  33395. this._effectiveMaterial.bindViewProjection(effect);
  33396. }
  33397. return this;
  33398. };
  33399. /**
  33400. * Registers for this mesh a javascript function called just before the rendering process
  33401. * @param func defines the function to call before rendering this mesh
  33402. * @returns the current mesh
  33403. */
  33404. Mesh.prototype.registerBeforeRender = function (func) {
  33405. this.onBeforeRenderObservable.add(func);
  33406. return this;
  33407. };
  33408. /**
  33409. * Disposes a previously registered javascript function called before the rendering
  33410. * @param func defines the function to remove
  33411. * @returns the current mesh
  33412. */
  33413. Mesh.prototype.unregisterBeforeRender = function (func) {
  33414. this.onBeforeRenderObservable.removeCallback(func);
  33415. return this;
  33416. };
  33417. /**
  33418. * Registers for this mesh a javascript function called just after the rendering is complete
  33419. * @param func defines the function to call after rendering this mesh
  33420. * @returns the current mesh
  33421. */
  33422. Mesh.prototype.registerAfterRender = function (func) {
  33423. this.onAfterRenderObservable.add(func);
  33424. return this;
  33425. };
  33426. /**
  33427. * Disposes a previously registered javascript function called after the rendering.
  33428. * @param func defines the function to remove
  33429. * @returns the current mesh
  33430. */
  33431. Mesh.prototype.unregisterAfterRender = function (func) {
  33432. this.onAfterRenderObservable.removeCallback(func);
  33433. return this;
  33434. };
  33435. /** @hidden */
  33436. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33437. var scene = this.getScene();
  33438. var batchCache = this._instanceDataStorage.batchCache;
  33439. batchCache.mustReturn = false;
  33440. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33441. batchCache.visibleInstances[subMeshId] = null;
  33442. if (this._instanceDataStorage.visibleInstances) {
  33443. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33444. var currentRenderId = scene.getRenderId();
  33445. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33446. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33447. var selfRenderId = this._renderId;
  33448. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33449. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33450. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33451. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33452. }
  33453. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33454. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33455. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33456. batchCache.mustReturn = true;
  33457. return batchCache;
  33458. }
  33459. if (currentRenderId !== selfRenderId) {
  33460. batchCache.renderSelf[subMeshId] = false;
  33461. }
  33462. }
  33463. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33464. }
  33465. return batchCache;
  33466. };
  33467. /** @hidden */
  33468. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33469. var visibleInstances = batch.visibleInstances[subMesh._id];
  33470. if (!visibleInstances) {
  33471. return this;
  33472. }
  33473. var matricesCount = visibleInstances.length + 1;
  33474. var bufferSize = matricesCount * 16 * 4;
  33475. var instanceStorage = this._instanceDataStorage;
  33476. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33477. var instancesBuffer = instanceStorage.instancesBuffer;
  33478. while (instanceStorage.instancesBufferSize < bufferSize) {
  33479. instanceStorage.instancesBufferSize *= 2;
  33480. }
  33481. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33482. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33483. }
  33484. var offset = 0;
  33485. var instancesCount = 0;
  33486. var world = this.getWorldMatrix();
  33487. if (batch.renderSelf[subMesh._id]) {
  33488. world.copyToArray(instanceStorage.instancesData, offset);
  33489. offset += 16;
  33490. instancesCount++;
  33491. }
  33492. if (visibleInstances) {
  33493. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33494. var instance = visibleInstances[instanceIndex];
  33495. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33496. offset += 16;
  33497. instancesCount++;
  33498. }
  33499. }
  33500. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33501. if (instancesBuffer) {
  33502. instancesBuffer.dispose();
  33503. }
  33504. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33505. instanceStorage.instancesBuffer = instancesBuffer;
  33506. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33507. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33508. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33509. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33510. }
  33511. else {
  33512. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33513. }
  33514. this._bind(subMesh, effect, fillMode);
  33515. this._draw(subMesh, fillMode, instancesCount);
  33516. engine.unbindInstanceAttributes();
  33517. return this;
  33518. };
  33519. /** @hidden */
  33520. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33521. var scene = this.getScene();
  33522. var engine = scene.getEngine();
  33523. if (hardwareInstancedRendering) {
  33524. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33525. }
  33526. else {
  33527. if (batch.renderSelf[subMesh._id]) {
  33528. // Draw
  33529. if (onBeforeDraw) {
  33530. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33531. }
  33532. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33533. }
  33534. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33535. if (visibleInstancesForSubMesh) {
  33536. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33537. var instance = visibleInstancesForSubMesh[instanceIndex];
  33538. // World
  33539. var world = instance.getWorldMatrix();
  33540. if (onBeforeDraw) {
  33541. onBeforeDraw(true, world, effectiveMaterial);
  33542. }
  33543. // Draw
  33544. this._draw(subMesh, fillMode);
  33545. }
  33546. }
  33547. }
  33548. return this;
  33549. };
  33550. /**
  33551. * 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
  33552. * @param subMesh defines the subMesh to render
  33553. * @param enableAlphaMode defines if alpha mode can be changed
  33554. * @returns the current mesh
  33555. */
  33556. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33557. if (this._checkOcclusionQuery()) {
  33558. return this;
  33559. }
  33560. var scene = this.getScene();
  33561. // Managing instances
  33562. var batch = this._getInstancesRenderList(subMesh._id);
  33563. if (batch.mustReturn) {
  33564. return this;
  33565. }
  33566. // Checking geometry state
  33567. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33568. return this;
  33569. }
  33570. if (this._onBeforeRenderObservable) {
  33571. this._onBeforeRenderObservable.notifyObservers(this);
  33572. }
  33573. var engine = scene.getEngine();
  33574. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33575. // Material
  33576. var material = subMesh.getMaterial();
  33577. if (!material) {
  33578. return this;
  33579. }
  33580. this._effectiveMaterial = material;
  33581. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33582. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33583. return this;
  33584. }
  33585. }
  33586. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33587. return this;
  33588. }
  33589. // Alpha mode
  33590. if (enableAlphaMode) {
  33591. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33592. }
  33593. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33594. var step = _a[_i];
  33595. step.action(this, subMesh, batch);
  33596. }
  33597. var effect;
  33598. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33599. effect = subMesh.effect;
  33600. }
  33601. else {
  33602. effect = this._effectiveMaterial.getEffect();
  33603. }
  33604. if (!effect) {
  33605. return this;
  33606. }
  33607. var sideOrientation = this.overrideMaterialSideOrientation;
  33608. if (sideOrientation == null) {
  33609. sideOrientation = this._effectiveMaterial.sideOrientation;
  33610. if (this._getWorldMatrixDeterminant() < 0) {
  33611. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33612. }
  33613. }
  33614. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33615. if (this._effectiveMaterial.forceDepthWrite) {
  33616. engine.setDepthWrite(true);
  33617. }
  33618. // Bind
  33619. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33620. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33621. this._bind(subMesh, effect, fillMode);
  33622. }
  33623. var world = this.getWorldMatrix();
  33624. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33625. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33626. }
  33627. else {
  33628. this._effectiveMaterial.bind(world, this);
  33629. }
  33630. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33631. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33632. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33633. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33634. }
  33635. // Draw
  33636. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33637. // Unbind
  33638. this._effectiveMaterial.unbind();
  33639. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33640. var step = _c[_b];
  33641. step.action(this, subMesh, batch);
  33642. }
  33643. if (this._onAfterRenderObservable) {
  33644. this._onAfterRenderObservable.notifyObservers(this);
  33645. }
  33646. return this;
  33647. };
  33648. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33649. if (isInstance && effectiveMaterial) {
  33650. effectiveMaterial.bindOnlyWorldMatrix(world);
  33651. }
  33652. };
  33653. /**
  33654. * Renormalize the mesh and patch it up if there are no weights
  33655. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33656. * However in the case of zero weights then we set just a single influence to 1.
  33657. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33658. */
  33659. Mesh.prototype.cleanMatrixWeights = function () {
  33660. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33661. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33662. this.normalizeSkinWeightsAndExtra();
  33663. }
  33664. else {
  33665. this.normalizeSkinFourWeights();
  33666. }
  33667. }
  33668. };
  33669. // faster 4 weight version.
  33670. Mesh.prototype.normalizeSkinFourWeights = function () {
  33671. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33672. var numWeights = matricesWeights.length;
  33673. for (var a = 0; a < numWeights; a += 4) {
  33674. // accumulate weights
  33675. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33676. // check for invalid weight and just set it to 1.
  33677. if (t === 0) {
  33678. matricesWeights[a] = 1;
  33679. }
  33680. else {
  33681. // renormalize so everything adds to 1 use reciprical
  33682. var recip = 1 / t;
  33683. matricesWeights[a] *= recip;
  33684. matricesWeights[a + 1] *= recip;
  33685. matricesWeights[a + 2] *= recip;
  33686. matricesWeights[a + 3] *= recip;
  33687. }
  33688. }
  33689. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33690. };
  33691. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33692. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33693. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33694. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33695. var numWeights = matricesWeights.length;
  33696. for (var a = 0; a < numWeights; a += 4) {
  33697. // accumulate weights
  33698. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33699. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33700. // check for invalid weight and just set it to 1.
  33701. if (t === 0) {
  33702. matricesWeights[a] = 1;
  33703. }
  33704. else {
  33705. // renormalize so everything adds to 1 use reciprical
  33706. var recip = 1 / t;
  33707. matricesWeights[a] *= recip;
  33708. matricesWeights[a + 1] *= recip;
  33709. matricesWeights[a + 2] *= recip;
  33710. matricesWeights[a + 3] *= recip;
  33711. // same goes for extras
  33712. matricesWeightsExtra[a] *= recip;
  33713. matricesWeightsExtra[a + 1] *= recip;
  33714. matricesWeightsExtra[a + 2] *= recip;
  33715. matricesWeightsExtra[a + 3] *= recip;
  33716. }
  33717. }
  33718. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33719. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33720. };
  33721. /**
  33722. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33723. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33724. * the user know there was an issue with importing the mesh
  33725. * @returns a validation object with skinned, valid and report string
  33726. */
  33727. Mesh.prototype.validateSkinning = function () {
  33728. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33729. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33730. if (matricesWeights === null || this.skeleton == null) {
  33731. return { skinned: false, valid: true, report: "not skinned" };
  33732. }
  33733. var numWeights = matricesWeights.length;
  33734. var numberNotSorted = 0;
  33735. var missingWeights = 0;
  33736. var maxUsedWeights = 0;
  33737. var numberNotNormalized = 0;
  33738. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33739. var usedWeightCounts = new Array();
  33740. for (var a = 0; a <= numInfluences; a++) {
  33741. usedWeightCounts[a] = 0;
  33742. }
  33743. var toleranceEpsilon = 0.001;
  33744. for (var a = 0; a < numWeights; a += 4) {
  33745. var lastWeight = matricesWeights[a];
  33746. var t = lastWeight;
  33747. var usedWeights = t === 0 ? 0 : 1;
  33748. for (var b = 1; b < numInfluences; b++) {
  33749. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33750. if (d > lastWeight) {
  33751. numberNotSorted++;
  33752. }
  33753. if (d !== 0) {
  33754. usedWeights++;
  33755. }
  33756. t += d;
  33757. lastWeight = d;
  33758. }
  33759. // count the buffer weights usage
  33760. usedWeightCounts[usedWeights]++;
  33761. // max influences
  33762. if (usedWeights > maxUsedWeights) {
  33763. maxUsedWeights = usedWeights;
  33764. }
  33765. // check for invalid weight and just set it to 1.
  33766. if (t === 0) {
  33767. missingWeights++;
  33768. }
  33769. else {
  33770. // renormalize so everything adds to 1 use reciprical
  33771. var recip = 1 / t;
  33772. var tolerance = 0;
  33773. for (b = 0; b < numInfluences; b++) {
  33774. if (b < 4) {
  33775. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33776. }
  33777. else {
  33778. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33779. }
  33780. }
  33781. // arbitary epsilon value for dicdating not normalized
  33782. if (tolerance > toleranceEpsilon) {
  33783. numberNotNormalized++;
  33784. }
  33785. }
  33786. }
  33787. // validate bone indices are in range of the skeleton
  33788. var numBones = this.skeleton.bones.length;
  33789. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33790. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33791. var numBadBoneIndices = 0;
  33792. for (var a = 0; a < numWeights; a++) {
  33793. for (var b = 0; b < numInfluences; b++) {
  33794. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33795. if (index >= numBones || index < 0) {
  33796. numBadBoneIndices++;
  33797. }
  33798. }
  33799. }
  33800. // log mesh stats
  33801. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33802. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33803. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33804. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33805. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33806. };
  33807. /** @hidden */
  33808. Mesh.prototype._checkDelayState = function () {
  33809. var scene = this.getScene();
  33810. if (this._geometry) {
  33811. this._geometry.load(scene);
  33812. }
  33813. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33814. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33815. this._queueLoad(scene);
  33816. }
  33817. return this;
  33818. };
  33819. Mesh.prototype._queueLoad = function (scene) {
  33820. var _this = this;
  33821. scene._addPendingData(this);
  33822. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33823. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33824. if (data instanceof ArrayBuffer) {
  33825. _this._delayLoadingFunction(data, _this);
  33826. }
  33827. else {
  33828. _this._delayLoadingFunction(JSON.parse(data), _this);
  33829. }
  33830. _this.instances.forEach(function (instance) {
  33831. instance._syncSubMeshes();
  33832. });
  33833. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  33834. scene._removePendingData(_this);
  33835. }, function () { }, scene.offlineProvider, getBinaryData);
  33836. return this;
  33837. };
  33838. /**
  33839. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  33840. * A mesh is in the frustum if its bounding box intersects the frustum
  33841. * @param frustumPlanes defines the frustum to test
  33842. * @returns true if the mesh is in the frustum planes
  33843. */
  33844. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  33845. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33846. return false;
  33847. }
  33848. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  33849. return false;
  33850. }
  33851. this._checkDelayState();
  33852. return true;
  33853. };
  33854. /**
  33855. * Sets the mesh material by the material or multiMaterial `id` property
  33856. * @param id is a string identifying the material or the multiMaterial
  33857. * @returns the current mesh
  33858. */
  33859. Mesh.prototype.setMaterialByID = function (id) {
  33860. var materials = this.getScene().materials;
  33861. var index;
  33862. for (index = materials.length - 1; index > -1; index--) {
  33863. if (materials[index].id === id) {
  33864. this.material = materials[index];
  33865. return this;
  33866. }
  33867. }
  33868. // Multi
  33869. var multiMaterials = this.getScene().multiMaterials;
  33870. for (index = multiMaterials.length - 1; index > -1; index--) {
  33871. if (multiMaterials[index].id === id) {
  33872. this.material = multiMaterials[index];
  33873. return this;
  33874. }
  33875. }
  33876. return this;
  33877. };
  33878. /**
  33879. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  33880. * @returns an array of IAnimatable
  33881. */
  33882. Mesh.prototype.getAnimatables = function () {
  33883. var results = new Array();
  33884. if (this.material) {
  33885. results.push(this.material);
  33886. }
  33887. if (this.skeleton) {
  33888. results.push(this.skeleton);
  33889. }
  33890. return results;
  33891. };
  33892. /**
  33893. * Modifies the mesh geometry according to the passed transformation matrix.
  33894. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  33895. * The mesh normals are modified using the same transformation.
  33896. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33897. * @param transform defines the transform matrix to use
  33898. * @see http://doc.babylonjs.com/resources/baking_transformations
  33899. * @returns the current mesh
  33900. */
  33901. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  33902. // Position
  33903. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33904. return this;
  33905. }
  33906. var submeshes = this.subMeshes.splice(0);
  33907. this._resetPointsArrayCache();
  33908. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33909. var temp = new Array();
  33910. var index;
  33911. for (index = 0; index < data.length; index += 3) {
  33912. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  33913. }
  33914. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  33915. // Normals
  33916. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33917. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33918. temp = [];
  33919. for (index = 0; index < data.length; index += 3) {
  33920. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  33921. }
  33922. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  33923. }
  33924. // flip faces?
  33925. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  33926. this.flipFaces();
  33927. }
  33928. // Restore submeshes
  33929. this.releaseSubMeshes();
  33930. this.subMeshes = submeshes;
  33931. return this;
  33932. };
  33933. /**
  33934. * Modifies the mesh geometry according to its own current World Matrix.
  33935. * The mesh World Matrix is then reset.
  33936. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  33937. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33938. * @see http://doc.babylonjs.com/resources/baking_transformations
  33939. * @returns the current mesh
  33940. */
  33941. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  33942. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  33943. this.scaling.copyFromFloats(1, 1, 1);
  33944. this.position.copyFromFloats(0, 0, 0);
  33945. this.rotation.copyFromFloats(0, 0, 0);
  33946. //only if quaternion is already set
  33947. if (this.rotationQuaternion) {
  33948. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  33949. }
  33950. this._worldMatrix = BABYLON.Matrix.Identity();
  33951. return this;
  33952. };
  33953. Object.defineProperty(Mesh.prototype, "_positions", {
  33954. // Cache
  33955. /** @hidden */
  33956. get: function () {
  33957. if (this._geometry) {
  33958. return this._geometry._positions;
  33959. }
  33960. return null;
  33961. },
  33962. enumerable: true,
  33963. configurable: true
  33964. });
  33965. /** @hidden */
  33966. Mesh.prototype._resetPointsArrayCache = function () {
  33967. if (this._geometry) {
  33968. this._geometry._resetPointsArrayCache();
  33969. }
  33970. return this;
  33971. };
  33972. /** @hidden */
  33973. Mesh.prototype._generatePointsArray = function () {
  33974. if (this._geometry) {
  33975. return this._geometry._generatePointsArray();
  33976. }
  33977. return false;
  33978. };
  33979. /**
  33980. * Returns a new Mesh object generated from the current mesh properties.
  33981. * This method must not get confused with createInstance()
  33982. * @param name is a string, the name given to the new mesh
  33983. * @param newParent can be any Node object (default `null`)
  33984. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  33985. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  33986. * @returns a new mesh
  33987. */
  33988. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  33989. if (name === void 0) { name = ""; }
  33990. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  33991. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  33992. };
  33993. /**
  33994. * Releases resources associated with this mesh.
  33995. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  33996. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  33997. */
  33998. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  33999. var _this = this;
  34000. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34001. this.morphTargetManager = null;
  34002. if (this._geometry) {
  34003. this._geometry.releaseForMesh(this, true);
  34004. }
  34005. if (this._onBeforeDrawObservable) {
  34006. this._onBeforeDrawObservable.clear();
  34007. }
  34008. if (this._onBeforeRenderObservable) {
  34009. this._onBeforeRenderObservable.clear();
  34010. }
  34011. if (this._onAfterRenderObservable) {
  34012. this._onAfterRenderObservable.clear();
  34013. }
  34014. // Sources
  34015. var meshes = this.getScene().meshes;
  34016. meshes.forEach(function (abstractMesh) {
  34017. var mesh = abstractMesh;
  34018. if (mesh._source && mesh._source === _this) {
  34019. mesh._source = null;
  34020. }
  34021. });
  34022. this._source = null;
  34023. // Instances
  34024. if (this._instanceDataStorage.instancesBuffer) {
  34025. this._instanceDataStorage.instancesBuffer.dispose();
  34026. this._instanceDataStorage.instancesBuffer = null;
  34027. }
  34028. while (this.instances.length) {
  34029. this.instances[0].dispose();
  34030. }
  34031. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34032. };
  34033. /**
  34034. * Modifies the mesh geometry according to a displacement map.
  34035. * 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.
  34036. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34037. * @param url is a string, the URL from the image file is to be downloaded.
  34038. * @param minHeight is the lower limit of the displacement.
  34039. * @param maxHeight is the upper limit of the displacement.
  34040. * @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.
  34041. * @param uvOffset is an optional vector2 used to offset UV.
  34042. * @param uvScale is an optional vector2 used to scale UV.
  34043. * @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.
  34044. * @returns the Mesh.
  34045. */
  34046. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34047. var _this = this;
  34048. if (forceUpdate === void 0) { forceUpdate = false; }
  34049. var scene = this.getScene();
  34050. var onload = function (img) {
  34051. // Getting height map data
  34052. var canvas = document.createElement("canvas");
  34053. var context = canvas.getContext("2d");
  34054. var heightMapWidth = img.width;
  34055. var heightMapHeight = img.height;
  34056. canvas.width = heightMapWidth;
  34057. canvas.height = heightMapHeight;
  34058. context.drawImage(img, 0, 0);
  34059. // Create VertexData from map data
  34060. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34061. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34062. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34063. //execute success callback, if set
  34064. if (onSuccess) {
  34065. onSuccess(_this);
  34066. }
  34067. };
  34068. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34069. return this;
  34070. };
  34071. /**
  34072. * Modifies the mesh geometry according to a displacementMap buffer.
  34073. * 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.
  34074. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34075. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34076. * @param heightMapWidth is the width of the buffer image.
  34077. * @param heightMapHeight is the height of the buffer image.
  34078. * @param minHeight is the lower limit of the displacement.
  34079. * @param maxHeight is the upper limit of the displacement.
  34080. * @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.
  34081. * @param uvOffset is an optional vector2 used to offset UV.
  34082. * @param uvScale is an optional vector2 used to scale UV.
  34083. * @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.
  34084. * @returns the Mesh.
  34085. */
  34086. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34087. if (forceUpdate === void 0) { forceUpdate = false; }
  34088. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34089. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34090. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34091. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34092. return this;
  34093. }
  34094. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34095. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34096. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34097. var position = BABYLON.Vector3.Zero();
  34098. var normal = BABYLON.Vector3.Zero();
  34099. var uv = BABYLON.Vector2.Zero();
  34100. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34101. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34102. for (var index = 0; index < positions.length; index += 3) {
  34103. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34104. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34105. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34106. // Compute height
  34107. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34108. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34109. var pos = (u + v * heightMapWidth) * 4;
  34110. var r = buffer[pos] / 255.0;
  34111. var g = buffer[pos + 1] / 255.0;
  34112. var b = buffer[pos + 2] / 255.0;
  34113. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34114. normal.normalize();
  34115. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34116. position = position.add(normal);
  34117. position.toArray(positions, index);
  34118. }
  34119. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34120. if (forceUpdate) {
  34121. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34122. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34123. }
  34124. else {
  34125. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34126. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34127. }
  34128. return this;
  34129. };
  34130. /**
  34131. * Modify the mesh to get a flat shading rendering.
  34132. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34133. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34134. * @returns current mesh
  34135. */
  34136. Mesh.prototype.convertToFlatShadedMesh = function () {
  34137. var kinds = this.getVerticesDataKinds();
  34138. var vbs = {};
  34139. var data = {};
  34140. var newdata = {};
  34141. var updatableNormals = false;
  34142. var kindIndex;
  34143. var kind;
  34144. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34145. kind = kinds[kindIndex];
  34146. var vertexBuffer = this.getVertexBuffer(kind);
  34147. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34148. updatableNormals = vertexBuffer.isUpdatable();
  34149. kinds.splice(kindIndex, 1);
  34150. kindIndex--;
  34151. continue;
  34152. }
  34153. vbs[kind] = vertexBuffer;
  34154. data[kind] = vbs[kind].getData();
  34155. newdata[kind] = [];
  34156. }
  34157. // Save previous submeshes
  34158. var previousSubmeshes = this.subMeshes.slice(0);
  34159. var indices = this.getIndices();
  34160. var totalIndices = this.getTotalIndices();
  34161. // Generating unique vertices per face
  34162. var index;
  34163. for (index = 0; index < totalIndices; index++) {
  34164. var vertexIndex = indices[index];
  34165. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34166. kind = kinds[kindIndex];
  34167. var stride = vbs[kind].getStrideSize();
  34168. for (var offset = 0; offset < stride; offset++) {
  34169. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34170. }
  34171. }
  34172. }
  34173. // Updating faces & normal
  34174. var normals = [];
  34175. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34176. for (index = 0; index < totalIndices; index += 3) {
  34177. indices[index] = index;
  34178. indices[index + 1] = index + 1;
  34179. indices[index + 2] = index + 2;
  34180. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34181. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34182. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34183. var p1p2 = p1.subtract(p2);
  34184. var p3p2 = p3.subtract(p2);
  34185. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34186. // Store same normals for every vertex
  34187. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34188. normals.push(normal.x);
  34189. normals.push(normal.y);
  34190. normals.push(normal.z);
  34191. }
  34192. }
  34193. this.setIndices(indices);
  34194. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34195. // Updating vertex buffers
  34196. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34197. kind = kinds[kindIndex];
  34198. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34199. }
  34200. // Updating submeshes
  34201. this.releaseSubMeshes();
  34202. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34203. var previousOne = previousSubmeshes[submeshIndex];
  34204. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34205. }
  34206. this.synchronizeInstances();
  34207. return this;
  34208. };
  34209. /**
  34210. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34211. * In other words, more vertices, no more indices and a single bigger VBO.
  34212. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34213. * @returns current mesh
  34214. */
  34215. Mesh.prototype.convertToUnIndexedMesh = function () {
  34216. var kinds = this.getVerticesDataKinds();
  34217. var vbs = {};
  34218. var data = {};
  34219. var newdata = {};
  34220. var kindIndex;
  34221. var kind;
  34222. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34223. kind = kinds[kindIndex];
  34224. var vertexBuffer = this.getVertexBuffer(kind);
  34225. vbs[kind] = vertexBuffer;
  34226. data[kind] = vbs[kind].getData();
  34227. newdata[kind] = [];
  34228. }
  34229. // Save previous submeshes
  34230. var previousSubmeshes = this.subMeshes.slice(0);
  34231. var indices = this.getIndices();
  34232. var totalIndices = this.getTotalIndices();
  34233. // Generating unique vertices per face
  34234. var index;
  34235. for (index = 0; index < totalIndices; index++) {
  34236. var vertexIndex = indices[index];
  34237. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34238. kind = kinds[kindIndex];
  34239. var stride = vbs[kind].getStrideSize();
  34240. for (var offset = 0; offset < stride; offset++) {
  34241. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34242. }
  34243. }
  34244. }
  34245. // Updating indices
  34246. for (index = 0; index < totalIndices; index += 3) {
  34247. indices[index] = index;
  34248. indices[index + 1] = index + 1;
  34249. indices[index + 2] = index + 2;
  34250. }
  34251. this.setIndices(indices);
  34252. // Updating vertex buffers
  34253. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34254. kind = kinds[kindIndex];
  34255. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34256. }
  34257. // Updating submeshes
  34258. this.releaseSubMeshes();
  34259. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34260. var previousOne = previousSubmeshes[submeshIndex];
  34261. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34262. }
  34263. this._unIndexed = true;
  34264. this.synchronizeInstances();
  34265. return this;
  34266. };
  34267. /**
  34268. * Inverses facet orientations.
  34269. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34270. * @param flipNormals will also inverts the normals
  34271. * @returns current mesh
  34272. */
  34273. Mesh.prototype.flipFaces = function (flipNormals) {
  34274. if (flipNormals === void 0) { flipNormals = false; }
  34275. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34276. var i;
  34277. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34278. for (i = 0; i < vertex_data.normals.length; i++) {
  34279. vertex_data.normals[i] *= -1;
  34280. }
  34281. }
  34282. if (vertex_data.indices) {
  34283. var temp;
  34284. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34285. // reassign indices
  34286. temp = vertex_data.indices[i + 1];
  34287. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34288. vertex_data.indices[i + 2] = temp;
  34289. }
  34290. }
  34291. vertex_data.applyToMesh(this);
  34292. return this;
  34293. };
  34294. // Instances
  34295. /**
  34296. * Creates a new InstancedMesh object from the mesh model.
  34297. * Warning : this method is not supported for Line mesh and LineSystem
  34298. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34299. * @param name defines the name of the new instance
  34300. * @returns a new InstancedMesh
  34301. */
  34302. Mesh.prototype.createInstance = function (name) {
  34303. return new BABYLON.InstancedMesh(name, this);
  34304. };
  34305. /**
  34306. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34307. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34308. * @returns the current mesh
  34309. */
  34310. Mesh.prototype.synchronizeInstances = function () {
  34311. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34312. var instance = this.instances[instanceIndex];
  34313. instance._syncSubMeshes();
  34314. }
  34315. return this;
  34316. };
  34317. /**
  34318. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34319. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34320. * This should be used together with the simplification to avoid disappearing triangles.
  34321. * @param successCallback an optional success callback to be called after the optimization finished.
  34322. * @returns the current mesh
  34323. */
  34324. Mesh.prototype.optimizeIndices = function (successCallback) {
  34325. var _this = this;
  34326. var indices = this.getIndices();
  34327. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34328. if (!positions || !indices) {
  34329. return this;
  34330. }
  34331. var vectorPositions = new Array();
  34332. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34333. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34334. }
  34335. var dupes = new Array();
  34336. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34337. var realPos = vectorPositions.length - 1 - iteration;
  34338. var testedPosition = vectorPositions[realPos];
  34339. for (var j = 0; j < realPos; ++j) {
  34340. var againstPosition = vectorPositions[j];
  34341. if (testedPosition.equals(againstPosition)) {
  34342. dupes[realPos] = j;
  34343. break;
  34344. }
  34345. }
  34346. }, function () {
  34347. for (var i = 0; i < indices.length; ++i) {
  34348. indices[i] = dupes[indices[i]] || indices[i];
  34349. }
  34350. //indices are now reordered
  34351. var originalSubMeshes = _this.subMeshes.slice(0);
  34352. _this.setIndices(indices);
  34353. _this.subMeshes = originalSubMeshes;
  34354. if (successCallback) {
  34355. successCallback(_this);
  34356. }
  34357. });
  34358. return this;
  34359. };
  34360. /**
  34361. * Serialize current mesh
  34362. * @param serializationObject defines the object which will receive the serialization data
  34363. */
  34364. Mesh.prototype.serialize = function (serializationObject) {
  34365. serializationObject.name = this.name;
  34366. serializationObject.id = this.id;
  34367. serializationObject.type = this.getClassName();
  34368. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34369. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34370. }
  34371. serializationObject.position = this.position.asArray();
  34372. if (this.rotationQuaternion) {
  34373. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34374. }
  34375. else if (this.rotation) {
  34376. serializationObject.rotation = this.rotation.asArray();
  34377. }
  34378. serializationObject.scaling = this.scaling.asArray();
  34379. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34380. serializationObject.isEnabled = this.isEnabled(false);
  34381. serializationObject.isVisible = this.isVisible;
  34382. serializationObject.infiniteDistance = this.infiniteDistance;
  34383. serializationObject.pickable = this.isPickable;
  34384. serializationObject.receiveShadows = this.receiveShadows;
  34385. serializationObject.billboardMode = this.billboardMode;
  34386. serializationObject.visibility = this.visibility;
  34387. serializationObject.checkCollisions = this.checkCollisions;
  34388. serializationObject.isBlocker = this.isBlocker;
  34389. // Parent
  34390. if (this.parent) {
  34391. serializationObject.parentId = this.parent.id;
  34392. }
  34393. // Geometry
  34394. serializationObject.isUnIndexed = this.isUnIndexed;
  34395. var geometry = this._geometry;
  34396. if (geometry) {
  34397. var geometryId = geometry.id;
  34398. serializationObject.geometryId = geometryId;
  34399. // SubMeshes
  34400. serializationObject.subMeshes = [];
  34401. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34402. var subMesh = this.subMeshes[subIndex];
  34403. serializationObject.subMeshes.push({
  34404. materialIndex: subMesh.materialIndex,
  34405. verticesStart: subMesh.verticesStart,
  34406. verticesCount: subMesh.verticesCount,
  34407. indexStart: subMesh.indexStart,
  34408. indexCount: subMesh.indexCount
  34409. });
  34410. }
  34411. }
  34412. // Material
  34413. if (this.material) {
  34414. serializationObject.materialId = this.material.id;
  34415. }
  34416. else {
  34417. this.material = null;
  34418. }
  34419. // Morph targets
  34420. if (this.morphTargetManager) {
  34421. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34422. }
  34423. // Skeleton
  34424. if (this.skeleton) {
  34425. serializationObject.skeletonId = this.skeleton.id;
  34426. }
  34427. // Physics
  34428. //TODO implement correct serialization for physics impostors.
  34429. var impostor = this.getPhysicsImpostor();
  34430. if (impostor) {
  34431. serializationObject.physicsMass = impostor.getParam("mass");
  34432. serializationObject.physicsFriction = impostor.getParam("friction");
  34433. serializationObject.physicsRestitution = impostor.getParam("mass");
  34434. serializationObject.physicsImpostor = impostor.type;
  34435. }
  34436. // Metadata
  34437. if (this.metadata) {
  34438. serializationObject.metadata = this.metadata;
  34439. }
  34440. // Instances
  34441. serializationObject.instances = [];
  34442. for (var index = 0; index < this.instances.length; index++) {
  34443. var instance = this.instances[index];
  34444. if (instance.doNotSerialize) {
  34445. continue;
  34446. }
  34447. var serializationInstance = {
  34448. name: instance.name,
  34449. id: instance.id,
  34450. position: instance.position.asArray(),
  34451. scaling: instance.scaling.asArray()
  34452. };
  34453. if (instance.parent) {
  34454. serializationInstance.parentId = instance.parent.id;
  34455. }
  34456. if (instance.rotationQuaternion) {
  34457. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34458. }
  34459. else if (instance.rotation) {
  34460. serializationInstance.rotation = instance.rotation.asArray();
  34461. }
  34462. serializationObject.instances.push(serializationInstance);
  34463. // Animations
  34464. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34465. serializationInstance.ranges = instance.serializeAnimationRanges();
  34466. }
  34467. //
  34468. // Animations
  34469. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34470. serializationObject.ranges = this.serializeAnimationRanges();
  34471. // Layer mask
  34472. serializationObject.layerMask = this.layerMask;
  34473. // Alpha
  34474. serializationObject.alphaIndex = this.alphaIndex;
  34475. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34476. // Overlay
  34477. serializationObject.overlayAlpha = this.overlayAlpha;
  34478. serializationObject.overlayColor = this.overlayColor.asArray();
  34479. serializationObject.renderOverlay = this.renderOverlay;
  34480. // Fog
  34481. serializationObject.applyFog = this.applyFog;
  34482. // Action Manager
  34483. if (this.actionManager) {
  34484. serializationObject.actions = this.actionManager.serialize(this.name);
  34485. }
  34486. };
  34487. /** @hidden */
  34488. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34489. if (!this.geometry) {
  34490. return;
  34491. }
  34492. this._markSubMeshesAsAttributesDirty();
  34493. var morphTargetManager = this._morphTargetManager;
  34494. if (morphTargetManager && morphTargetManager.vertexCount) {
  34495. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34496. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34497. this.morphTargetManager = null;
  34498. return;
  34499. }
  34500. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34501. var morphTarget = morphTargetManager.getActiveTarget(index);
  34502. var positions = morphTarget.getPositions();
  34503. if (!positions) {
  34504. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34505. return;
  34506. }
  34507. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34508. var normals = morphTarget.getNormals();
  34509. if (normals) {
  34510. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34511. }
  34512. var tangents = morphTarget.getTangents();
  34513. if (tangents) {
  34514. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34515. }
  34516. }
  34517. }
  34518. else {
  34519. var index = 0;
  34520. // Positions
  34521. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34522. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34523. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34524. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34525. }
  34526. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34527. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34528. }
  34529. index++;
  34530. }
  34531. }
  34532. };
  34533. // Statics
  34534. /**
  34535. * Returns a new Mesh object parsed from the source provided.
  34536. * @param parsedMesh is the source
  34537. * @param scene defines the hosting scene
  34538. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34539. * @returns a new Mesh
  34540. */
  34541. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34542. var mesh;
  34543. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34544. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34545. }
  34546. else {
  34547. mesh = new Mesh(parsedMesh.name, scene);
  34548. }
  34549. mesh.id = parsedMesh.id;
  34550. if (BABYLON.Tags) {
  34551. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34552. }
  34553. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34554. if (parsedMesh.metadata !== undefined) {
  34555. mesh.metadata = parsedMesh.metadata;
  34556. }
  34557. if (parsedMesh.rotationQuaternion) {
  34558. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34559. }
  34560. else if (parsedMesh.rotation) {
  34561. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34562. }
  34563. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34564. if (parsedMesh.localMatrix) {
  34565. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34566. }
  34567. else if (parsedMesh.pivotMatrix) {
  34568. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34569. }
  34570. mesh.setEnabled(parsedMesh.isEnabled);
  34571. mesh.isVisible = parsedMesh.isVisible;
  34572. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34573. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34574. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34575. if (parsedMesh.applyFog !== undefined) {
  34576. mesh.applyFog = parsedMesh.applyFog;
  34577. }
  34578. if (parsedMesh.pickable !== undefined) {
  34579. mesh.isPickable = parsedMesh.pickable;
  34580. }
  34581. if (parsedMesh.alphaIndex !== undefined) {
  34582. mesh.alphaIndex = parsedMesh.alphaIndex;
  34583. }
  34584. mesh.receiveShadows = parsedMesh.receiveShadows;
  34585. mesh.billboardMode = parsedMesh.billboardMode;
  34586. if (parsedMesh.visibility !== undefined) {
  34587. mesh.visibility = parsedMesh.visibility;
  34588. }
  34589. mesh.checkCollisions = parsedMesh.checkCollisions;
  34590. if (parsedMesh.isBlocker !== undefined) {
  34591. mesh.isBlocker = parsedMesh.isBlocker;
  34592. }
  34593. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34594. // freezeWorldMatrix
  34595. if (parsedMesh.freezeWorldMatrix) {
  34596. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34597. }
  34598. // Parent
  34599. if (parsedMesh.parentId) {
  34600. mesh._waitingParentId = parsedMesh.parentId;
  34601. }
  34602. // Actions
  34603. if (parsedMesh.actions !== undefined) {
  34604. mesh._waitingActions = parsedMesh.actions;
  34605. }
  34606. // Overlay
  34607. if (parsedMesh.overlayAlpha !== undefined) {
  34608. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34609. }
  34610. if (parsedMesh.overlayColor !== undefined) {
  34611. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34612. }
  34613. if (parsedMesh.renderOverlay !== undefined) {
  34614. mesh.renderOverlay = parsedMesh.renderOverlay;
  34615. }
  34616. // Geometry
  34617. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34618. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34619. if (parsedMesh.delayLoadingFile) {
  34620. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34621. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34622. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34623. if (parsedMesh._binaryInfo) {
  34624. mesh._binaryInfo = parsedMesh._binaryInfo;
  34625. }
  34626. mesh._delayInfo = [];
  34627. if (parsedMesh.hasUVs) {
  34628. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34629. }
  34630. if (parsedMesh.hasUVs2) {
  34631. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34632. }
  34633. if (parsedMesh.hasUVs3) {
  34634. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34635. }
  34636. if (parsedMesh.hasUVs4) {
  34637. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34638. }
  34639. if (parsedMesh.hasUVs5) {
  34640. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34641. }
  34642. if (parsedMesh.hasUVs6) {
  34643. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34644. }
  34645. if (parsedMesh.hasColors) {
  34646. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34647. }
  34648. if (parsedMesh.hasMatricesIndices) {
  34649. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34650. }
  34651. if (parsedMesh.hasMatricesWeights) {
  34652. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34653. }
  34654. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34655. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34656. mesh._checkDelayState();
  34657. }
  34658. }
  34659. else {
  34660. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34661. }
  34662. // Material
  34663. if (parsedMesh.materialId) {
  34664. mesh.setMaterialByID(parsedMesh.materialId);
  34665. }
  34666. else {
  34667. mesh.material = null;
  34668. }
  34669. // Morph targets
  34670. if (parsedMesh.morphTargetManagerId > -1) {
  34671. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34672. }
  34673. // Skeleton
  34674. if (parsedMesh.skeletonId > -1) {
  34675. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34676. if (parsedMesh.numBoneInfluencers) {
  34677. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34678. }
  34679. }
  34680. // Animations
  34681. if (parsedMesh.animations) {
  34682. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34683. var parsedAnimation = parsedMesh.animations[animationIndex];
  34684. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34685. }
  34686. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34687. }
  34688. if (parsedMesh.autoAnimate) {
  34689. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34690. }
  34691. // Layer Mask
  34692. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34693. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34694. }
  34695. else {
  34696. mesh.layerMask = 0x0FFFFFFF;
  34697. }
  34698. // Physics
  34699. if (parsedMesh.physicsImpostor) {
  34700. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34701. mass: parsedMesh.physicsMass,
  34702. friction: parsedMesh.physicsFriction,
  34703. restitution: parsedMesh.physicsRestitution
  34704. }, scene);
  34705. }
  34706. // Instances
  34707. if (parsedMesh.instances) {
  34708. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34709. var parsedInstance = parsedMesh.instances[index];
  34710. var instance = mesh.createInstance(parsedInstance.name);
  34711. if (parsedInstance.id) {
  34712. instance.id = parsedInstance.id;
  34713. }
  34714. if (BABYLON.Tags) {
  34715. if (parsedInstance.tags) {
  34716. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34717. }
  34718. else {
  34719. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34720. }
  34721. }
  34722. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34723. if (parsedInstance.parentId) {
  34724. instance._waitingParentId = parsedInstance.parentId;
  34725. }
  34726. if (parsedInstance.rotationQuaternion) {
  34727. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34728. }
  34729. else if (parsedInstance.rotation) {
  34730. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34731. }
  34732. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34733. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34734. instance.checkCollisions = parsedInstance.checkCollisions;
  34735. }
  34736. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34737. instance.isPickable = parsedInstance.pickable;
  34738. }
  34739. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34740. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34741. }
  34742. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34743. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34744. }
  34745. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34746. instance.alphaIndex = parsedInstance.alphaIndex;
  34747. }
  34748. // Physics
  34749. if (parsedInstance.physicsImpostor) {
  34750. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34751. mass: parsedInstance.physicsMass,
  34752. friction: parsedInstance.physicsFriction,
  34753. restitution: parsedInstance.physicsRestitution
  34754. }, scene);
  34755. }
  34756. // Animation
  34757. if (parsedInstance.animations) {
  34758. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34759. parsedAnimation = parsedInstance.animations[animationIndex];
  34760. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34761. }
  34762. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34763. if (parsedInstance.autoAnimate) {
  34764. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34765. }
  34766. }
  34767. }
  34768. }
  34769. return mesh;
  34770. };
  34771. /**
  34772. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34773. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34774. * @param name defines the name of the mesh to create
  34775. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34776. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34777. * @param closePath creates a seam between the first and the last points of each path of the path array
  34778. * @param offset is taken in account only if the `pathArray` is containing a single path
  34779. * @param scene defines the hosting scene
  34780. * @param updatable defines if the mesh must be flagged as updatable
  34781. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34782. * @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)
  34783. * @returns a new Mesh
  34784. */
  34785. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34786. if (closeArray === void 0) { closeArray = false; }
  34787. if (updatable === void 0) { updatable = false; }
  34788. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34789. pathArray: pathArray,
  34790. closeArray: closeArray,
  34791. closePath: closePath,
  34792. offset: offset,
  34793. updatable: updatable,
  34794. sideOrientation: sideOrientation,
  34795. instance: instance
  34796. }, scene);
  34797. };
  34798. /**
  34799. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34800. * @param name defines the name of the mesh to create
  34801. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34802. * @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
  34803. * @param scene defines the hosting scene
  34804. * @param updatable defines if the mesh must be flagged as updatable
  34805. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34806. * @returns a new Mesh
  34807. */
  34808. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34809. if (scene === void 0) { scene = null; }
  34810. var options = {
  34811. radius: radius,
  34812. tessellation: tessellation,
  34813. sideOrientation: sideOrientation,
  34814. updatable: updatable
  34815. };
  34816. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34817. };
  34818. /**
  34819. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  34820. * @param name defines the name of the mesh to create
  34821. * @param size sets the size (float) of each box side (default 1)
  34822. * @param scene defines the hosting scene
  34823. * @param updatable defines if the mesh must be flagged as updatable
  34824. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34825. * @returns a new Mesh
  34826. */
  34827. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  34828. if (scene === void 0) { scene = null; }
  34829. var options = {
  34830. size: size,
  34831. sideOrientation: sideOrientation,
  34832. updatable: updatable
  34833. };
  34834. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  34835. };
  34836. /**
  34837. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  34838. * @param name defines the name of the mesh to create
  34839. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  34840. * @param diameter sets the diameter size (float) of the sphere (default 1)
  34841. * @param scene defines the hosting scene
  34842. * @param updatable defines if the mesh must be flagged as updatable
  34843. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34844. * @returns a new Mesh
  34845. */
  34846. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  34847. var options = {
  34848. segments: segments,
  34849. diameterX: diameter,
  34850. diameterY: diameter,
  34851. diameterZ: diameter,
  34852. sideOrientation: sideOrientation,
  34853. updatable: updatable
  34854. };
  34855. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  34856. };
  34857. /**
  34858. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  34859. * @param name defines the name of the mesh to create
  34860. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  34861. * @param diameterTop set the top cap diameter (floats, default 1)
  34862. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  34863. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  34864. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  34865. * @param scene defines the hosting scene
  34866. * @param updatable defines if the mesh must be flagged as updatable
  34867. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34868. * @returns a new Mesh
  34869. */
  34870. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  34871. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  34872. if (scene !== undefined) {
  34873. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  34874. updatable = scene;
  34875. }
  34876. scene = subdivisions;
  34877. subdivisions = 1;
  34878. }
  34879. var options = {
  34880. height: height,
  34881. diameterTop: diameterTop,
  34882. diameterBottom: diameterBottom,
  34883. tessellation: tessellation,
  34884. subdivisions: subdivisions,
  34885. sideOrientation: sideOrientation,
  34886. updatable: updatable
  34887. };
  34888. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  34889. };
  34890. // Torus (Code from SharpDX.org)
  34891. /**
  34892. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  34893. * @param name defines the name of the mesh to create
  34894. * @param diameter sets the diameter size (float) of the torus (default 1)
  34895. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  34896. * @param tessellation sets the number of torus sides (postive integer, default 16)
  34897. * @param scene defines the hosting scene
  34898. * @param updatable defines if the mesh must be flagged as updatable
  34899. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34900. * @returns a new Mesh
  34901. */
  34902. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  34903. var options = {
  34904. diameter: diameter,
  34905. thickness: thickness,
  34906. tessellation: tessellation,
  34907. sideOrientation: sideOrientation,
  34908. updatable: updatable
  34909. };
  34910. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  34911. };
  34912. /**
  34913. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  34914. * @param name defines the name of the mesh to create
  34915. * @param radius sets the global radius size (float) of the torus knot (default 2)
  34916. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  34917. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  34918. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  34919. * @param p the number of windings on X axis (positive integers, default 2)
  34920. * @param q the number of windings on Y axis (positive integers, default 3)
  34921. * @param scene defines the hosting scene
  34922. * @param updatable defines if the mesh must be flagged as updatable
  34923. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34924. * @returns a new Mesh
  34925. */
  34926. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  34927. var options = {
  34928. radius: radius,
  34929. tube: tube,
  34930. radialSegments: radialSegments,
  34931. tubularSegments: tubularSegments,
  34932. p: p,
  34933. q: q,
  34934. sideOrientation: sideOrientation,
  34935. updatable: updatable
  34936. };
  34937. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  34938. };
  34939. /**
  34940. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  34941. * @param name defines the name of the mesh to create
  34942. * @param points is an array successive Vector3
  34943. * @param scene defines the hosting scene
  34944. * @param updatable defines if the mesh must be flagged as updatable
  34945. * @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).
  34946. * @returns a new Mesh
  34947. */
  34948. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  34949. if (scene === void 0) { scene = null; }
  34950. if (updatable === void 0) { updatable = false; }
  34951. if (instance === void 0) { instance = null; }
  34952. var options = {
  34953. points: points,
  34954. updatable: updatable,
  34955. instance: instance
  34956. };
  34957. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  34958. };
  34959. /**
  34960. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  34961. * @param name defines the name of the mesh to create
  34962. * @param points is an array successive Vector3
  34963. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  34964. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  34965. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  34966. * @param scene defines the hosting scene
  34967. * @param updatable defines if the mesh must be flagged as updatable
  34968. * @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)
  34969. * @returns a new Mesh
  34970. */
  34971. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  34972. if (scene === void 0) { scene = null; }
  34973. var options = {
  34974. points: points,
  34975. dashSize: dashSize,
  34976. gapSize: gapSize,
  34977. dashNb: dashNb,
  34978. updatable: updatable,
  34979. instance: instance
  34980. };
  34981. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  34982. };
  34983. /**
  34984. * Creates a polygon mesh.
  34985. * Please consider using the same method from the MeshBuilder class instead.
  34986. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  34987. * 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.
  34988. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  34989. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  34990. * Remember you can only change the shape positions, not their number when updating a polygon.
  34991. */
  34992. /**
  34993. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  34994. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  34995. * @param name defines the name of the mesh to create
  34996. * @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
  34997. * @param scene defines the hosting scene
  34998. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  34999. * @param updatable defines if the mesh must be flagged as updatable
  35000. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35001. * @returns a new Mesh
  35002. */
  35003. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35004. var options = {
  35005. shape: shape,
  35006. holes: holes,
  35007. updatable: updatable,
  35008. sideOrientation: sideOrientation
  35009. };
  35010. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35011. };
  35012. /**
  35013. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35014. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35015. * @param name defines the name of the mesh to create
  35016. * @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
  35017. * @param depth defines the height of extrusion
  35018. * @param scene defines the hosting scene
  35019. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35020. * @param updatable defines if the mesh must be flagged as updatable
  35021. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35022. * @returns a new Mesh
  35023. */
  35024. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35025. var options = {
  35026. shape: shape,
  35027. holes: holes,
  35028. depth: depth,
  35029. updatable: updatable,
  35030. sideOrientation: sideOrientation
  35031. };
  35032. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35033. };
  35034. /**
  35035. * Creates an extruded shape mesh.
  35036. * 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
  35037. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35038. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35039. * @param name defines the name of the mesh to create
  35040. * @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
  35041. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35042. * @param scale is the value to scale the shape
  35043. * @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
  35044. * @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
  35045. * @param scene defines the hosting scene
  35046. * @param updatable defines if the mesh must be flagged as updatable
  35047. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35048. * @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)
  35049. * @returns a new Mesh
  35050. */
  35051. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35052. if (scene === void 0) { scene = null; }
  35053. var options = {
  35054. shape: shape,
  35055. path: path,
  35056. scale: scale,
  35057. rotation: rotation,
  35058. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35059. sideOrientation: sideOrientation,
  35060. instance: instance,
  35061. updatable: updatable
  35062. };
  35063. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35064. };
  35065. /**
  35066. * Creates an custom extruded shape mesh.
  35067. * The custom extrusion is a parametric shape.
  35068. * It has no predefined shape. Its final shape will depend on the input parameters.
  35069. * Please consider using the same method from the MeshBuilder class instead
  35070. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35071. * @param name defines the name of the mesh to create
  35072. * @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
  35073. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35074. * @param scaleFunction is a custom Javascript function called on each path point
  35075. * @param rotationFunction is a custom Javascript function called on each path point
  35076. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35077. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35078. * @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
  35079. * @param scene defines the hosting scene
  35080. * @param updatable defines if the mesh must be flagged as updatable
  35081. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35082. * @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)
  35083. * @returns a new Mesh
  35084. */
  35085. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35086. var options = {
  35087. shape: shape,
  35088. path: path,
  35089. scaleFunction: scaleFunction,
  35090. rotationFunction: rotationFunction,
  35091. ribbonCloseArray: ribbonCloseArray,
  35092. ribbonClosePath: ribbonClosePath,
  35093. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35094. sideOrientation: sideOrientation,
  35095. instance: instance,
  35096. updatable: updatable
  35097. };
  35098. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35099. };
  35100. /**
  35101. * Creates lathe mesh.
  35102. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35103. * Please consider using the same method from the MeshBuilder class instead
  35104. * @param name defines the name of the mesh to create
  35105. * @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
  35106. * @param radius is the radius value of the lathe
  35107. * @param tessellation is the side number of the lathe.
  35108. * @param scene defines the hosting scene
  35109. * @param updatable defines if the mesh must be flagged as updatable
  35110. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35111. * @returns a new Mesh
  35112. */
  35113. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35114. var options = {
  35115. shape: shape,
  35116. radius: radius,
  35117. tessellation: tessellation,
  35118. sideOrientation: sideOrientation,
  35119. updatable: updatable
  35120. };
  35121. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35122. };
  35123. /**
  35124. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35125. * @param name defines the name of the mesh to create
  35126. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35127. * @param scene defines the hosting scene
  35128. * @param updatable defines if the mesh must be flagged as updatable
  35129. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35130. * @returns a new Mesh
  35131. */
  35132. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35133. var options = {
  35134. size: size,
  35135. width: size,
  35136. height: size,
  35137. sideOrientation: sideOrientation,
  35138. updatable: updatable
  35139. };
  35140. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35141. };
  35142. /**
  35143. * Creates a ground mesh.
  35144. * Please consider using the same method from the MeshBuilder class instead
  35145. * @param name defines the name of the mesh to create
  35146. * @param width set the width of the ground
  35147. * @param height set the height of the ground
  35148. * @param subdivisions sets the number of subdivisions per side
  35149. * @param scene defines the hosting scene
  35150. * @param updatable defines if the mesh must be flagged as updatable
  35151. * @returns a new Mesh
  35152. */
  35153. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35154. var options = {
  35155. width: width,
  35156. height: height,
  35157. subdivisions: subdivisions,
  35158. updatable: updatable
  35159. };
  35160. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35161. };
  35162. /**
  35163. * Creates a tiled ground mesh.
  35164. * Please consider using the same method from the MeshBuilder class instead
  35165. * @param name defines the name of the mesh to create
  35166. * @param xmin set the ground minimum X coordinate
  35167. * @param zmin set the ground minimum Y coordinate
  35168. * @param xmax set the ground maximum X coordinate
  35169. * @param zmax set the ground maximum Z coordinate
  35170. * @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
  35171. * @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
  35172. * @param scene defines the hosting scene
  35173. * @param updatable defines if the mesh must be flagged as updatable
  35174. * @returns a new Mesh
  35175. */
  35176. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35177. var options = {
  35178. xmin: xmin,
  35179. zmin: zmin,
  35180. xmax: xmax,
  35181. zmax: zmax,
  35182. subdivisions: subdivisions,
  35183. precision: precision,
  35184. updatable: updatable
  35185. };
  35186. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35187. };
  35188. /**
  35189. * Creates a ground mesh from a height map.
  35190. * Please consider using the same method from the MeshBuilder class instead
  35191. * @see http://doc.babylonjs.com/babylon101/height_map
  35192. * @param name defines the name of the mesh to create
  35193. * @param url sets the URL of the height map image resource
  35194. * @param width set the ground width size
  35195. * @param height set the ground height size
  35196. * @param subdivisions sets the number of subdivision per side
  35197. * @param minHeight is the minimum altitude on the ground
  35198. * @param maxHeight is the maximum altitude on the ground
  35199. * @param scene defines the hosting scene
  35200. * @param updatable defines if the mesh must be flagged as updatable
  35201. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35202. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35203. * @returns a new Mesh
  35204. */
  35205. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35206. var options = {
  35207. width: width,
  35208. height: height,
  35209. subdivisions: subdivisions,
  35210. minHeight: minHeight,
  35211. maxHeight: maxHeight,
  35212. updatable: updatable,
  35213. onReady: onReady,
  35214. alphaFilter: alphaFilter
  35215. };
  35216. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35217. };
  35218. /**
  35219. * Creates a tube mesh.
  35220. * The tube is a parametric shape.
  35221. * It has no predefined shape. Its final shape will depend on the input parameters.
  35222. * Please consider using the same method from the MeshBuilder class instead
  35223. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35224. * @param name defines the name of the mesh to create
  35225. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35226. * @param radius sets the tube radius size
  35227. * @param tessellation is the number of sides on the tubular surface
  35228. * @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
  35229. * @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
  35230. * @param scene defines the hosting scene
  35231. * @param updatable defines if the mesh must be flagged as updatable
  35232. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35233. * @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)
  35234. * @returns a new Mesh
  35235. */
  35236. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35237. var options = {
  35238. path: path,
  35239. radius: radius,
  35240. tessellation: tessellation,
  35241. radiusFunction: radiusFunction,
  35242. arc: 1,
  35243. cap: cap,
  35244. updatable: updatable,
  35245. sideOrientation: sideOrientation,
  35246. instance: instance
  35247. };
  35248. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35249. };
  35250. /**
  35251. * Creates a polyhedron mesh.
  35252. * Please consider using the same method from the MeshBuilder class instead.
  35253. * * 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
  35254. * * The parameter `size` (positive float, default 1) sets the polygon size
  35255. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35256. * * 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`
  35257. * * 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
  35258. * * 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)`)
  35259. * * 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
  35260. * * 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
  35261. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35262. * * 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
  35263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35264. * @param name defines the name of the mesh to create
  35265. * @param options defines the options used to create the mesh
  35266. * @param scene defines the hosting scene
  35267. * @returns a new Mesh
  35268. */
  35269. Mesh.CreatePolyhedron = function (name, options, scene) {
  35270. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35271. };
  35272. /**
  35273. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35274. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35275. * * 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`)
  35276. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35277. * * 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
  35278. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35279. * * 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
  35280. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35281. * @param name defines the name of the mesh
  35282. * @param options defines the options used to create the mesh
  35283. * @param scene defines the hosting scene
  35284. * @returns a new Mesh
  35285. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35286. */
  35287. Mesh.CreateIcoSphere = function (name, options, scene) {
  35288. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35289. };
  35290. /**
  35291. * Creates a decal mesh.
  35292. * Please consider using the same method from the MeshBuilder class instead.
  35293. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35294. * @param name defines the name of the mesh
  35295. * @param sourceMesh defines the mesh receiving the decal
  35296. * @param position sets the position of the decal in world coordinates
  35297. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35298. * @param size sets the decal scaling
  35299. * @param angle sets the angle to rotate the decal
  35300. * @returns a new Mesh
  35301. */
  35302. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35303. var options = {
  35304. position: position,
  35305. normal: normal,
  35306. size: size,
  35307. angle: angle
  35308. };
  35309. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35310. };
  35311. // Skeletons
  35312. /**
  35313. * Prepare internal position array for software CPU skinning
  35314. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35315. */
  35316. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35317. if (!this._sourcePositions) {
  35318. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35319. if (!source) {
  35320. return this._sourcePositions;
  35321. }
  35322. this._sourcePositions = new Float32Array(source);
  35323. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35324. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35325. }
  35326. }
  35327. return this._sourcePositions;
  35328. };
  35329. /**
  35330. * Prepare internal normal array for software CPU skinning
  35331. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35332. */
  35333. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35334. if (!this._sourceNormals) {
  35335. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35336. if (!source) {
  35337. return this._sourceNormals;
  35338. }
  35339. this._sourceNormals = new Float32Array(source);
  35340. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35341. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35342. }
  35343. }
  35344. return this._sourceNormals;
  35345. };
  35346. /**
  35347. * Updates the vertex buffer by applying transformation from the bones
  35348. * @param skeleton defines the skeleton to apply to current mesh
  35349. * @returns the current mesh
  35350. */
  35351. Mesh.prototype.applySkeleton = function (skeleton) {
  35352. if (!this.geometry) {
  35353. return this;
  35354. }
  35355. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35356. return this;
  35357. }
  35358. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35359. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35360. return this;
  35361. }
  35362. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35363. return this;
  35364. }
  35365. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35366. return this;
  35367. }
  35368. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35369. return this;
  35370. }
  35371. if (!this._sourcePositions) {
  35372. var submeshes = this.subMeshes.slice();
  35373. this.setPositionsForCPUSkinning();
  35374. this.subMeshes = submeshes;
  35375. }
  35376. if (!this._sourceNormals) {
  35377. this.setNormalsForCPUSkinning();
  35378. }
  35379. // positionsData checks for not being Float32Array will only pass at most once
  35380. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35381. if (!positionsData) {
  35382. return this;
  35383. }
  35384. if (!(positionsData instanceof Float32Array)) {
  35385. positionsData = new Float32Array(positionsData);
  35386. }
  35387. // normalsData checks for not being Float32Array will only pass at most once
  35388. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35389. if (!normalsData) {
  35390. return this;
  35391. }
  35392. if (!(normalsData instanceof Float32Array)) {
  35393. normalsData = new Float32Array(normalsData);
  35394. }
  35395. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35396. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35397. if (!matricesWeightsData || !matricesIndicesData) {
  35398. return this;
  35399. }
  35400. var needExtras = this.numBoneInfluencers > 4;
  35401. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35402. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35403. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35404. var tempVector3 = BABYLON.Vector3.Zero();
  35405. var finalMatrix = new BABYLON.Matrix();
  35406. var tempMatrix = new BABYLON.Matrix();
  35407. var matWeightIdx = 0;
  35408. var inf;
  35409. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35410. var weight;
  35411. for (inf = 0; inf < 4; inf++) {
  35412. weight = matricesWeightsData[matWeightIdx + inf];
  35413. if (weight > 0) {
  35414. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35415. finalMatrix.addToSelf(tempMatrix);
  35416. }
  35417. }
  35418. if (needExtras) {
  35419. for (inf = 0; inf < 4; inf++) {
  35420. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35421. if (weight > 0) {
  35422. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35423. finalMatrix.addToSelf(tempMatrix);
  35424. }
  35425. }
  35426. }
  35427. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35428. tempVector3.toArray(positionsData, index);
  35429. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35430. tempVector3.toArray(normalsData, index);
  35431. finalMatrix.reset();
  35432. }
  35433. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35434. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35435. return this;
  35436. };
  35437. // Tools
  35438. /**
  35439. * 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
  35440. * @param meshes defines the list of meshes to scan
  35441. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35442. */
  35443. Mesh.MinMax = function (meshes) {
  35444. var minVector = null;
  35445. var maxVector = null;
  35446. meshes.forEach(function (mesh, index, array) {
  35447. var boundingInfo = mesh.getBoundingInfo();
  35448. var boundingBox = boundingInfo.boundingBox;
  35449. if (!minVector || !maxVector) {
  35450. minVector = boundingBox.minimumWorld;
  35451. maxVector = boundingBox.maximumWorld;
  35452. }
  35453. else {
  35454. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35455. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35456. }
  35457. });
  35458. if (!minVector || !maxVector) {
  35459. return {
  35460. min: BABYLON.Vector3.Zero(),
  35461. max: BABYLON.Vector3.Zero()
  35462. };
  35463. }
  35464. return {
  35465. min: minVector,
  35466. max: maxVector
  35467. };
  35468. };
  35469. /**
  35470. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35471. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35472. * @returns a vector3
  35473. */
  35474. Mesh.Center = function (meshesOrMinMaxVector) {
  35475. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35476. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35477. };
  35478. /**
  35479. * Merge the array of meshes into a single mesh for performance reasons.
  35480. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35481. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35482. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35483. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35484. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35485. * @returns a new mesh
  35486. */
  35487. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35488. if (disposeSource === void 0) { disposeSource = true; }
  35489. var index;
  35490. if (!allow32BitsIndices) {
  35491. var totalVertices = 0;
  35492. // Counting vertices
  35493. for (index = 0; index < meshes.length; index++) {
  35494. if (meshes[index]) {
  35495. totalVertices += meshes[index].getTotalVertices();
  35496. if (totalVertices > 65536) {
  35497. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35498. return null;
  35499. }
  35500. }
  35501. }
  35502. }
  35503. // Merge
  35504. var vertexData = null;
  35505. var otherVertexData;
  35506. var indiceArray = new Array();
  35507. var source = null;
  35508. for (index = 0; index < meshes.length; index++) {
  35509. if (meshes[index]) {
  35510. var wm = meshes[index].computeWorldMatrix(true);
  35511. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35512. otherVertexData.transform(wm);
  35513. if (vertexData) {
  35514. vertexData.merge(otherVertexData, allow32BitsIndices);
  35515. }
  35516. else {
  35517. vertexData = otherVertexData;
  35518. source = meshes[index];
  35519. }
  35520. if (subdivideWithSubMeshes) {
  35521. indiceArray.push(meshes[index].getTotalIndices());
  35522. }
  35523. }
  35524. }
  35525. source = source;
  35526. if (!meshSubclass) {
  35527. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35528. }
  35529. vertexData.applyToMesh(meshSubclass);
  35530. // Setting properties
  35531. meshSubclass.material = source.material;
  35532. meshSubclass.checkCollisions = source.checkCollisions;
  35533. // Cleaning
  35534. if (disposeSource) {
  35535. for (index = 0; index < meshes.length; index++) {
  35536. if (meshes[index]) {
  35537. meshes[index].dispose();
  35538. }
  35539. }
  35540. }
  35541. // Subdivide
  35542. if (subdivideWithSubMeshes) {
  35543. //-- removal of global submesh
  35544. meshSubclass.releaseSubMeshes();
  35545. index = 0;
  35546. var offset = 0;
  35547. //-- apply subdivision according to index table
  35548. while (index < indiceArray.length) {
  35549. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35550. offset += indiceArray[index];
  35551. index++;
  35552. }
  35553. }
  35554. return meshSubclass;
  35555. };
  35556. // Consts
  35557. /**
  35558. * Mesh side orientation : usually the external or front surface
  35559. */
  35560. Mesh.FRONTSIDE = 0;
  35561. /**
  35562. * Mesh side orientation : usually the internal or back surface
  35563. */
  35564. Mesh.BACKSIDE = 1;
  35565. /**
  35566. * Mesh side orientation : both internal and external or front and back surfaces
  35567. */
  35568. Mesh.DOUBLESIDE = 2;
  35569. /**
  35570. * Mesh side orientation : by default, `FRONTSIDE`
  35571. */
  35572. Mesh.DEFAULTSIDE = 0;
  35573. /**
  35574. * Mesh cap setting : no cap
  35575. */
  35576. Mesh.NO_CAP = 0;
  35577. /**
  35578. * Mesh cap setting : one cap at the beginning of the mesh
  35579. */
  35580. Mesh.CAP_START = 1;
  35581. /**
  35582. * Mesh cap setting : one cap at the end of the mesh
  35583. */
  35584. Mesh.CAP_END = 2;
  35585. /**
  35586. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35587. */
  35588. Mesh.CAP_ALL = 3;
  35589. return Mesh;
  35590. }(BABYLON.AbstractMesh));
  35591. BABYLON.Mesh = Mesh;
  35592. })(BABYLON || (BABYLON = {}));
  35593. //# sourceMappingURL=babylon.mesh.js.map
  35594. var BABYLON;
  35595. (function (BABYLON) {
  35596. /**
  35597. * Base class for submeshes
  35598. */
  35599. var BaseSubMesh = /** @class */ (function () {
  35600. function BaseSubMesh() {
  35601. }
  35602. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35603. /**
  35604. * Gets associated effect
  35605. */
  35606. get: function () {
  35607. return this._materialEffect;
  35608. },
  35609. enumerable: true,
  35610. configurable: true
  35611. });
  35612. /**
  35613. * Sets associated effect (effect used to render this submesh)
  35614. * @param effect defines the effect to associate with
  35615. * @param defines defines the set of defines used to compile this effect
  35616. */
  35617. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35618. if (defines === void 0) { defines = null; }
  35619. if (this._materialEffect === effect) {
  35620. if (!effect) {
  35621. this._materialDefines = null;
  35622. }
  35623. return;
  35624. }
  35625. this._materialDefines = defines;
  35626. this._materialEffect = effect;
  35627. };
  35628. return BaseSubMesh;
  35629. }());
  35630. BABYLON.BaseSubMesh = BaseSubMesh;
  35631. /**
  35632. * Defines a subdivision inside a mesh
  35633. */
  35634. var SubMesh = /** @class */ (function (_super) {
  35635. __extends(SubMesh, _super);
  35636. /**
  35637. * Creates a new submesh
  35638. * @param materialIndex defines the material index to use
  35639. * @param verticesStart defines vertex index start
  35640. * @param verticesCount defines vertices count
  35641. * @param indexStart defines index start
  35642. * @param indexCount defines indices count
  35643. * @param mesh defines the parent mesh
  35644. * @param renderingMesh defines an optional rendering mesh
  35645. * @param createBoundingBox defines if bounding box should be created for this submesh
  35646. */
  35647. function SubMesh(
  35648. /** the material index to use */
  35649. materialIndex,
  35650. /** vertex index start */
  35651. verticesStart,
  35652. /** vertices count */
  35653. verticesCount,
  35654. /** index start */
  35655. indexStart,
  35656. /** indices count */
  35657. indexCount, mesh, renderingMesh, createBoundingBox) {
  35658. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35659. var _this = _super.call(this) || this;
  35660. _this.materialIndex = materialIndex;
  35661. _this.verticesStart = verticesStart;
  35662. _this.verticesCount = verticesCount;
  35663. _this.indexStart = indexStart;
  35664. _this.indexCount = indexCount;
  35665. /** @hidden */
  35666. _this._renderId = 0;
  35667. _this._mesh = mesh;
  35668. _this._renderingMesh = renderingMesh || mesh;
  35669. mesh.subMeshes.push(_this);
  35670. _this._trianglePlanes = [];
  35671. _this._id = mesh.subMeshes.length - 1;
  35672. if (createBoundingBox) {
  35673. _this.refreshBoundingInfo();
  35674. mesh.computeWorldMatrix(true);
  35675. }
  35676. return _this;
  35677. }
  35678. /**
  35679. * Add a new submesh to a mesh
  35680. * @param materialIndex defines the material index to use
  35681. * @param verticesStart defines vertex index start
  35682. * @param verticesCount defines vertices count
  35683. * @param indexStart defines index start
  35684. * @param indexCount defines indices count
  35685. * @param mesh defines the parent mesh
  35686. * @param renderingMesh defines an optional rendering mesh
  35687. * @param createBoundingBox defines if bounding box should be created for this submesh
  35688. * @returns the new submesh
  35689. */
  35690. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35691. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35692. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35693. };
  35694. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35695. /**
  35696. * Returns true if this submesh covers the entire parent mesh
  35697. * @ignorenaming
  35698. */
  35699. get: function () {
  35700. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35701. },
  35702. enumerable: true,
  35703. configurable: true
  35704. });
  35705. /**
  35706. * Returns the submesh BoudingInfo object
  35707. * @returns current bounding info (or mesh's one if the submesh is global)
  35708. */
  35709. SubMesh.prototype.getBoundingInfo = function () {
  35710. if (this.IsGlobal) {
  35711. return this._mesh.getBoundingInfo();
  35712. }
  35713. return this._boundingInfo;
  35714. };
  35715. /**
  35716. * Sets the submesh BoundingInfo
  35717. * @param boundingInfo defines the new bounding info to use
  35718. * @returns the SubMesh
  35719. */
  35720. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35721. this._boundingInfo = boundingInfo;
  35722. return this;
  35723. };
  35724. /**
  35725. * Returns the mesh of the current submesh
  35726. * @return the parent mesh
  35727. */
  35728. SubMesh.prototype.getMesh = function () {
  35729. return this._mesh;
  35730. };
  35731. /**
  35732. * Returns the rendering mesh of the submesh
  35733. * @returns the rendering mesh (could be different from parent mesh)
  35734. */
  35735. SubMesh.prototype.getRenderingMesh = function () {
  35736. return this._renderingMesh;
  35737. };
  35738. /**
  35739. * Returns the submesh material
  35740. * @returns null or the current material
  35741. */
  35742. SubMesh.prototype.getMaterial = function () {
  35743. var rootMaterial = this._renderingMesh.material;
  35744. if (rootMaterial === null || rootMaterial === undefined) {
  35745. return this._mesh.getScene().defaultMaterial;
  35746. }
  35747. else if (rootMaterial.getSubMaterial) {
  35748. var multiMaterial = rootMaterial;
  35749. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35750. if (this._currentMaterial !== effectiveMaterial) {
  35751. this._currentMaterial = effectiveMaterial;
  35752. this._materialDefines = null;
  35753. }
  35754. return effectiveMaterial;
  35755. }
  35756. return rootMaterial;
  35757. };
  35758. // Methods
  35759. /**
  35760. * Sets a new updated BoundingInfo object to the submesh
  35761. * @returns the SubMesh
  35762. */
  35763. SubMesh.prototype.refreshBoundingInfo = function () {
  35764. this._lastColliderWorldVertices = null;
  35765. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35766. return this;
  35767. }
  35768. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35769. if (!data) {
  35770. this._boundingInfo = this._mesh.getBoundingInfo();
  35771. return this;
  35772. }
  35773. var indices = this._renderingMesh.getIndices();
  35774. var extend;
  35775. //is this the only submesh?
  35776. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35777. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35778. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35779. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35780. }
  35781. else {
  35782. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35783. }
  35784. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35785. return this;
  35786. };
  35787. /** @hidden */
  35788. SubMesh.prototype._checkCollision = function (collider) {
  35789. var boundingInfo = this.getBoundingInfo();
  35790. return boundingInfo._checkCollision(collider);
  35791. };
  35792. /**
  35793. * Updates the submesh BoundingInfo
  35794. * @param world defines the world matrix to use to update the bounding info
  35795. * @returns the submesh
  35796. */
  35797. SubMesh.prototype.updateBoundingInfo = function (world) {
  35798. var boundingInfo = this.getBoundingInfo();
  35799. if (!boundingInfo) {
  35800. this.refreshBoundingInfo();
  35801. boundingInfo = this.getBoundingInfo();
  35802. }
  35803. boundingInfo.update(world);
  35804. return this;
  35805. };
  35806. /**
  35807. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  35808. * @param frustumPlanes defines the frustum planes
  35809. * @returns true if the submesh is intersecting with the frustum
  35810. */
  35811. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  35812. var boundingInfo = this.getBoundingInfo();
  35813. if (!boundingInfo) {
  35814. return false;
  35815. }
  35816. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  35817. };
  35818. /**
  35819. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  35820. * @param frustumPlanes defines the frustum planes
  35821. * @returns true if the submesh is inside the frustum
  35822. */
  35823. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  35824. var boundingInfo = this.getBoundingInfo();
  35825. if (!boundingInfo) {
  35826. return false;
  35827. }
  35828. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  35829. };
  35830. /**
  35831. * Renders the submesh
  35832. * @param enableAlphaMode defines if alpha needs to be used
  35833. * @returns the submesh
  35834. */
  35835. SubMesh.prototype.render = function (enableAlphaMode) {
  35836. this._renderingMesh.render(this, enableAlphaMode);
  35837. return this;
  35838. };
  35839. /**
  35840. * @hidden
  35841. */
  35842. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  35843. if (!this._linesIndexBuffer) {
  35844. var linesIndices = [];
  35845. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35846. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  35847. }
  35848. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  35849. this._linesIndexCount = linesIndices.length;
  35850. }
  35851. return this._linesIndexBuffer;
  35852. };
  35853. /**
  35854. * Checks if the submesh intersects with a ray
  35855. * @param ray defines the ray to test
  35856. * @returns true is the passed ray intersects the submesh bounding box
  35857. */
  35858. SubMesh.prototype.canIntersects = function (ray) {
  35859. var boundingInfo = this.getBoundingInfo();
  35860. if (!boundingInfo) {
  35861. return false;
  35862. }
  35863. return ray.intersectsBox(boundingInfo.boundingBox);
  35864. };
  35865. /**
  35866. * Intersects current submesh with a ray
  35867. * @param ray defines the ray to test
  35868. * @param positions defines mesh's positions array
  35869. * @param indices defines mesh's indices array
  35870. * @param fastCheck defines if only bounding info should be used
  35871. * @returns intersection info or null if no intersection
  35872. */
  35873. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  35874. var material = this.getMaterial();
  35875. if (!material) {
  35876. return null;
  35877. }
  35878. switch (material.fillMode) {
  35879. case BABYLON.Material.PointListDrawMode:
  35880. case BABYLON.Material.LineListDrawMode:
  35881. case BABYLON.Material.LineLoopDrawMode:
  35882. case BABYLON.Material.LineStripDrawMode:
  35883. case BABYLON.Material.TriangleFanDrawMode:
  35884. case BABYLON.Material.TriangleStripDrawMode:
  35885. return null;
  35886. }
  35887. // LineMesh first as it's also a Mesh...
  35888. if (BABYLON.LinesMesh) {
  35889. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  35890. if (mesh instanceof BABYLON.LinesMesh) {
  35891. var linesMesh = mesh;
  35892. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  35893. }
  35894. }
  35895. return this._intersectTriangles(ray, positions, indices, fastCheck);
  35896. };
  35897. /** @hidden */
  35898. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  35899. var intersectInfo = null;
  35900. // Line test
  35901. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  35902. var p0 = positions[indices[index]];
  35903. var p1 = positions[indices[index + 1]];
  35904. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  35905. if (length < 0) {
  35906. continue;
  35907. }
  35908. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  35909. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  35910. if (fastCheck) {
  35911. break;
  35912. }
  35913. }
  35914. }
  35915. return intersectInfo;
  35916. };
  35917. /** @hidden */
  35918. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  35919. var intersectInfo = null;
  35920. // Triangles test
  35921. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35922. var p0 = positions[indices[index]];
  35923. var p1 = positions[indices[index + 1]];
  35924. var p2 = positions[indices[index + 2]];
  35925. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  35926. if (currentIntersectInfo) {
  35927. if (currentIntersectInfo.distance < 0) {
  35928. continue;
  35929. }
  35930. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  35931. intersectInfo = currentIntersectInfo;
  35932. intersectInfo.faceId = index / 3;
  35933. if (fastCheck) {
  35934. break;
  35935. }
  35936. }
  35937. }
  35938. }
  35939. return intersectInfo;
  35940. };
  35941. /** @hidden */
  35942. SubMesh.prototype._rebuild = function () {
  35943. if (this._linesIndexBuffer) {
  35944. this._linesIndexBuffer = null;
  35945. }
  35946. };
  35947. // Clone
  35948. /**
  35949. * Creates a new submesh from the passed mesh
  35950. * @param newMesh defines the new hosting mesh
  35951. * @param newRenderingMesh defines an optional rendering mesh
  35952. * @returns the new submesh
  35953. */
  35954. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  35955. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  35956. if (!this.IsGlobal) {
  35957. var boundingInfo = this.getBoundingInfo();
  35958. if (!boundingInfo) {
  35959. return result;
  35960. }
  35961. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  35962. }
  35963. return result;
  35964. };
  35965. // Dispose
  35966. /**
  35967. * Release associated resources
  35968. */
  35969. SubMesh.prototype.dispose = function () {
  35970. if (this._linesIndexBuffer) {
  35971. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  35972. this._linesIndexBuffer = null;
  35973. }
  35974. // Remove from mesh
  35975. var index = this._mesh.subMeshes.indexOf(this);
  35976. this._mesh.subMeshes.splice(index, 1);
  35977. };
  35978. // Statics
  35979. /**
  35980. * Creates a new submesh from indices data
  35981. * @param materialIndex the index of the main mesh material
  35982. * @param startIndex the index where to start the copy in the mesh indices array
  35983. * @param indexCount the number of indices to copy then from the startIndex
  35984. * @param mesh the main mesh to create the submesh from
  35985. * @param renderingMesh the optional rendering mesh
  35986. * @returns a new submesh
  35987. */
  35988. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  35989. var minVertexIndex = Number.MAX_VALUE;
  35990. var maxVertexIndex = -Number.MAX_VALUE;
  35991. renderingMesh = (renderingMesh || mesh);
  35992. var indices = renderingMesh.getIndices();
  35993. for (var index = startIndex; index < startIndex + indexCount; index++) {
  35994. var vertexIndex = indices[index];
  35995. if (vertexIndex < minVertexIndex) {
  35996. minVertexIndex = vertexIndex;
  35997. }
  35998. if (vertexIndex > maxVertexIndex) {
  35999. maxVertexIndex = vertexIndex;
  36000. }
  36001. }
  36002. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36003. };
  36004. return SubMesh;
  36005. }(BaseSubMesh));
  36006. BABYLON.SubMesh = SubMesh;
  36007. })(BABYLON || (BABYLON = {}));
  36008. //# sourceMappingURL=babylon.subMesh.js.map
  36009. var __assign = (this && this.__assign) || function () {
  36010. __assign = Object.assign || function(t) {
  36011. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36012. s = arguments[i];
  36013. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36014. t[p] = s[p];
  36015. }
  36016. return t;
  36017. };
  36018. return __assign.apply(this, arguments);
  36019. };
  36020. var BABYLON;
  36021. (function (BABYLON) {
  36022. /**
  36023. * Manages the defines for the Material
  36024. */
  36025. var MaterialDefines = /** @class */ (function () {
  36026. function MaterialDefines() {
  36027. this._isDirty = true;
  36028. /** @hidden */
  36029. this._areLightsDirty = true;
  36030. /** @hidden */
  36031. this._areAttributesDirty = true;
  36032. /** @hidden */
  36033. this._areTexturesDirty = true;
  36034. /** @hidden */
  36035. this._areFresnelDirty = true;
  36036. /** @hidden */
  36037. this._areMiscDirty = true;
  36038. /** @hidden */
  36039. this._areImageProcessingDirty = true;
  36040. /** @hidden */
  36041. this._normals = false;
  36042. /** @hidden */
  36043. this._uvs = false;
  36044. /** @hidden */
  36045. this._needNormals = false;
  36046. /** @hidden */
  36047. this._needUVs = false;
  36048. }
  36049. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36050. /**
  36051. * Specifies if the material needs to be re-calculated
  36052. */
  36053. get: function () {
  36054. return this._isDirty;
  36055. },
  36056. enumerable: true,
  36057. configurable: true
  36058. });
  36059. /**
  36060. * Marks the material to indicate that it has been re-calculated
  36061. */
  36062. MaterialDefines.prototype.markAsProcessed = function () {
  36063. this._isDirty = false;
  36064. this._areAttributesDirty = false;
  36065. this._areTexturesDirty = false;
  36066. this._areFresnelDirty = false;
  36067. this._areLightsDirty = false;
  36068. this._areMiscDirty = false;
  36069. this._areImageProcessingDirty = false;
  36070. };
  36071. /**
  36072. * Marks the material to indicate that it needs to be re-calculated
  36073. */
  36074. MaterialDefines.prototype.markAsUnprocessed = function () {
  36075. this._isDirty = true;
  36076. };
  36077. /**
  36078. * Marks the material to indicate all of its defines need to be re-calculated
  36079. */
  36080. MaterialDefines.prototype.markAllAsDirty = function () {
  36081. this._areTexturesDirty = true;
  36082. this._areAttributesDirty = true;
  36083. this._areLightsDirty = true;
  36084. this._areFresnelDirty = true;
  36085. this._areMiscDirty = true;
  36086. this._areImageProcessingDirty = true;
  36087. this._isDirty = true;
  36088. };
  36089. /**
  36090. * Marks the material to indicate that image processing needs to be re-calculated
  36091. */
  36092. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36093. this._areImageProcessingDirty = true;
  36094. this._isDirty = true;
  36095. };
  36096. /**
  36097. * Marks the material to indicate the lights need to be re-calculated
  36098. */
  36099. MaterialDefines.prototype.markAsLightDirty = function () {
  36100. this._areLightsDirty = true;
  36101. this._isDirty = true;
  36102. };
  36103. /**
  36104. * Marks the attribute state as changed
  36105. */
  36106. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36107. this._areAttributesDirty = true;
  36108. this._isDirty = true;
  36109. };
  36110. /**
  36111. * Marks the texture state as changed
  36112. */
  36113. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36114. this._areTexturesDirty = true;
  36115. this._isDirty = true;
  36116. };
  36117. /**
  36118. * Marks the fresnel state as changed
  36119. */
  36120. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36121. this._areFresnelDirty = true;
  36122. this._isDirty = true;
  36123. };
  36124. /**
  36125. * Marks the misc state as changed
  36126. */
  36127. MaterialDefines.prototype.markAsMiscDirty = function () {
  36128. this._areMiscDirty = true;
  36129. this._isDirty = true;
  36130. };
  36131. /**
  36132. * Rebuilds the material defines
  36133. */
  36134. MaterialDefines.prototype.rebuild = function () {
  36135. if (this._keys) {
  36136. delete this._keys;
  36137. }
  36138. this._keys = [];
  36139. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36140. var key = _a[_i];
  36141. if (key[0] === "_") {
  36142. continue;
  36143. }
  36144. this._keys.push(key);
  36145. }
  36146. };
  36147. /**
  36148. * Specifies if two material defines are equal
  36149. * @param other - A material define instance to compare to
  36150. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36151. */
  36152. MaterialDefines.prototype.isEqual = function (other) {
  36153. if (this._keys.length !== other._keys.length) {
  36154. return false;
  36155. }
  36156. for (var index = 0; index < this._keys.length; index++) {
  36157. var prop = this._keys[index];
  36158. if (this[prop] !== other[prop]) {
  36159. return false;
  36160. }
  36161. }
  36162. return true;
  36163. };
  36164. /**
  36165. * Clones this instance's defines to another instance
  36166. * @param other - material defines to clone values to
  36167. */
  36168. MaterialDefines.prototype.cloneTo = function (other) {
  36169. if (this._keys.length !== other._keys.length) {
  36170. other._keys = this._keys.slice(0);
  36171. }
  36172. for (var index = 0; index < this._keys.length; index++) {
  36173. var prop = this._keys[index];
  36174. other[prop] = this[prop];
  36175. }
  36176. };
  36177. /**
  36178. * Resets the material define values
  36179. */
  36180. MaterialDefines.prototype.reset = function () {
  36181. for (var index = 0; index < this._keys.length; index++) {
  36182. var prop = this._keys[index];
  36183. var type = typeof this[prop];
  36184. switch (type) {
  36185. case "number":
  36186. this[prop] = 0;
  36187. break;
  36188. case "string":
  36189. this[prop] = "";
  36190. break;
  36191. default:
  36192. this[prop] = false;
  36193. break;
  36194. }
  36195. }
  36196. };
  36197. /**
  36198. * Converts the material define values to a string
  36199. * @returns - String of material define information
  36200. */
  36201. MaterialDefines.prototype.toString = function () {
  36202. var result = "";
  36203. for (var index = 0; index < this._keys.length; index++) {
  36204. var prop = this._keys[index];
  36205. var value = this[prop];
  36206. var type = typeof value;
  36207. switch (type) {
  36208. case "number":
  36209. case "string":
  36210. result += "#define " + prop + " " + value + "\n";
  36211. break;
  36212. default:
  36213. if (value) {
  36214. result += "#define " + prop + "\n";
  36215. }
  36216. break;
  36217. }
  36218. }
  36219. return result;
  36220. };
  36221. return MaterialDefines;
  36222. }());
  36223. BABYLON.MaterialDefines = MaterialDefines;
  36224. /**
  36225. * Base class for the main features of a material in Babylon.js
  36226. */
  36227. var Material = /** @class */ (function () {
  36228. /**
  36229. * Creates a material instance
  36230. * @param name defines the name of the material
  36231. * @param scene defines the scene to reference
  36232. * @param doNotAdd specifies if the material should be added to the scene
  36233. */
  36234. function Material(name, scene, doNotAdd) {
  36235. /**
  36236. * Specifies if the ready state should be checked on each call
  36237. */
  36238. this.checkReadyOnEveryCall = false;
  36239. /**
  36240. * Specifies if the ready state should be checked once
  36241. */
  36242. this.checkReadyOnlyOnce = false;
  36243. /**
  36244. * The state of the material
  36245. */
  36246. this.state = "";
  36247. /**
  36248. * The alpha value of the material
  36249. */
  36250. this._alpha = 1.0;
  36251. /**
  36252. * Specifies if back face culling is enabled
  36253. */
  36254. this._backFaceCulling = true;
  36255. /**
  36256. * Specifies if the material should be serialized
  36257. */
  36258. this.doNotSerialize = false;
  36259. /**
  36260. * @hidden
  36261. */
  36262. this._storeEffectOnSubMeshes = false;
  36263. /**
  36264. * An event triggered when the material is disposed
  36265. */
  36266. this.onDisposeObservable = new BABYLON.Observable();
  36267. /**
  36268. * Stores the value of the alpha mode
  36269. */
  36270. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36271. /**
  36272. * Stores the state of the need depth pre-pass value
  36273. */
  36274. this._needDepthPrePass = false;
  36275. /**
  36276. * Specifies if depth writing should be disabled
  36277. */
  36278. this.disableDepthWrite = false;
  36279. /**
  36280. * Specifies if depth writing should be forced
  36281. */
  36282. this.forceDepthWrite = false;
  36283. /**
  36284. * Specifies if there should be a separate pass for culling
  36285. */
  36286. this.separateCullingPass = false;
  36287. /**
  36288. * Stores the state specifing if fog should be enabled
  36289. */
  36290. this._fogEnabled = true;
  36291. /**
  36292. * Stores the size of points
  36293. */
  36294. this.pointSize = 1.0;
  36295. /**
  36296. * Stores the z offset value
  36297. */
  36298. this.zOffset = 0;
  36299. /**
  36300. * @hidden
  36301. * Specifies if the material was previously ready
  36302. */
  36303. this._wasPreviouslyReady = false;
  36304. /**
  36305. * Stores the fill mode state
  36306. */
  36307. this._fillMode = Material.TriangleFillMode;
  36308. this.name = name;
  36309. this.id = name || BABYLON.Tools.RandomId();
  36310. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36311. this.uniqueId = this._scene.getUniqueId();
  36312. if (this._scene.useRightHandedSystem) {
  36313. this.sideOrientation = Material.ClockWiseSideOrientation;
  36314. }
  36315. else {
  36316. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36317. }
  36318. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36319. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36320. if (!doNotAdd) {
  36321. this._scene.materials.push(this);
  36322. this._scene.onNewMaterialAddedObservable.notifyObservers(this);
  36323. }
  36324. }
  36325. Object.defineProperty(Material, "TriangleFillMode", {
  36326. /**
  36327. * Returns the triangle fill mode
  36328. */
  36329. get: function () {
  36330. return Material._TriangleFillMode;
  36331. },
  36332. enumerable: true,
  36333. configurable: true
  36334. });
  36335. Object.defineProperty(Material, "WireFrameFillMode", {
  36336. /**
  36337. * Returns the wireframe mode
  36338. */
  36339. get: function () {
  36340. return Material._WireFrameFillMode;
  36341. },
  36342. enumerable: true,
  36343. configurable: true
  36344. });
  36345. Object.defineProperty(Material, "PointFillMode", {
  36346. /**
  36347. * Returns the point fill mode
  36348. */
  36349. get: function () {
  36350. return Material._PointFillMode;
  36351. },
  36352. enumerable: true,
  36353. configurable: true
  36354. });
  36355. Object.defineProperty(Material, "PointListDrawMode", {
  36356. /**
  36357. * Returns the point list draw mode
  36358. */
  36359. get: function () {
  36360. return Material._PointListDrawMode;
  36361. },
  36362. enumerable: true,
  36363. configurable: true
  36364. });
  36365. Object.defineProperty(Material, "LineListDrawMode", {
  36366. /**
  36367. * Returns the line list draw mode
  36368. */
  36369. get: function () {
  36370. return Material._LineListDrawMode;
  36371. },
  36372. enumerable: true,
  36373. configurable: true
  36374. });
  36375. Object.defineProperty(Material, "LineLoopDrawMode", {
  36376. /**
  36377. * Returns the line loop draw mode
  36378. */
  36379. get: function () {
  36380. return Material._LineLoopDrawMode;
  36381. },
  36382. enumerable: true,
  36383. configurable: true
  36384. });
  36385. Object.defineProperty(Material, "LineStripDrawMode", {
  36386. /**
  36387. * Returns the line strip draw mode
  36388. */
  36389. get: function () {
  36390. return Material._LineStripDrawMode;
  36391. },
  36392. enumerable: true,
  36393. configurable: true
  36394. });
  36395. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36396. /**
  36397. * Returns the triangle strip draw mode
  36398. */
  36399. get: function () {
  36400. return Material._TriangleStripDrawMode;
  36401. },
  36402. enumerable: true,
  36403. configurable: true
  36404. });
  36405. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36406. /**
  36407. * Returns the triangle fan draw mode
  36408. */
  36409. get: function () {
  36410. return Material._TriangleFanDrawMode;
  36411. },
  36412. enumerable: true,
  36413. configurable: true
  36414. });
  36415. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36416. /**
  36417. * Returns the clock-wise side orientation
  36418. */
  36419. get: function () {
  36420. return Material._ClockWiseSideOrientation;
  36421. },
  36422. enumerable: true,
  36423. configurable: true
  36424. });
  36425. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36426. /**
  36427. * Returns the counter clock-wise side orientation
  36428. */
  36429. get: function () {
  36430. return Material._CounterClockWiseSideOrientation;
  36431. },
  36432. enumerable: true,
  36433. configurable: true
  36434. });
  36435. Object.defineProperty(Material.prototype, "alpha", {
  36436. /**
  36437. * Gets the alpha value of the material
  36438. */
  36439. get: function () {
  36440. return this._alpha;
  36441. },
  36442. /**
  36443. * Sets the alpha value of the material
  36444. */
  36445. set: function (value) {
  36446. if (this._alpha === value) {
  36447. return;
  36448. }
  36449. this._alpha = value;
  36450. this.markAsDirty(Material.MiscDirtyFlag);
  36451. },
  36452. enumerable: true,
  36453. configurable: true
  36454. });
  36455. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36456. /**
  36457. * Gets the back-face culling state
  36458. */
  36459. get: function () {
  36460. return this._backFaceCulling;
  36461. },
  36462. /**
  36463. * Sets the back-face culling state
  36464. */
  36465. set: function (value) {
  36466. if (this._backFaceCulling === value) {
  36467. return;
  36468. }
  36469. this._backFaceCulling = value;
  36470. this.markAsDirty(Material.TextureDirtyFlag);
  36471. },
  36472. enumerable: true,
  36473. configurable: true
  36474. });
  36475. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36476. /**
  36477. * Gets a boolean indicating that current material needs to register RTT
  36478. */
  36479. get: function () {
  36480. return false;
  36481. },
  36482. enumerable: true,
  36483. configurable: true
  36484. });
  36485. Object.defineProperty(Material.prototype, "onDispose", {
  36486. /**
  36487. * Called during a dispose event
  36488. */
  36489. set: function (callback) {
  36490. if (this._onDisposeObserver) {
  36491. this.onDisposeObservable.remove(this._onDisposeObserver);
  36492. }
  36493. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36494. },
  36495. enumerable: true,
  36496. configurable: true
  36497. });
  36498. Object.defineProperty(Material.prototype, "onBindObservable", {
  36499. /**
  36500. * An event triggered when the material is bound
  36501. */
  36502. get: function () {
  36503. if (!this._onBindObservable) {
  36504. this._onBindObservable = new BABYLON.Observable();
  36505. }
  36506. return this._onBindObservable;
  36507. },
  36508. enumerable: true,
  36509. configurable: true
  36510. });
  36511. Object.defineProperty(Material.prototype, "onBind", {
  36512. /**
  36513. * Called during a bind event
  36514. */
  36515. set: function (callback) {
  36516. if (this._onBindObserver) {
  36517. this.onBindObservable.remove(this._onBindObserver);
  36518. }
  36519. this._onBindObserver = this.onBindObservable.add(callback);
  36520. },
  36521. enumerable: true,
  36522. configurable: true
  36523. });
  36524. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36525. /**
  36526. * An event triggered when the material is unbound
  36527. */
  36528. get: function () {
  36529. if (!this._onUnBindObservable) {
  36530. this._onUnBindObservable = new BABYLON.Observable();
  36531. }
  36532. return this._onUnBindObservable;
  36533. },
  36534. enumerable: true,
  36535. configurable: true
  36536. });
  36537. Object.defineProperty(Material.prototype, "alphaMode", {
  36538. /**
  36539. * Gets the value of the alpha mode
  36540. */
  36541. get: function () {
  36542. return this._alphaMode;
  36543. },
  36544. /**
  36545. * Sets the value of the alpha mode.
  36546. *
  36547. * | Value | Type | Description |
  36548. * | --- | --- | --- |
  36549. * | 0 | ALPHA_DISABLE | |
  36550. * | 1 | ALPHA_ADD | |
  36551. * | 2 | ALPHA_COMBINE | |
  36552. * | 3 | ALPHA_SUBTRACT | |
  36553. * | 4 | ALPHA_MULTIPLY | |
  36554. * | 5 | ALPHA_MAXIMIZED | |
  36555. * | 6 | ALPHA_ONEONE | |
  36556. * | 7 | ALPHA_PREMULTIPLIED | |
  36557. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36558. * | 9 | ALPHA_INTERPOLATE | |
  36559. * | 10 | ALPHA_SCREENMODE | |
  36560. *
  36561. */
  36562. set: function (value) {
  36563. if (this._alphaMode === value) {
  36564. return;
  36565. }
  36566. this._alphaMode = value;
  36567. this.markAsDirty(Material.TextureDirtyFlag);
  36568. },
  36569. enumerable: true,
  36570. configurable: true
  36571. });
  36572. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36573. /**
  36574. * Gets the depth pre-pass value
  36575. */
  36576. get: function () {
  36577. return this._needDepthPrePass;
  36578. },
  36579. /**
  36580. * Sets the need depth pre-pass value
  36581. */
  36582. set: function (value) {
  36583. if (this._needDepthPrePass === value) {
  36584. return;
  36585. }
  36586. this._needDepthPrePass = value;
  36587. if (this._needDepthPrePass) {
  36588. this.checkReadyOnEveryCall = true;
  36589. }
  36590. },
  36591. enumerable: true,
  36592. configurable: true
  36593. });
  36594. Object.defineProperty(Material.prototype, "fogEnabled", {
  36595. /**
  36596. * Gets the value of the fog enabled state
  36597. */
  36598. get: function () {
  36599. return this._fogEnabled;
  36600. },
  36601. /**
  36602. * Sets the state for enabling fog
  36603. */
  36604. set: function (value) {
  36605. if (this._fogEnabled === value) {
  36606. return;
  36607. }
  36608. this._fogEnabled = value;
  36609. this.markAsDirty(Material.MiscDirtyFlag);
  36610. },
  36611. enumerable: true,
  36612. configurable: true
  36613. });
  36614. Object.defineProperty(Material.prototype, "wireframe", {
  36615. /**
  36616. * Gets a value specifying if wireframe mode is enabled
  36617. */
  36618. get: function () {
  36619. switch (this._fillMode) {
  36620. case Material.WireFrameFillMode:
  36621. case Material.LineListDrawMode:
  36622. case Material.LineLoopDrawMode:
  36623. case Material.LineStripDrawMode:
  36624. return true;
  36625. }
  36626. return this._scene.forceWireframe;
  36627. },
  36628. /**
  36629. * Sets the state of wireframe mode
  36630. */
  36631. set: function (value) {
  36632. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36633. },
  36634. enumerable: true,
  36635. configurable: true
  36636. });
  36637. Object.defineProperty(Material.prototype, "pointsCloud", {
  36638. /**
  36639. * Gets the value specifying if point clouds are enabled
  36640. */
  36641. get: function () {
  36642. switch (this._fillMode) {
  36643. case Material.PointFillMode:
  36644. case Material.PointListDrawMode:
  36645. return true;
  36646. }
  36647. return this._scene.forcePointsCloud;
  36648. },
  36649. /**
  36650. * Sets the state of point cloud mode
  36651. */
  36652. set: function (value) {
  36653. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36654. },
  36655. enumerable: true,
  36656. configurable: true
  36657. });
  36658. Object.defineProperty(Material.prototype, "fillMode", {
  36659. /**
  36660. * Gets the material fill mode
  36661. */
  36662. get: function () {
  36663. return this._fillMode;
  36664. },
  36665. /**
  36666. * Sets the material fill mode
  36667. */
  36668. set: function (value) {
  36669. if (this._fillMode === value) {
  36670. return;
  36671. }
  36672. this._fillMode = value;
  36673. this.markAsDirty(Material.MiscDirtyFlag);
  36674. },
  36675. enumerable: true,
  36676. configurable: true
  36677. });
  36678. /**
  36679. * Returns a string representation of the current material
  36680. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36681. * @returns a string with material information
  36682. */
  36683. Material.prototype.toString = function (fullDetails) {
  36684. var ret = "Name: " + this.name;
  36685. if (fullDetails) {
  36686. }
  36687. return ret;
  36688. };
  36689. /**
  36690. * Gets the class name of the material
  36691. * @returns a string with the class name of the material
  36692. */
  36693. Material.prototype.getClassName = function () {
  36694. return "Material";
  36695. };
  36696. Object.defineProperty(Material.prototype, "isFrozen", {
  36697. /**
  36698. * Specifies if updates for the material been locked
  36699. */
  36700. get: function () {
  36701. return this.checkReadyOnlyOnce;
  36702. },
  36703. enumerable: true,
  36704. configurable: true
  36705. });
  36706. /**
  36707. * Locks updates for the material
  36708. */
  36709. Material.prototype.freeze = function () {
  36710. this.checkReadyOnlyOnce = true;
  36711. };
  36712. /**
  36713. * Unlocks updates for the material
  36714. */
  36715. Material.prototype.unfreeze = function () {
  36716. this.checkReadyOnlyOnce = false;
  36717. };
  36718. /**
  36719. * Specifies if the material is ready to be used
  36720. * @param mesh defines the mesh to check
  36721. * @param useInstances specifies if instances should be used
  36722. * @returns a boolean indicating if the material is ready to be used
  36723. */
  36724. Material.prototype.isReady = function (mesh, useInstances) {
  36725. return true;
  36726. };
  36727. /**
  36728. * Specifies that the submesh is ready to be used
  36729. * @param mesh defines the mesh to check
  36730. * @param subMesh defines which submesh to check
  36731. * @param useInstances specifies that instances should be used
  36732. * @returns a boolean indicating that the submesh is ready or not
  36733. */
  36734. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36735. return false;
  36736. };
  36737. /**
  36738. * Returns the material effect
  36739. * @returns the effect associated with the material
  36740. */
  36741. Material.prototype.getEffect = function () {
  36742. return this._effect;
  36743. };
  36744. /**
  36745. * Returns the current scene
  36746. * @returns a Scene
  36747. */
  36748. Material.prototype.getScene = function () {
  36749. return this._scene;
  36750. };
  36751. /**
  36752. * Specifies if the material will require alpha blending
  36753. * @returns a boolean specifying if alpha blending is needed
  36754. */
  36755. Material.prototype.needAlphaBlending = function () {
  36756. return (this.alpha < 1.0);
  36757. };
  36758. /**
  36759. * Specifies if the mesh will require alpha blending
  36760. * @param mesh defines the mesh to check
  36761. * @returns a boolean specifying if alpha blending is needed for the mesh
  36762. */
  36763. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36764. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36765. };
  36766. /**
  36767. * Specifies if this material should be rendered in alpha test mode
  36768. * @returns a boolean specifying if an alpha test is needed.
  36769. */
  36770. Material.prototype.needAlphaTesting = function () {
  36771. return false;
  36772. };
  36773. /**
  36774. * Gets the texture used for the alpha test
  36775. * @returns the texture to use for alpha testing
  36776. */
  36777. Material.prototype.getAlphaTestTexture = function () {
  36778. return null;
  36779. };
  36780. /**
  36781. * Marks the material to indicate that it needs to be re-calculated
  36782. */
  36783. Material.prototype.markDirty = function () {
  36784. this._wasPreviouslyReady = false;
  36785. };
  36786. /** @hidden */
  36787. Material.prototype._preBind = function (effect, overrideOrientation) {
  36788. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36789. var engine = this._scene.getEngine();
  36790. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  36791. var reverse = orientation === Material.ClockWiseSideOrientation;
  36792. engine.enableEffect(effect ? effect : this._effect);
  36793. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  36794. return reverse;
  36795. };
  36796. /**
  36797. * Binds the material to the mesh
  36798. * @param world defines the world transformation matrix
  36799. * @param mesh defines the mesh to bind the material to
  36800. */
  36801. Material.prototype.bind = function (world, mesh) {
  36802. };
  36803. /**
  36804. * Binds the submesh to the material
  36805. * @param world defines the world transformation matrix
  36806. * @param mesh defines the mesh containing the submesh
  36807. * @param subMesh defines the submesh to bind the material to
  36808. */
  36809. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  36810. };
  36811. /**
  36812. * Binds the world matrix to the material
  36813. * @param world defines the world transformation matrix
  36814. */
  36815. Material.prototype.bindOnlyWorldMatrix = function (world) {
  36816. };
  36817. /**
  36818. * Binds the scene's uniform buffer to the effect.
  36819. * @param effect defines the effect to bind to the scene uniform buffer
  36820. * @param sceneUbo defines the uniform buffer storing scene data
  36821. */
  36822. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  36823. sceneUbo.bindToEffect(effect, "Scene");
  36824. };
  36825. /**
  36826. * Binds the view matrix to the effect
  36827. * @param effect defines the effect to bind the view matrix to
  36828. */
  36829. Material.prototype.bindView = function (effect) {
  36830. if (!this._useUBO) {
  36831. effect.setMatrix("view", this.getScene().getViewMatrix());
  36832. }
  36833. else {
  36834. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36835. }
  36836. };
  36837. /**
  36838. * Binds the view projection matrix to the effect
  36839. * @param effect defines the effect to bind the view projection matrix to
  36840. */
  36841. Material.prototype.bindViewProjection = function (effect) {
  36842. if (!this._useUBO) {
  36843. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  36844. }
  36845. else {
  36846. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36847. }
  36848. };
  36849. /**
  36850. * Specifies if material alpha testing should be turned on for the mesh
  36851. * @param mesh defines the mesh to check
  36852. */
  36853. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  36854. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  36855. };
  36856. /**
  36857. * Processes to execute after binding the material to a mesh
  36858. * @param mesh defines the rendered mesh
  36859. */
  36860. Material.prototype._afterBind = function (mesh) {
  36861. this._scene._cachedMaterial = this;
  36862. if (mesh) {
  36863. this._scene._cachedVisibility = mesh.visibility;
  36864. }
  36865. else {
  36866. this._scene._cachedVisibility = 1;
  36867. }
  36868. if (this._onBindObservable && mesh) {
  36869. this._onBindObservable.notifyObservers(mesh);
  36870. }
  36871. if (this.disableDepthWrite) {
  36872. var engine = this._scene.getEngine();
  36873. this._cachedDepthWriteState = engine.getDepthWrite();
  36874. engine.setDepthWrite(false);
  36875. }
  36876. };
  36877. /**
  36878. * Unbinds the material from the mesh
  36879. */
  36880. Material.prototype.unbind = function () {
  36881. if (this._onUnBindObservable) {
  36882. this._onUnBindObservable.notifyObservers(this);
  36883. }
  36884. if (this.disableDepthWrite) {
  36885. var engine = this._scene.getEngine();
  36886. engine.setDepthWrite(this._cachedDepthWriteState);
  36887. }
  36888. };
  36889. /**
  36890. * Gets the active textures from the material
  36891. * @returns an array of textures
  36892. */
  36893. Material.prototype.getActiveTextures = function () {
  36894. return [];
  36895. };
  36896. /**
  36897. * Specifies if the material uses a texture
  36898. * @param texture defines the texture to check against the material
  36899. * @returns a boolean specifying if the material uses the texture
  36900. */
  36901. Material.prototype.hasTexture = function (texture) {
  36902. return false;
  36903. };
  36904. /**
  36905. * Makes a duplicate of the material, and gives it a new name
  36906. * @param name defines the new name for the duplicated material
  36907. * @returns the cloned material
  36908. */
  36909. Material.prototype.clone = function (name) {
  36910. return null;
  36911. };
  36912. /**
  36913. * Gets the meshes bound to the material
  36914. * @returns an array of meshes bound to the material
  36915. */
  36916. Material.prototype.getBindedMeshes = function () {
  36917. var result = new Array();
  36918. for (var index = 0; index < this._scene.meshes.length; index++) {
  36919. var mesh = this._scene.meshes[index];
  36920. if (mesh.material === this) {
  36921. result.push(mesh);
  36922. }
  36923. }
  36924. return result;
  36925. };
  36926. /**
  36927. * Force shader compilation
  36928. * @param mesh defines the mesh associated with this material
  36929. * @param onCompiled defines a function to execute once the material is compiled
  36930. * @param options defines the options to configure the compilation
  36931. */
  36932. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  36933. var _this = this;
  36934. var localOptions = __assign({ clipPlane: false }, options);
  36935. var subMesh = new BABYLON.BaseSubMesh();
  36936. var scene = this.getScene();
  36937. var checkReady = function () {
  36938. if (!_this._scene || !_this._scene.getEngine()) {
  36939. return;
  36940. }
  36941. if (subMesh._materialDefines) {
  36942. subMesh._materialDefines._renderId = -1;
  36943. }
  36944. var clipPlaneState = scene.clipPlane;
  36945. if (localOptions.clipPlane) {
  36946. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  36947. }
  36948. if (_this._storeEffectOnSubMeshes) {
  36949. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  36950. if (onCompiled) {
  36951. onCompiled(_this);
  36952. }
  36953. }
  36954. else {
  36955. setTimeout(checkReady, 16);
  36956. }
  36957. }
  36958. else {
  36959. if (_this.isReady(mesh)) {
  36960. if (onCompiled) {
  36961. onCompiled(_this);
  36962. }
  36963. }
  36964. else {
  36965. setTimeout(checkReady, 16);
  36966. }
  36967. }
  36968. if (localOptions.clipPlane) {
  36969. scene.clipPlane = clipPlaneState;
  36970. }
  36971. };
  36972. checkReady();
  36973. };
  36974. /**
  36975. * Force shader compilation
  36976. * @param mesh defines the mesh that will use this material
  36977. * @param options defines additional options for compiling the shaders
  36978. * @returns a promise that resolves when the compilation completes
  36979. */
  36980. Material.prototype.forceCompilationAsync = function (mesh, options) {
  36981. var _this = this;
  36982. return new Promise(function (resolve) {
  36983. _this.forceCompilation(mesh, function () {
  36984. resolve();
  36985. }, options);
  36986. });
  36987. };
  36988. /**
  36989. * Marks a define in the material to indicate that it needs to be re-computed
  36990. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  36991. */
  36992. Material.prototype.markAsDirty = function (flag) {
  36993. if (flag & Material.TextureDirtyFlag) {
  36994. this._markAllSubMeshesAsTexturesDirty();
  36995. }
  36996. if (flag & Material.LightDirtyFlag) {
  36997. this._markAllSubMeshesAsLightsDirty();
  36998. }
  36999. if (flag & Material.FresnelDirtyFlag) {
  37000. this._markAllSubMeshesAsFresnelDirty();
  37001. }
  37002. if (flag & Material.AttributesDirtyFlag) {
  37003. this._markAllSubMeshesAsAttributesDirty();
  37004. }
  37005. if (flag & Material.MiscDirtyFlag) {
  37006. this._markAllSubMeshesAsMiscDirty();
  37007. }
  37008. this.getScene().resetCachedMaterial();
  37009. };
  37010. /**
  37011. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37012. * @param func defines a function which checks material defines against the submeshes
  37013. */
  37014. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37015. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  37016. var mesh = _a[_i];
  37017. if (!mesh.subMeshes) {
  37018. continue;
  37019. }
  37020. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  37021. var subMesh = _c[_b];
  37022. if (subMesh.getMaterial() !== this) {
  37023. continue;
  37024. }
  37025. if (!subMesh._materialDefines) {
  37026. continue;
  37027. }
  37028. func(subMesh._materialDefines);
  37029. }
  37030. }
  37031. };
  37032. /**
  37033. * Indicates that image processing needs to be re-calculated for all submeshes
  37034. */
  37035. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37036. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37037. };
  37038. /**
  37039. * Indicates that textures need to be re-calculated for all submeshes
  37040. */
  37041. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37042. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37043. };
  37044. /**
  37045. * Indicates that fresnel needs to be re-calculated for all submeshes
  37046. */
  37047. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37048. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37049. };
  37050. /**
  37051. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37052. */
  37053. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37054. this._markAllSubMeshesAsDirty(function (defines) {
  37055. defines.markAsFresnelDirty();
  37056. defines.markAsMiscDirty();
  37057. });
  37058. };
  37059. /**
  37060. * Indicates that lights need to be re-calculated for all submeshes
  37061. */
  37062. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37063. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37064. };
  37065. /**
  37066. * Indicates that attributes need to be re-calculated for all submeshes
  37067. */
  37068. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37069. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37070. };
  37071. /**
  37072. * Indicates that misc needs to be re-calculated for all submeshes
  37073. */
  37074. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37075. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37076. };
  37077. /**
  37078. * Indicates that textures and misc need to be re-calculated for all submeshes
  37079. */
  37080. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37081. this._markAllSubMeshesAsDirty(function (defines) {
  37082. defines.markAsTexturesDirty();
  37083. defines.markAsMiscDirty();
  37084. });
  37085. };
  37086. /**
  37087. * Disposes the material
  37088. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37089. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37090. */
  37091. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  37092. // Animations
  37093. this.getScene().stopAnimation(this);
  37094. this.getScene().freeProcessedMaterials();
  37095. // Remove from scene
  37096. var index = this._scene.materials.indexOf(this);
  37097. if (index >= 0) {
  37098. this._scene.materials.splice(index, 1);
  37099. }
  37100. this._scene.onMaterialRemovedObservable.notifyObservers(this);
  37101. // Remove from meshes
  37102. for (index = 0; index < this._scene.meshes.length; index++) {
  37103. var mesh = this._scene.meshes[index];
  37104. if (mesh.material === this) {
  37105. mesh.material = null;
  37106. if (mesh.geometry) {
  37107. var geometry = (mesh.geometry);
  37108. if (this._storeEffectOnSubMeshes) {
  37109. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37110. var subMesh = _a[_i];
  37111. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37112. if (forceDisposeEffect && subMesh._materialEffect) {
  37113. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37114. }
  37115. }
  37116. }
  37117. else {
  37118. geometry._releaseVertexArrayObject(this._effect);
  37119. }
  37120. }
  37121. }
  37122. }
  37123. this._uniformBuffer.dispose();
  37124. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37125. if (forceDisposeEffect && this._effect) {
  37126. if (!this._storeEffectOnSubMeshes) {
  37127. this._scene.getEngine()._releaseEffect(this._effect);
  37128. }
  37129. this._effect = null;
  37130. }
  37131. // Callback
  37132. this.onDisposeObservable.notifyObservers(this);
  37133. this.onDisposeObservable.clear();
  37134. if (this._onBindObservable) {
  37135. this._onBindObservable.clear();
  37136. }
  37137. if (this._onUnBindObservable) {
  37138. this._onUnBindObservable.clear();
  37139. }
  37140. };
  37141. /**
  37142. * Serializes this material
  37143. * @returns the serialized material object
  37144. */
  37145. Material.prototype.serialize = function () {
  37146. return BABYLON.SerializationHelper.Serialize(this);
  37147. };
  37148. /**
  37149. * Creates a MultiMaterial from parsed MultiMaterial data.
  37150. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37151. * @param scene defines the hosting scene
  37152. * @returns a new MultiMaterial
  37153. */
  37154. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37155. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37156. multiMaterial.id = parsedMultiMaterial.id;
  37157. if (BABYLON.Tags) {
  37158. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37159. }
  37160. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37161. var subMatId = parsedMultiMaterial.materials[matIndex];
  37162. if (subMatId) {
  37163. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37164. }
  37165. else {
  37166. multiMaterial.subMaterials.push(null);
  37167. }
  37168. }
  37169. return multiMaterial;
  37170. };
  37171. /**
  37172. * Creates a material from parsed material data
  37173. * @param parsedMaterial defines parsed material data
  37174. * @param scene defines the hosting scene
  37175. * @param rootUrl defines the root URL to use to load textures
  37176. * @returns a new material
  37177. */
  37178. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37179. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37180. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37181. }
  37182. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37183. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37184. if (!BABYLON.LegacyPBRMaterial) {
  37185. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37186. return;
  37187. }
  37188. }
  37189. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37190. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37191. };
  37192. // Triangle views
  37193. Material._TriangleFillMode = 0;
  37194. Material._WireFrameFillMode = 1;
  37195. Material._PointFillMode = 2;
  37196. // Draw modes
  37197. Material._PointListDrawMode = 3;
  37198. Material._LineListDrawMode = 4;
  37199. Material._LineLoopDrawMode = 5;
  37200. Material._LineStripDrawMode = 6;
  37201. Material._TriangleStripDrawMode = 7;
  37202. Material._TriangleFanDrawMode = 8;
  37203. /**
  37204. * Stores the clock-wise side orientation
  37205. */
  37206. Material._ClockWiseSideOrientation = 0;
  37207. /**
  37208. * Stores the counter clock-wise side orientation
  37209. */
  37210. Material._CounterClockWiseSideOrientation = 1;
  37211. /**
  37212. * The dirty texture flag value
  37213. */
  37214. Material.TextureDirtyFlag = 1;
  37215. /**
  37216. * The dirty light flag value
  37217. */
  37218. Material.LightDirtyFlag = 2;
  37219. /**
  37220. * The dirty fresnel flag value
  37221. */
  37222. Material.FresnelDirtyFlag = 4;
  37223. /**
  37224. * The dirty attribute flag value
  37225. */
  37226. Material.AttributesDirtyFlag = 8;
  37227. /**
  37228. * The dirty misc flag value
  37229. */
  37230. Material.MiscDirtyFlag = 16;
  37231. /**
  37232. * The all dirty flag value
  37233. */
  37234. Material.AllDirtyFlag = 31;
  37235. __decorate([
  37236. BABYLON.serialize()
  37237. ], Material.prototype, "id", void 0);
  37238. __decorate([
  37239. BABYLON.serialize()
  37240. ], Material.prototype, "uniqueId", void 0);
  37241. __decorate([
  37242. BABYLON.serialize()
  37243. ], Material.prototype, "name", void 0);
  37244. __decorate([
  37245. BABYLON.serialize()
  37246. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37247. __decorate([
  37248. BABYLON.serialize()
  37249. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37250. __decorate([
  37251. BABYLON.serialize()
  37252. ], Material.prototype, "state", void 0);
  37253. __decorate([
  37254. BABYLON.serialize("alpha")
  37255. ], Material.prototype, "_alpha", void 0);
  37256. __decorate([
  37257. BABYLON.serialize("backFaceCulling")
  37258. ], Material.prototype, "_backFaceCulling", void 0);
  37259. __decorate([
  37260. BABYLON.serialize()
  37261. ], Material.prototype, "sideOrientation", void 0);
  37262. __decorate([
  37263. BABYLON.serialize("alphaMode")
  37264. ], Material.prototype, "_alphaMode", void 0);
  37265. __decorate([
  37266. BABYLON.serialize()
  37267. ], Material.prototype, "_needDepthPrePass", void 0);
  37268. __decorate([
  37269. BABYLON.serialize()
  37270. ], Material.prototype, "disableDepthWrite", void 0);
  37271. __decorate([
  37272. BABYLON.serialize()
  37273. ], Material.prototype, "forceDepthWrite", void 0);
  37274. __decorate([
  37275. BABYLON.serialize()
  37276. ], Material.prototype, "separateCullingPass", void 0);
  37277. __decorate([
  37278. BABYLON.serialize("fogEnabled")
  37279. ], Material.prototype, "_fogEnabled", void 0);
  37280. __decorate([
  37281. BABYLON.serialize()
  37282. ], Material.prototype, "pointSize", void 0);
  37283. __decorate([
  37284. BABYLON.serialize()
  37285. ], Material.prototype, "zOffset", void 0);
  37286. __decorate([
  37287. BABYLON.serialize()
  37288. ], Material.prototype, "wireframe", null);
  37289. __decorate([
  37290. BABYLON.serialize()
  37291. ], Material.prototype, "pointsCloud", null);
  37292. __decorate([
  37293. BABYLON.serialize()
  37294. ], Material.prototype, "fillMode", null);
  37295. return Material;
  37296. }());
  37297. BABYLON.Material = Material;
  37298. })(BABYLON || (BABYLON = {}));
  37299. //# sourceMappingURL=babylon.material.js.map
  37300. var BABYLON;
  37301. (function (BABYLON) {
  37302. /**
  37303. * Uniform buffer objects.
  37304. *
  37305. * Handles blocks of uniform on the GPU.
  37306. *
  37307. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37308. *
  37309. * For more information, please refer to :
  37310. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37311. */
  37312. var UniformBuffer = /** @class */ (function () {
  37313. /**
  37314. * Instantiates a new Uniform buffer objects.
  37315. *
  37316. * Handles blocks of uniform on the GPU.
  37317. *
  37318. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37319. *
  37320. * For more information, please refer to :
  37321. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37322. * @param engine Define the engine the buffer is associated with
  37323. * @param data Define the data contained in the buffer
  37324. * @param dynamic Define if the buffer is updatable
  37325. */
  37326. function UniformBuffer(engine, data, dynamic) {
  37327. this._engine = engine;
  37328. this._noUBO = !engine.supportsUniformBuffers;
  37329. this._dynamic = dynamic;
  37330. this._data = data || [];
  37331. this._uniformLocations = {};
  37332. this._uniformSizes = {};
  37333. this._uniformLocationPointer = 0;
  37334. this._needSync = false;
  37335. if (this._noUBO) {
  37336. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37337. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37338. this.updateFloat = this._updateFloatForEffect;
  37339. this.updateFloat2 = this._updateFloat2ForEffect;
  37340. this.updateFloat3 = this._updateFloat3ForEffect;
  37341. this.updateFloat4 = this._updateFloat4ForEffect;
  37342. this.updateMatrix = this._updateMatrixForEffect;
  37343. this.updateVector3 = this._updateVector3ForEffect;
  37344. this.updateVector4 = this._updateVector4ForEffect;
  37345. this.updateColor3 = this._updateColor3ForEffect;
  37346. this.updateColor4 = this._updateColor4ForEffect;
  37347. }
  37348. else {
  37349. this._engine._uniformBuffers.push(this);
  37350. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37351. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37352. this.updateFloat = this._updateFloatForUniform;
  37353. this.updateFloat2 = this._updateFloat2ForUniform;
  37354. this.updateFloat3 = this._updateFloat3ForUniform;
  37355. this.updateFloat4 = this._updateFloat4ForUniform;
  37356. this.updateMatrix = this._updateMatrixForUniform;
  37357. this.updateVector3 = this._updateVector3ForUniform;
  37358. this.updateVector4 = this._updateVector4ForUniform;
  37359. this.updateColor3 = this._updateColor3ForUniform;
  37360. this.updateColor4 = this._updateColor4ForUniform;
  37361. }
  37362. }
  37363. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37364. /**
  37365. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37366. * or just falling back on setUniformXXX calls.
  37367. */
  37368. get: function () {
  37369. return !this._noUBO;
  37370. },
  37371. enumerable: true,
  37372. configurable: true
  37373. });
  37374. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37375. /**
  37376. * Indicates if the WebGL underlying uniform buffer is in sync
  37377. * with the javascript cache data.
  37378. */
  37379. get: function () {
  37380. return !this._needSync;
  37381. },
  37382. enumerable: true,
  37383. configurable: true
  37384. });
  37385. /**
  37386. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37387. * Also, a dynamic UniformBuffer will disable cache verification and always
  37388. * update the underlying WebGL uniform buffer to the GPU.
  37389. * @returns if Dynamic, otherwise false
  37390. */
  37391. UniformBuffer.prototype.isDynamic = function () {
  37392. return this._dynamic !== undefined;
  37393. };
  37394. /**
  37395. * The data cache on JS side.
  37396. * @returns the underlying data as a float array
  37397. */
  37398. UniformBuffer.prototype.getData = function () {
  37399. return this._bufferData;
  37400. };
  37401. /**
  37402. * The underlying WebGL Uniform buffer.
  37403. * @returns the webgl buffer
  37404. */
  37405. UniformBuffer.prototype.getBuffer = function () {
  37406. return this._buffer;
  37407. };
  37408. /**
  37409. * std140 layout specifies how to align data within an UBO structure.
  37410. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37411. * for specs.
  37412. */
  37413. UniformBuffer.prototype._fillAlignment = function (size) {
  37414. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37415. // and 4x4 matrices
  37416. // TODO : change if other types are used
  37417. var alignment;
  37418. if (size <= 2) {
  37419. alignment = size;
  37420. }
  37421. else {
  37422. alignment = 4;
  37423. }
  37424. if ((this._uniformLocationPointer % alignment) !== 0) {
  37425. var oldPointer = this._uniformLocationPointer;
  37426. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37427. var diff = this._uniformLocationPointer - oldPointer;
  37428. for (var i = 0; i < diff; i++) {
  37429. this._data.push(0);
  37430. }
  37431. }
  37432. };
  37433. /**
  37434. * Adds an uniform in the buffer.
  37435. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37436. * for the layout to be correct !
  37437. * @param name Name of the uniform, as used in the uniform block in the shader.
  37438. * @param size Data size, or data directly.
  37439. */
  37440. UniformBuffer.prototype.addUniform = function (name, size) {
  37441. if (this._noUBO) {
  37442. return;
  37443. }
  37444. if (this._uniformLocations[name] !== undefined) {
  37445. // Already existing uniform
  37446. return;
  37447. }
  37448. // This function must be called in the order of the shader layout !
  37449. // size can be the size of the uniform, or data directly
  37450. var data;
  37451. if (size instanceof Array) {
  37452. data = size;
  37453. size = data.length;
  37454. }
  37455. else {
  37456. size = size;
  37457. data = [];
  37458. // Fill with zeros
  37459. for (var i = 0; i < size; i++) {
  37460. data.push(0);
  37461. }
  37462. }
  37463. this._fillAlignment(size);
  37464. this._uniformSizes[name] = size;
  37465. this._uniformLocations[name] = this._uniformLocationPointer;
  37466. this._uniformLocationPointer += size;
  37467. for (var i = 0; i < size; i++) {
  37468. this._data.push(data[i]);
  37469. }
  37470. this._needSync = true;
  37471. };
  37472. /**
  37473. * Adds a Matrix 4x4 to the uniform buffer.
  37474. * @param name Name of the uniform, as used in the uniform block in the shader.
  37475. * @param mat A 4x4 matrix.
  37476. */
  37477. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37478. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37479. };
  37480. /**
  37481. * Adds a vec2 to the uniform buffer.
  37482. * @param name Name of the uniform, as used in the uniform block in the shader.
  37483. * @param x Define the x component value of the vec2
  37484. * @param y Define the y component value of the vec2
  37485. */
  37486. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37487. var temp = [x, y];
  37488. this.addUniform(name, temp);
  37489. };
  37490. /**
  37491. * Adds a vec3 to the uniform buffer.
  37492. * @param name Name of the uniform, as used in the uniform block in the shader.
  37493. * @param x Define the x component value of the vec3
  37494. * @param y Define the y component value of the vec3
  37495. * @param z Define the z component value of the vec3
  37496. */
  37497. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37498. var temp = [x, y, z];
  37499. this.addUniform(name, temp);
  37500. };
  37501. /**
  37502. * Adds a vec3 to the uniform buffer.
  37503. * @param name Name of the uniform, as used in the uniform block in the shader.
  37504. * @param color Define the vec3 from a Color
  37505. */
  37506. UniformBuffer.prototype.addColor3 = function (name, color) {
  37507. var temp = new Array();
  37508. color.toArray(temp);
  37509. this.addUniform(name, temp);
  37510. };
  37511. /**
  37512. * Adds a vec4 to the uniform buffer.
  37513. * @param name Name of the uniform, as used in the uniform block in the shader.
  37514. * @param color Define the rgb components from a Color
  37515. * @param alpha Define the a component of the vec4
  37516. */
  37517. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37518. var temp = new Array();
  37519. color.toArray(temp);
  37520. temp.push(alpha);
  37521. this.addUniform(name, temp);
  37522. };
  37523. /**
  37524. * Adds a vec3 to the uniform buffer.
  37525. * @param name Name of the uniform, as used in the uniform block in the shader.
  37526. * @param vector Define the vec3 components from a Vector
  37527. */
  37528. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37529. var temp = new Array();
  37530. vector.toArray(temp);
  37531. this.addUniform(name, temp);
  37532. };
  37533. /**
  37534. * Adds a Matrix 3x3 to the uniform buffer.
  37535. * @param name Name of the uniform, as used in the uniform block in the shader.
  37536. */
  37537. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37538. this.addUniform(name, 12);
  37539. };
  37540. /**
  37541. * Adds a Matrix 2x2 to the uniform buffer.
  37542. * @param name Name of the uniform, as used in the uniform block in the shader.
  37543. */
  37544. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37545. this.addUniform(name, 8);
  37546. };
  37547. /**
  37548. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37549. */
  37550. UniformBuffer.prototype.create = function () {
  37551. if (this._noUBO) {
  37552. return;
  37553. }
  37554. if (this._buffer) {
  37555. return; // nothing to do
  37556. }
  37557. // See spec, alignment must be filled as a vec4
  37558. this._fillAlignment(4);
  37559. this._bufferData = new Float32Array(this._data);
  37560. this._rebuild();
  37561. this._needSync = true;
  37562. };
  37563. /** @hidden */
  37564. UniformBuffer.prototype._rebuild = function () {
  37565. if (this._noUBO) {
  37566. return;
  37567. }
  37568. if (this._dynamic) {
  37569. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37570. }
  37571. else {
  37572. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37573. }
  37574. };
  37575. /**
  37576. * Updates the WebGL Uniform Buffer on the GPU.
  37577. * If the `dynamic` flag is set to true, no cache comparison is done.
  37578. * Otherwise, the buffer will be updated only if the cache differs.
  37579. */
  37580. UniformBuffer.prototype.update = function () {
  37581. if (!this._buffer) {
  37582. this.create();
  37583. return;
  37584. }
  37585. if (!this._dynamic && !this._needSync) {
  37586. return;
  37587. }
  37588. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37589. this._needSync = false;
  37590. };
  37591. /**
  37592. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37593. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37594. * @param data Define the flattened data
  37595. * @param size Define the size of the data.
  37596. */
  37597. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37598. var location = this._uniformLocations[uniformName];
  37599. if (location === undefined) {
  37600. if (this._buffer) {
  37601. // Cannot add an uniform if the buffer is already created
  37602. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37603. return;
  37604. }
  37605. this.addUniform(uniformName, size);
  37606. location = this._uniformLocations[uniformName];
  37607. }
  37608. if (!this._buffer) {
  37609. this.create();
  37610. }
  37611. if (!this._dynamic) {
  37612. // Cache for static uniform buffers
  37613. var changed = false;
  37614. for (var i = 0; i < size; i++) {
  37615. if (this._bufferData[location + i] !== data[i]) {
  37616. changed = true;
  37617. this._bufferData[location + i] = data[i];
  37618. }
  37619. }
  37620. this._needSync = this._needSync || changed;
  37621. }
  37622. else {
  37623. // No cache for dynamic
  37624. for (var i = 0; i < size; i++) {
  37625. this._bufferData[location + i] = data[i];
  37626. }
  37627. }
  37628. };
  37629. // Update methods
  37630. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37631. // To match std140, matrix must be realigned
  37632. for (var i = 0; i < 3; i++) {
  37633. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37634. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37635. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37636. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37637. }
  37638. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37639. };
  37640. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37641. this._currentEffect.setMatrix3x3(name, matrix);
  37642. };
  37643. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37644. this._currentEffect.setMatrix2x2(name, matrix);
  37645. };
  37646. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37647. // To match std140, matrix must be realigned
  37648. for (var i = 0; i < 2; i++) {
  37649. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37650. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37651. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37652. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37653. }
  37654. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37655. };
  37656. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37657. this._currentEffect.setFloat(name, x);
  37658. };
  37659. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37660. UniformBuffer._tempBuffer[0] = x;
  37661. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37662. };
  37663. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37664. if (suffix === void 0) { suffix = ""; }
  37665. this._currentEffect.setFloat2(name + suffix, x, y);
  37666. };
  37667. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37668. if (suffix === void 0) { suffix = ""; }
  37669. UniformBuffer._tempBuffer[0] = x;
  37670. UniformBuffer._tempBuffer[1] = y;
  37671. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37672. };
  37673. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37674. if (suffix === void 0) { suffix = ""; }
  37675. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37676. };
  37677. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37678. if (suffix === void 0) { suffix = ""; }
  37679. UniformBuffer._tempBuffer[0] = x;
  37680. UniformBuffer._tempBuffer[1] = y;
  37681. UniformBuffer._tempBuffer[2] = z;
  37682. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37683. };
  37684. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37685. if (suffix === void 0) { suffix = ""; }
  37686. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37687. };
  37688. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37689. if (suffix === void 0) { suffix = ""; }
  37690. UniformBuffer._tempBuffer[0] = x;
  37691. UniformBuffer._tempBuffer[1] = y;
  37692. UniformBuffer._tempBuffer[2] = z;
  37693. UniformBuffer._tempBuffer[3] = w;
  37694. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37695. };
  37696. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37697. this._currentEffect.setMatrix(name, mat);
  37698. };
  37699. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37700. this.updateUniform(name, mat.toArray(), 16);
  37701. };
  37702. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37703. this._currentEffect.setVector3(name, vector);
  37704. };
  37705. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37706. vector.toArray(UniformBuffer._tempBuffer);
  37707. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37708. };
  37709. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37710. this._currentEffect.setVector4(name, vector);
  37711. };
  37712. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37713. vector.toArray(UniformBuffer._tempBuffer);
  37714. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37715. };
  37716. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37717. if (suffix === void 0) { suffix = ""; }
  37718. this._currentEffect.setColor3(name + suffix, color);
  37719. };
  37720. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37721. if (suffix === void 0) { suffix = ""; }
  37722. color.toArray(UniformBuffer._tempBuffer);
  37723. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37724. };
  37725. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37726. if (suffix === void 0) { suffix = ""; }
  37727. this._currentEffect.setColor4(name + suffix, color, alpha);
  37728. };
  37729. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37730. if (suffix === void 0) { suffix = ""; }
  37731. color.toArray(UniformBuffer._tempBuffer);
  37732. UniformBuffer._tempBuffer[3] = alpha;
  37733. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37734. };
  37735. /**
  37736. * Sets a sampler uniform on the effect.
  37737. * @param name Define the name of the sampler.
  37738. * @param texture Define the texture to set in the sampler
  37739. */
  37740. UniformBuffer.prototype.setTexture = function (name, texture) {
  37741. this._currentEffect.setTexture(name, texture);
  37742. };
  37743. /**
  37744. * Directly updates the value of the uniform in the cache AND on the GPU.
  37745. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37746. * @param data Define the flattened data
  37747. */
  37748. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37749. this.updateUniform(uniformName, data, data.length);
  37750. this.update();
  37751. };
  37752. /**
  37753. * Binds this uniform buffer to an effect.
  37754. * @param effect Define the effect to bind the buffer to
  37755. * @param name Name of the uniform block in the shader.
  37756. */
  37757. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37758. this._currentEffect = effect;
  37759. if (this._noUBO || !this._buffer) {
  37760. return;
  37761. }
  37762. effect.bindUniformBuffer(this._buffer, name);
  37763. };
  37764. /**
  37765. * Disposes the uniform buffer.
  37766. */
  37767. UniformBuffer.prototype.dispose = function () {
  37768. if (this._noUBO) {
  37769. return;
  37770. }
  37771. var index = this._engine._uniformBuffers.indexOf(this);
  37772. if (index !== -1) {
  37773. this._engine._uniformBuffers.splice(index, 1);
  37774. }
  37775. if (!this._buffer) {
  37776. return;
  37777. }
  37778. if (this._engine._releaseBuffer(this._buffer)) {
  37779. this._buffer = null;
  37780. }
  37781. };
  37782. // Pool for avoiding memory leaks
  37783. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  37784. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  37785. return UniformBuffer;
  37786. }());
  37787. BABYLON.UniformBuffer = UniformBuffer;
  37788. })(BABYLON || (BABYLON = {}));
  37789. //# sourceMappingURL=babylon.uniformBuffer.js.map
  37790. var BABYLON;
  37791. (function (BABYLON) {
  37792. /**
  37793. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  37794. */
  37795. var VertexData = /** @class */ (function () {
  37796. function VertexData() {
  37797. }
  37798. /**
  37799. * Uses the passed data array to set the set the values for the specified kind of data
  37800. * @param data a linear array of floating numbers
  37801. * @param kind the type of data that is being set, eg positions, colors etc
  37802. */
  37803. VertexData.prototype.set = function (data, kind) {
  37804. switch (kind) {
  37805. case BABYLON.VertexBuffer.PositionKind:
  37806. this.positions = data;
  37807. break;
  37808. case BABYLON.VertexBuffer.NormalKind:
  37809. this.normals = data;
  37810. break;
  37811. case BABYLON.VertexBuffer.TangentKind:
  37812. this.tangents = data;
  37813. break;
  37814. case BABYLON.VertexBuffer.UVKind:
  37815. this.uvs = data;
  37816. break;
  37817. case BABYLON.VertexBuffer.UV2Kind:
  37818. this.uvs2 = data;
  37819. break;
  37820. case BABYLON.VertexBuffer.UV3Kind:
  37821. this.uvs3 = data;
  37822. break;
  37823. case BABYLON.VertexBuffer.UV4Kind:
  37824. this.uvs4 = data;
  37825. break;
  37826. case BABYLON.VertexBuffer.UV5Kind:
  37827. this.uvs5 = data;
  37828. break;
  37829. case BABYLON.VertexBuffer.UV6Kind:
  37830. this.uvs6 = data;
  37831. break;
  37832. case BABYLON.VertexBuffer.ColorKind:
  37833. this.colors = data;
  37834. break;
  37835. case BABYLON.VertexBuffer.MatricesIndicesKind:
  37836. this.matricesIndices = data;
  37837. break;
  37838. case BABYLON.VertexBuffer.MatricesWeightsKind:
  37839. this.matricesWeights = data;
  37840. break;
  37841. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  37842. this.matricesIndicesExtra = data;
  37843. break;
  37844. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  37845. this.matricesWeightsExtra = data;
  37846. break;
  37847. }
  37848. };
  37849. /**
  37850. * Associates the vertexData to the passed Mesh.
  37851. * Sets it as updatable or not (default `false`)
  37852. * @param mesh the mesh the vertexData is applied to
  37853. * @param updatable when used and having the value true allows new data to update the vertexData
  37854. * @returns the VertexData
  37855. */
  37856. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  37857. this._applyTo(mesh, updatable);
  37858. return this;
  37859. };
  37860. /**
  37861. * Associates the vertexData to the passed Geometry.
  37862. * Sets it as updatable or not (default `false`)
  37863. * @param geometry the geometry the vertexData is applied to
  37864. * @param updatable when used and having the value true allows new data to update the vertexData
  37865. * @returns VertexData
  37866. */
  37867. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  37868. this._applyTo(geometry, updatable);
  37869. return this;
  37870. };
  37871. /**
  37872. * Updates the associated mesh
  37873. * @param mesh the mesh to be updated
  37874. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37875. * @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
  37876. * @returns VertexData
  37877. */
  37878. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  37879. this._update(mesh);
  37880. return this;
  37881. };
  37882. /**
  37883. * Updates the associated geometry
  37884. * @param geometry the geometry to be updated
  37885. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  37886. * @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
  37887. * @returns VertexData.
  37888. */
  37889. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  37890. this._update(geometry);
  37891. return this;
  37892. };
  37893. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  37894. if (updatable === void 0) { updatable = false; }
  37895. if (this.positions) {
  37896. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  37897. }
  37898. if (this.normals) {
  37899. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  37900. }
  37901. if (this.tangents) {
  37902. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  37903. }
  37904. if (this.uvs) {
  37905. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  37906. }
  37907. if (this.uvs2) {
  37908. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  37909. }
  37910. if (this.uvs3) {
  37911. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  37912. }
  37913. if (this.uvs4) {
  37914. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  37915. }
  37916. if (this.uvs5) {
  37917. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  37918. }
  37919. if (this.uvs6) {
  37920. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  37921. }
  37922. if (this.colors) {
  37923. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  37924. }
  37925. if (this.matricesIndices) {
  37926. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  37927. }
  37928. if (this.matricesWeights) {
  37929. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  37930. }
  37931. if (this.matricesIndicesExtra) {
  37932. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  37933. }
  37934. if (this.matricesWeightsExtra) {
  37935. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  37936. }
  37937. if (this.indices) {
  37938. meshOrGeometry.setIndices(this.indices, null, updatable);
  37939. }
  37940. else {
  37941. meshOrGeometry.setIndices([], null);
  37942. }
  37943. return this;
  37944. };
  37945. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  37946. if (this.positions) {
  37947. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  37948. }
  37949. if (this.normals) {
  37950. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  37951. }
  37952. if (this.tangents) {
  37953. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  37954. }
  37955. if (this.uvs) {
  37956. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  37957. }
  37958. if (this.uvs2) {
  37959. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  37960. }
  37961. if (this.uvs3) {
  37962. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  37963. }
  37964. if (this.uvs4) {
  37965. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  37966. }
  37967. if (this.uvs5) {
  37968. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  37969. }
  37970. if (this.uvs6) {
  37971. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  37972. }
  37973. if (this.colors) {
  37974. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  37975. }
  37976. if (this.matricesIndices) {
  37977. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  37978. }
  37979. if (this.matricesWeights) {
  37980. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  37981. }
  37982. if (this.matricesIndicesExtra) {
  37983. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  37984. }
  37985. if (this.matricesWeightsExtra) {
  37986. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  37987. }
  37988. if (this.indices) {
  37989. meshOrGeometry.setIndices(this.indices, null);
  37990. }
  37991. return this;
  37992. };
  37993. /**
  37994. * Transforms each position and each normal of the vertexData according to the passed Matrix
  37995. * @param matrix the transforming matrix
  37996. * @returns the VertexData
  37997. */
  37998. VertexData.prototype.transform = function (matrix) {
  37999. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38000. var transformed = BABYLON.Vector3.Zero();
  38001. var index;
  38002. if (this.positions) {
  38003. var position = BABYLON.Vector3.Zero();
  38004. for (index = 0; index < this.positions.length; index += 3) {
  38005. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38006. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38007. this.positions[index] = transformed.x;
  38008. this.positions[index + 1] = transformed.y;
  38009. this.positions[index + 2] = transformed.z;
  38010. }
  38011. }
  38012. if (this.normals) {
  38013. var normal = BABYLON.Vector3.Zero();
  38014. for (index = 0; index < this.normals.length; index += 3) {
  38015. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38016. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38017. this.normals[index] = transformed.x;
  38018. this.normals[index + 1] = transformed.y;
  38019. this.normals[index + 2] = transformed.z;
  38020. }
  38021. }
  38022. if (this.tangents) {
  38023. var tangent = BABYLON.Vector4.Zero();
  38024. var tangentTransformed = BABYLON.Vector4.Zero();
  38025. for (index = 0; index < this.tangents.length; index += 4) {
  38026. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38027. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38028. this.tangents[index] = tangentTransformed.x;
  38029. this.tangents[index + 1] = tangentTransformed.y;
  38030. this.tangents[index + 2] = tangentTransformed.z;
  38031. this.tangents[index + 3] = tangentTransformed.w;
  38032. }
  38033. }
  38034. if (flip && this.indices) {
  38035. for (index = 0; index < this.indices.length; index += 3) {
  38036. var tmp = this.indices[index + 1];
  38037. this.indices[index + 1] = this.indices[index + 2];
  38038. this.indices[index + 2] = tmp;
  38039. }
  38040. }
  38041. return this;
  38042. };
  38043. /**
  38044. * Merges the passed VertexData into the current one
  38045. * @param other the VertexData to be merged into the current one
  38046. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38047. * @returns the modified VertexData
  38048. */
  38049. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38050. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38051. this._validate();
  38052. other._validate();
  38053. if (!this.normals !== !other.normals ||
  38054. !this.tangents !== !other.tangents ||
  38055. !this.uvs !== !other.uvs ||
  38056. !this.uvs2 !== !other.uvs2 ||
  38057. !this.uvs3 !== !other.uvs3 ||
  38058. !this.uvs4 !== !other.uvs4 ||
  38059. !this.uvs5 !== !other.uvs5 ||
  38060. !this.uvs6 !== !other.uvs6 ||
  38061. !this.colors !== !other.colors ||
  38062. !this.matricesIndices !== !other.matricesIndices ||
  38063. !this.matricesWeights !== !other.matricesWeights ||
  38064. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38065. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38066. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38067. }
  38068. if (other.indices) {
  38069. if (!this.indices) {
  38070. this.indices = [];
  38071. }
  38072. var offset = this.positions ? this.positions.length / 3 : 0;
  38073. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38074. if (isSrcTypedArray) {
  38075. var len = this.indices.length + other.indices.length;
  38076. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38077. temp.set(this.indices);
  38078. var decal = this.indices.length;
  38079. for (var index = 0; index < other.indices.length; index++) {
  38080. temp[decal + index] = other.indices[index] + offset;
  38081. }
  38082. this.indices = temp;
  38083. }
  38084. else {
  38085. for (var index = 0; index < other.indices.length; index++) {
  38086. this.indices.push(other.indices[index] + offset);
  38087. }
  38088. }
  38089. }
  38090. this.positions = this._mergeElement(this.positions, other.positions);
  38091. this.normals = this._mergeElement(this.normals, other.normals);
  38092. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38093. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38094. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38095. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38096. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38097. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38098. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38099. this.colors = this._mergeElement(this.colors, other.colors);
  38100. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38101. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38102. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38103. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38104. return this;
  38105. };
  38106. VertexData.prototype._mergeElement = function (source, other) {
  38107. if (!source) {
  38108. return other;
  38109. }
  38110. if (!other) {
  38111. return source;
  38112. }
  38113. var len = other.length + source.length;
  38114. var isSrcTypedArray = source instanceof Float32Array;
  38115. var isOthTypedArray = other instanceof Float32Array;
  38116. // use non-loop method when the source is Float32Array
  38117. if (isSrcTypedArray) {
  38118. var ret32 = new Float32Array(len);
  38119. ret32.set(source);
  38120. ret32.set(other, source.length);
  38121. return ret32;
  38122. // source is number[], when other is also use concat
  38123. }
  38124. else if (!isOthTypedArray) {
  38125. return source.concat(other);
  38126. // source is a number[], but other is a Float32Array, loop required
  38127. }
  38128. else {
  38129. var ret = source.slice(0); // copy source to a separate array
  38130. for (var i = 0, len = other.length; i < len; i++) {
  38131. ret.push(other[i]);
  38132. }
  38133. return ret;
  38134. }
  38135. };
  38136. VertexData.prototype._validate = function () {
  38137. if (!this.positions) {
  38138. throw new Error("Positions are required");
  38139. }
  38140. var getElementCount = function (kind, values) {
  38141. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38142. if ((values.length % stride) !== 0) {
  38143. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38144. }
  38145. return values.length / stride;
  38146. };
  38147. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38148. var validateElementCount = function (kind, values) {
  38149. var elementCount = getElementCount(kind, values);
  38150. if (elementCount !== positionsElementCount) {
  38151. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38152. }
  38153. };
  38154. if (this.normals) {
  38155. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38156. }
  38157. if (this.tangents) {
  38158. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38159. }
  38160. if (this.uvs) {
  38161. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38162. }
  38163. if (this.uvs2) {
  38164. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38165. }
  38166. if (this.uvs3) {
  38167. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38168. }
  38169. if (this.uvs4) {
  38170. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38171. }
  38172. if (this.uvs5) {
  38173. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38174. }
  38175. if (this.uvs6) {
  38176. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38177. }
  38178. if (this.colors) {
  38179. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38180. }
  38181. if (this.matricesIndices) {
  38182. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38183. }
  38184. if (this.matricesWeights) {
  38185. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38186. }
  38187. if (this.matricesIndicesExtra) {
  38188. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38189. }
  38190. if (this.matricesWeightsExtra) {
  38191. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38192. }
  38193. };
  38194. /**
  38195. * Serializes the VertexData
  38196. * @returns a serialized object
  38197. */
  38198. VertexData.prototype.serialize = function () {
  38199. var serializationObject = this.serialize();
  38200. if (this.positions) {
  38201. serializationObject.positions = this.positions;
  38202. }
  38203. if (this.normals) {
  38204. serializationObject.normals = this.normals;
  38205. }
  38206. if (this.tangents) {
  38207. serializationObject.tangents = this.tangents;
  38208. }
  38209. if (this.uvs) {
  38210. serializationObject.uvs = this.uvs;
  38211. }
  38212. if (this.uvs2) {
  38213. serializationObject.uvs2 = this.uvs2;
  38214. }
  38215. if (this.uvs3) {
  38216. serializationObject.uvs3 = this.uvs3;
  38217. }
  38218. if (this.uvs4) {
  38219. serializationObject.uvs4 = this.uvs4;
  38220. }
  38221. if (this.uvs5) {
  38222. serializationObject.uvs5 = this.uvs5;
  38223. }
  38224. if (this.uvs6) {
  38225. serializationObject.uvs6 = this.uvs6;
  38226. }
  38227. if (this.colors) {
  38228. serializationObject.colors = this.colors;
  38229. }
  38230. if (this.matricesIndices) {
  38231. serializationObject.matricesIndices = this.matricesIndices;
  38232. serializationObject.matricesIndices._isExpanded = true;
  38233. }
  38234. if (this.matricesWeights) {
  38235. serializationObject.matricesWeights = this.matricesWeights;
  38236. }
  38237. if (this.matricesIndicesExtra) {
  38238. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38239. serializationObject.matricesIndicesExtra._isExpanded = true;
  38240. }
  38241. if (this.matricesWeightsExtra) {
  38242. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38243. }
  38244. serializationObject.indices = this.indices;
  38245. return serializationObject;
  38246. };
  38247. // Statics
  38248. /**
  38249. * Extracts the vertexData from a mesh
  38250. * @param mesh the mesh from which to extract the VertexData
  38251. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38252. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38253. * @returns the object VertexData associated to the passed mesh
  38254. */
  38255. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38256. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38257. };
  38258. /**
  38259. * Extracts the vertexData from the geometry
  38260. * @param geometry the geometry from which to extract the VertexData
  38261. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38262. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38263. * @returns the object VertexData associated to the passed mesh
  38264. */
  38265. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38266. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38267. };
  38268. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38269. var result = new VertexData();
  38270. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38271. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38272. }
  38273. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38274. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38275. }
  38276. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38277. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38278. }
  38279. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38280. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38281. }
  38282. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38283. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38284. }
  38285. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38286. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38287. }
  38288. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38289. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38290. }
  38291. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38292. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38293. }
  38294. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38295. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38296. }
  38297. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38298. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38299. }
  38300. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38301. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38302. }
  38303. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38304. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38305. }
  38306. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38307. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38308. }
  38309. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38310. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38311. }
  38312. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38313. return result;
  38314. };
  38315. /**
  38316. * Creates the VertexData for a Ribbon
  38317. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38318. * * pathArray array of paths, each of which an array of successive Vector3
  38319. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38320. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38321. * * 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
  38322. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38323. * * 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)
  38324. * * 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)
  38325. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38326. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38327. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38328. * @returns the VertexData of the ribbon
  38329. */
  38330. VertexData.CreateRibbon = function (options) {
  38331. var pathArray = options.pathArray;
  38332. var closeArray = options.closeArray || false;
  38333. var closePath = options.closePath || false;
  38334. var invertUV = options.invertUV || false;
  38335. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38336. var offset = options.offset || defaultOffset;
  38337. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38338. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38339. var customUV = options.uvs;
  38340. var customColors = options.colors;
  38341. var positions = [];
  38342. var indices = [];
  38343. var normals = [];
  38344. var uvs = [];
  38345. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38346. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38347. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38348. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38349. var minlg; // minimal length among all paths from pathArray
  38350. var lg = []; // array of path lengths : nb of vertex per path
  38351. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38352. var p; // path iterator
  38353. var i; // point iterator
  38354. var j; // point iterator
  38355. // if single path in pathArray
  38356. if (pathArray.length < 2) {
  38357. var ar1 = [];
  38358. var ar2 = [];
  38359. for (i = 0; i < pathArray[0].length - offset; i++) {
  38360. ar1.push(pathArray[0][i]);
  38361. ar2.push(pathArray[0][i + offset]);
  38362. }
  38363. pathArray = [ar1, ar2];
  38364. }
  38365. // positions and horizontal distances (u)
  38366. var idc = 0;
  38367. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38368. var path;
  38369. var l;
  38370. minlg = pathArray[0].length;
  38371. var vectlg;
  38372. var dist;
  38373. for (p = 0; p < pathArray.length; p++) {
  38374. uTotalDistance[p] = 0;
  38375. us[p] = [0];
  38376. path = pathArray[p];
  38377. l = path.length;
  38378. minlg = (minlg < l) ? minlg : l;
  38379. j = 0;
  38380. while (j < l) {
  38381. positions.push(path[j].x, path[j].y, path[j].z);
  38382. if (j > 0) {
  38383. vectlg = path[j].subtract(path[j - 1]).length();
  38384. dist = vectlg + uTotalDistance[p];
  38385. us[p].push(dist);
  38386. uTotalDistance[p] = dist;
  38387. }
  38388. j++;
  38389. }
  38390. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38391. j--;
  38392. positions.push(path[0].x, path[0].y, path[0].z);
  38393. vectlg = path[j].subtract(path[0]).length();
  38394. dist = vectlg + uTotalDistance[p];
  38395. us[p].push(dist);
  38396. uTotalDistance[p] = dist;
  38397. }
  38398. lg[p] = l + closePathCorr;
  38399. idx[p] = idc;
  38400. idc += (l + closePathCorr);
  38401. }
  38402. // vertical distances (v)
  38403. var path1;
  38404. var path2;
  38405. var vertex1 = null;
  38406. var vertex2 = null;
  38407. for (i = 0; i < minlg + closePathCorr; i++) {
  38408. vTotalDistance[i] = 0;
  38409. vs[i] = [0];
  38410. for (p = 0; p < pathArray.length - 1; p++) {
  38411. path1 = pathArray[p];
  38412. path2 = pathArray[p + 1];
  38413. if (i === minlg) { // closePath
  38414. vertex1 = path1[0];
  38415. vertex2 = path2[0];
  38416. }
  38417. else {
  38418. vertex1 = path1[i];
  38419. vertex2 = path2[i];
  38420. }
  38421. vectlg = vertex2.subtract(vertex1).length();
  38422. dist = vectlg + vTotalDistance[i];
  38423. vs[i].push(dist);
  38424. vTotalDistance[i] = dist;
  38425. }
  38426. if (closeArray && vertex2 && vertex1) {
  38427. path1 = pathArray[p];
  38428. path2 = pathArray[0];
  38429. if (i === minlg) { // closePath
  38430. vertex2 = path2[0];
  38431. }
  38432. vectlg = vertex2.subtract(vertex1).length();
  38433. dist = vectlg + vTotalDistance[i];
  38434. vTotalDistance[i] = dist;
  38435. }
  38436. }
  38437. // uvs
  38438. var u;
  38439. var v;
  38440. if (customUV) {
  38441. for (p = 0; p < customUV.length; p++) {
  38442. uvs.push(customUV[p].x, customUV[p].y);
  38443. }
  38444. }
  38445. else {
  38446. for (p = 0; p < pathArray.length; p++) {
  38447. for (i = 0; i < minlg + closePathCorr; i++) {
  38448. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38449. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38450. if (invertUV) {
  38451. uvs.push(v, u);
  38452. }
  38453. else {
  38454. uvs.push(u, v);
  38455. }
  38456. }
  38457. }
  38458. }
  38459. // indices
  38460. p = 0; // path index
  38461. var pi = 0; // positions array index
  38462. var l1 = lg[p] - 1; // path1 length
  38463. var l2 = lg[p + 1] - 1; // path2 length
  38464. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38465. var shft = idx[1] - idx[0]; // shift
  38466. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38467. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38468. // 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
  38469. indices.push(pi, pi + shft, pi + 1);
  38470. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38471. pi += 1;
  38472. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38473. p++;
  38474. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38475. shft = idx[0] - idx[p];
  38476. l1 = lg[p] - 1;
  38477. l2 = lg[0] - 1;
  38478. }
  38479. else {
  38480. shft = idx[p + 1] - idx[p];
  38481. l1 = lg[p] - 1;
  38482. l2 = lg[p + 1] - 1;
  38483. }
  38484. pi = idx[p];
  38485. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38486. }
  38487. }
  38488. // normals
  38489. VertexData.ComputeNormals(positions, indices, normals);
  38490. if (closePath) { // update both the first and last vertex normals to their average value
  38491. var indexFirst = 0;
  38492. var indexLast = 0;
  38493. for (p = 0; p < pathArray.length; p++) {
  38494. indexFirst = idx[p] * 3;
  38495. if (p + 1 < pathArray.length) {
  38496. indexLast = (idx[p + 1] - 1) * 3;
  38497. }
  38498. else {
  38499. indexLast = normals.length - 3;
  38500. }
  38501. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38502. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38503. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38504. normals[indexLast] = normals[indexFirst];
  38505. normals[indexLast + 1] = normals[indexFirst + 1];
  38506. normals[indexLast + 2] = normals[indexFirst + 2];
  38507. }
  38508. }
  38509. // sides
  38510. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38511. // Colors
  38512. var colors = null;
  38513. if (customColors) {
  38514. colors = new Float32Array(customColors.length * 4);
  38515. for (var c = 0; c < customColors.length; c++) {
  38516. colors[c * 4] = customColors[c].r;
  38517. colors[c * 4 + 1] = customColors[c].g;
  38518. colors[c * 4 + 2] = customColors[c].b;
  38519. colors[c * 4 + 3] = customColors[c].a;
  38520. }
  38521. }
  38522. // Result
  38523. var vertexData = new VertexData();
  38524. var positions32 = new Float32Array(positions);
  38525. var normals32 = new Float32Array(normals);
  38526. var uvs32 = new Float32Array(uvs);
  38527. vertexData.indices = indices;
  38528. vertexData.positions = positions32;
  38529. vertexData.normals = normals32;
  38530. vertexData.uvs = uvs32;
  38531. if (colors) {
  38532. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38533. }
  38534. if (closePath) {
  38535. vertexData._idx = idx;
  38536. }
  38537. return vertexData;
  38538. };
  38539. /**
  38540. * Creates the VertexData for a box
  38541. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38542. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38543. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38544. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38545. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38546. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38547. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38548. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38549. * * 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)
  38550. * * 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)
  38551. * @returns the VertexData of the box
  38552. */
  38553. VertexData.CreateBox = function (options) {
  38554. var normalsSource = [
  38555. new BABYLON.Vector3(0, 0, 1),
  38556. new BABYLON.Vector3(0, 0, -1),
  38557. new BABYLON.Vector3(1, 0, 0),
  38558. new BABYLON.Vector3(-1, 0, 0),
  38559. new BABYLON.Vector3(0, 1, 0),
  38560. new BABYLON.Vector3(0, -1, 0)
  38561. ];
  38562. var indices = [];
  38563. var positions = [];
  38564. var normals = [];
  38565. var uvs = [];
  38566. var width = options.width || options.size || 1;
  38567. var height = options.height || options.size || 1;
  38568. var depth = options.depth || options.size || 1;
  38569. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38570. var faceUV = options.faceUV || new Array(6);
  38571. var faceColors = options.faceColors;
  38572. var colors = [];
  38573. // default face colors and UV if undefined
  38574. for (var f = 0; f < 6; f++) {
  38575. if (faceUV[f] === undefined) {
  38576. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38577. }
  38578. if (faceColors && faceColors[f] === undefined) {
  38579. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38580. }
  38581. }
  38582. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38583. // Create each face in turn.
  38584. for (var index = 0; index < normalsSource.length; index++) {
  38585. var normal = normalsSource[index];
  38586. // Get two vectors perpendicular to the face normal and to each other.
  38587. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38588. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38589. // Six indices (two triangles) per face.
  38590. var verticesLength = positions.length / 3;
  38591. indices.push(verticesLength);
  38592. indices.push(verticesLength + 1);
  38593. indices.push(verticesLength + 2);
  38594. indices.push(verticesLength);
  38595. indices.push(verticesLength + 2);
  38596. indices.push(verticesLength + 3);
  38597. // Four vertices per face.
  38598. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38599. positions.push(vertex.x, vertex.y, vertex.z);
  38600. normals.push(normal.x, normal.y, normal.z);
  38601. uvs.push(faceUV[index].z, faceUV[index].w);
  38602. if (faceColors) {
  38603. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38604. }
  38605. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38606. positions.push(vertex.x, vertex.y, vertex.z);
  38607. normals.push(normal.x, normal.y, normal.z);
  38608. uvs.push(faceUV[index].x, faceUV[index].w);
  38609. if (faceColors) {
  38610. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38611. }
  38612. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38613. positions.push(vertex.x, vertex.y, vertex.z);
  38614. normals.push(normal.x, normal.y, normal.z);
  38615. uvs.push(faceUV[index].x, faceUV[index].y);
  38616. if (faceColors) {
  38617. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38618. }
  38619. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38620. positions.push(vertex.x, vertex.y, vertex.z);
  38621. normals.push(normal.x, normal.y, normal.z);
  38622. uvs.push(faceUV[index].z, faceUV[index].y);
  38623. if (faceColors) {
  38624. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38625. }
  38626. }
  38627. // sides
  38628. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38629. // Result
  38630. var vertexData = new VertexData();
  38631. vertexData.indices = indices;
  38632. vertexData.positions = positions;
  38633. vertexData.normals = normals;
  38634. vertexData.uvs = uvs;
  38635. if (faceColors) {
  38636. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38637. vertexData.colors = totalColors;
  38638. }
  38639. return vertexData;
  38640. };
  38641. /**
  38642. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38643. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38644. * * segments sets the number of horizontal strips optional, default 32
  38645. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38646. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38647. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38648. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38649. * * 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
  38650. * * 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
  38651. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38652. * * 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)
  38653. * * 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)
  38654. * @returns the VertexData of the ellipsoid
  38655. */
  38656. VertexData.CreateSphere = function (options) {
  38657. var segments = options.segments || 32;
  38658. var diameterX = options.diameterX || options.diameter || 1;
  38659. var diameterY = options.diameterY || options.diameter || 1;
  38660. var diameterZ = options.diameterZ || options.diameter || 1;
  38661. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38662. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38663. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38664. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38665. var totalZRotationSteps = 2 + segments;
  38666. var totalYRotationSteps = 2 * totalZRotationSteps;
  38667. var indices = [];
  38668. var positions = [];
  38669. var normals = [];
  38670. var uvs = [];
  38671. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38672. var normalizedZ = zRotationStep / totalZRotationSteps;
  38673. var angleZ = normalizedZ * Math.PI * slice;
  38674. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38675. var normalizedY = yRotationStep / totalYRotationSteps;
  38676. var angleY = normalizedY * Math.PI * 2 * arc;
  38677. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38678. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38679. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38680. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38681. var vertex = complete.multiply(radius);
  38682. var normal = complete.divide(radius).normalize();
  38683. positions.push(vertex.x, vertex.y, vertex.z);
  38684. normals.push(normal.x, normal.y, normal.z);
  38685. uvs.push(normalizedY, normalizedZ);
  38686. }
  38687. if (zRotationStep > 0) {
  38688. var verticesCount = positions.length / 3;
  38689. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38690. indices.push((firstIndex));
  38691. indices.push((firstIndex + 1));
  38692. indices.push(firstIndex + totalYRotationSteps + 1);
  38693. indices.push((firstIndex + totalYRotationSteps + 1));
  38694. indices.push((firstIndex + 1));
  38695. indices.push((firstIndex + totalYRotationSteps + 2));
  38696. }
  38697. }
  38698. }
  38699. // Sides
  38700. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38701. // Result
  38702. var vertexData = new VertexData();
  38703. vertexData.indices = indices;
  38704. vertexData.positions = positions;
  38705. vertexData.normals = normals;
  38706. vertexData.uvs = uvs;
  38707. return vertexData;
  38708. };
  38709. /**
  38710. * Creates the VertexData for a cylinder, cone or prism
  38711. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38712. * * height sets the height (y direction) of the cylinder, optional, default 2
  38713. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38714. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38715. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38716. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38717. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38718. * * 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
  38719. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38720. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38721. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38722. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38723. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38724. * * 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)
  38725. * * 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)
  38726. * @returns the VertexData of the cylinder, cone or prism
  38727. */
  38728. VertexData.CreateCylinder = function (options) {
  38729. var height = options.height || 2;
  38730. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38731. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38732. var tessellation = options.tessellation || 24;
  38733. var subdivisions = options.subdivisions || 1;
  38734. var hasRings = options.hasRings ? true : false;
  38735. var enclose = options.enclose ? true : false;
  38736. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38737. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38738. var faceUV = options.faceUV || new Array(3);
  38739. var faceColors = options.faceColors;
  38740. // default face colors and UV if undefined
  38741. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38742. var ringNb = (hasRings) ? subdivisions : 1;
  38743. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38744. var f;
  38745. for (f = 0; f < surfaceNb; f++) {
  38746. if (faceColors && faceColors[f] === undefined) {
  38747. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38748. }
  38749. }
  38750. for (f = 0; f < surfaceNb; f++) {
  38751. if (faceUV && faceUV[f] === undefined) {
  38752. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38753. }
  38754. }
  38755. var indices = new Array();
  38756. var positions = new Array();
  38757. var normals = new Array();
  38758. var uvs = new Array();
  38759. var colors = new Array();
  38760. var angle_step = Math.PI * 2 * arc / tessellation;
  38761. var angle;
  38762. var h;
  38763. var radius;
  38764. var tan = (diameterBottom - diameterTop) / 2 / height;
  38765. var ringVertex = BABYLON.Vector3.Zero();
  38766. var ringNormal = BABYLON.Vector3.Zero();
  38767. var ringFirstVertex = BABYLON.Vector3.Zero();
  38768. var ringFirstNormal = BABYLON.Vector3.Zero();
  38769. var quadNormal = BABYLON.Vector3.Zero();
  38770. var Y = BABYLON.Axis.Y;
  38771. // positions, normals, uvs
  38772. var i;
  38773. var j;
  38774. var r;
  38775. var ringIdx = 1;
  38776. var s = 1; // surface index
  38777. var cs = 0;
  38778. var v = 0;
  38779. for (i = 0; i <= subdivisions; i++) {
  38780. h = i / subdivisions;
  38781. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  38782. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  38783. for (r = 0; r < ringIdx; r++) {
  38784. if (hasRings) {
  38785. s += r;
  38786. }
  38787. if (enclose) {
  38788. s += 2 * r;
  38789. }
  38790. for (j = 0; j <= tessellation; j++) {
  38791. angle = j * angle_step;
  38792. // position
  38793. ringVertex.x = Math.cos(-angle) * radius;
  38794. ringVertex.y = -height / 2 + h * height;
  38795. ringVertex.z = Math.sin(-angle) * radius;
  38796. // normal
  38797. if (diameterTop === 0 && i === subdivisions) {
  38798. // if no top cap, reuse former normals
  38799. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  38800. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  38801. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  38802. }
  38803. else {
  38804. ringNormal.x = ringVertex.x;
  38805. ringNormal.z = ringVertex.z;
  38806. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  38807. ringNormal.normalize();
  38808. }
  38809. // keep first ring vertex values for enclose
  38810. if (j === 0) {
  38811. ringFirstVertex.copyFrom(ringVertex);
  38812. ringFirstNormal.copyFrom(ringNormal);
  38813. }
  38814. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38815. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  38816. if (hasRings) {
  38817. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  38818. }
  38819. else {
  38820. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  38821. }
  38822. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  38823. if (faceColors) {
  38824. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  38825. }
  38826. }
  38827. // if enclose, add four vertices and their dedicated normals
  38828. if (arc !== 1 && enclose) {
  38829. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38830. positions.push(0, ringVertex.y, 0);
  38831. positions.push(0, ringVertex.y, 0);
  38832. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  38833. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  38834. quadNormal.normalize();
  38835. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38836. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  38837. quadNormal.normalize();
  38838. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38839. if (hasRings) {
  38840. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  38841. }
  38842. else {
  38843. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  38844. }
  38845. uvs.push(faceUV[s + 1].x, v);
  38846. uvs.push(faceUV[s + 1].z, v);
  38847. if (hasRings) {
  38848. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  38849. }
  38850. else {
  38851. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  38852. }
  38853. uvs.push(faceUV[s + 2].x, v);
  38854. uvs.push(faceUV[s + 2].z, v);
  38855. if (faceColors) {
  38856. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38857. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  38858. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38859. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  38860. }
  38861. }
  38862. if (cs !== s) {
  38863. cs = s;
  38864. }
  38865. }
  38866. }
  38867. // indices
  38868. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  38869. var s;
  38870. i = 0;
  38871. for (s = 0; s < subdivisions; s++) {
  38872. var i0 = 0;
  38873. var i1 = 0;
  38874. var i2 = 0;
  38875. var i3 = 0;
  38876. for (j = 0; j < tessellation; j++) {
  38877. i0 = i * (e + 1) + j;
  38878. i1 = (i + 1) * (e + 1) + j;
  38879. i2 = i * (e + 1) + (j + 1);
  38880. i3 = (i + 1) * (e + 1) + (j + 1);
  38881. indices.push(i0, i1, i2);
  38882. indices.push(i3, i2, i1);
  38883. }
  38884. if (arc !== 1 && enclose) { // if enclose, add two quads
  38885. indices.push(i0 + 2, i1 + 2, i2 + 2);
  38886. indices.push(i3 + 2, i2 + 2, i1 + 2);
  38887. indices.push(i0 + 4, i1 + 4, i2 + 4);
  38888. indices.push(i3 + 4, i2 + 4, i1 + 4);
  38889. }
  38890. i = (hasRings) ? (i + 2) : (i + 1);
  38891. }
  38892. // Caps
  38893. var createCylinderCap = function (isTop) {
  38894. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  38895. if (radius === 0) {
  38896. return;
  38897. }
  38898. // Cap positions, normals & uvs
  38899. var angle;
  38900. var circleVector;
  38901. var i;
  38902. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  38903. var c = null;
  38904. if (faceColors) {
  38905. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  38906. }
  38907. // cap center
  38908. var vbase = positions.length / 3;
  38909. var offset = isTop ? height / 2 : -height / 2;
  38910. var center = new BABYLON.Vector3(0, offset, 0);
  38911. positions.push(center.x, center.y, center.z);
  38912. normals.push(0, isTop ? 1 : -1, 0);
  38913. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  38914. if (c) {
  38915. colors.push(c.r, c.g, c.b, c.a);
  38916. }
  38917. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  38918. for (i = 0; i <= tessellation; i++) {
  38919. angle = Math.PI * 2 * i * arc / tessellation;
  38920. var cos = Math.cos(-angle);
  38921. var sin = Math.sin(-angle);
  38922. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  38923. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  38924. positions.push(circleVector.x, circleVector.y, circleVector.z);
  38925. normals.push(0, isTop ? 1 : -1, 0);
  38926. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  38927. if (c) {
  38928. colors.push(c.r, c.g, c.b, c.a);
  38929. }
  38930. }
  38931. // Cap indices
  38932. for (i = 0; i < tessellation; i++) {
  38933. if (!isTop) {
  38934. indices.push(vbase);
  38935. indices.push(vbase + (i + 1));
  38936. indices.push(vbase + (i + 2));
  38937. }
  38938. else {
  38939. indices.push(vbase);
  38940. indices.push(vbase + (i + 2));
  38941. indices.push(vbase + (i + 1));
  38942. }
  38943. }
  38944. };
  38945. // add caps to geometry
  38946. createCylinderCap(false);
  38947. createCylinderCap(true);
  38948. // Sides
  38949. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38950. var vertexData = new VertexData();
  38951. vertexData.indices = indices;
  38952. vertexData.positions = positions;
  38953. vertexData.normals = normals;
  38954. vertexData.uvs = uvs;
  38955. if (faceColors) {
  38956. vertexData.colors = colors;
  38957. }
  38958. return vertexData;
  38959. };
  38960. /**
  38961. * Creates the VertexData for a torus
  38962. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38963. * * diameter the diameter of the torus, optional default 1
  38964. * * thickness the diameter of the tube forming the torus, optional default 0.5
  38965. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38966. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38967. * * 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)
  38968. * * 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)
  38969. * @returns the VertexData of the torus
  38970. */
  38971. VertexData.CreateTorus = function (options) {
  38972. var indices = [];
  38973. var positions = [];
  38974. var normals = [];
  38975. var uvs = [];
  38976. var diameter = options.diameter || 1;
  38977. var thickness = options.thickness || 0.5;
  38978. var tessellation = options.tessellation || 16;
  38979. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38980. var stride = tessellation + 1;
  38981. for (var i = 0; i <= tessellation; i++) {
  38982. var u = i / tessellation;
  38983. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  38984. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  38985. for (var j = 0; j <= tessellation; j++) {
  38986. var v = 1 - j / tessellation;
  38987. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  38988. var dx = Math.cos(innerAngle);
  38989. var dy = Math.sin(innerAngle);
  38990. // Create a vertex.
  38991. var normal = new BABYLON.Vector3(dx, dy, 0);
  38992. var position = normal.scale(thickness / 2);
  38993. var textureCoordinate = new BABYLON.Vector2(u, v);
  38994. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  38995. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  38996. positions.push(position.x, position.y, position.z);
  38997. normals.push(normal.x, normal.y, normal.z);
  38998. uvs.push(textureCoordinate.x, textureCoordinate.y);
  38999. // And create indices for two triangles.
  39000. var nextI = (i + 1) % stride;
  39001. var nextJ = (j + 1) % stride;
  39002. indices.push(i * stride + j);
  39003. indices.push(i * stride + nextJ);
  39004. indices.push(nextI * stride + j);
  39005. indices.push(i * stride + nextJ);
  39006. indices.push(nextI * stride + nextJ);
  39007. indices.push(nextI * stride + j);
  39008. }
  39009. }
  39010. // Sides
  39011. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39012. // Result
  39013. var vertexData = new VertexData();
  39014. vertexData.indices = indices;
  39015. vertexData.positions = positions;
  39016. vertexData.normals = normals;
  39017. vertexData.uvs = uvs;
  39018. return vertexData;
  39019. };
  39020. /**
  39021. * Creates the VertexData of the LineSystem
  39022. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39023. * - lines an array of lines, each line being an array of successive Vector3
  39024. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39025. * @returns the VertexData of the LineSystem
  39026. */
  39027. VertexData.CreateLineSystem = function (options) {
  39028. var indices = [];
  39029. var positions = [];
  39030. var lines = options.lines;
  39031. var colors = options.colors;
  39032. var vertexColors = [];
  39033. var idx = 0;
  39034. for (var l = 0; l < lines.length; l++) {
  39035. var points = lines[l];
  39036. for (var index = 0; index < points.length; index++) {
  39037. positions.push(points[index].x, points[index].y, points[index].z);
  39038. if (colors) {
  39039. var color = colors[l];
  39040. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39041. }
  39042. if (index > 0) {
  39043. indices.push(idx - 1);
  39044. indices.push(idx);
  39045. }
  39046. idx++;
  39047. }
  39048. }
  39049. var vertexData = new VertexData();
  39050. vertexData.indices = indices;
  39051. vertexData.positions = positions;
  39052. if (colors) {
  39053. vertexData.colors = vertexColors;
  39054. }
  39055. return vertexData;
  39056. };
  39057. /**
  39058. * Create the VertexData for a DashedLines
  39059. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39060. * - points an array successive Vector3
  39061. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39062. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39063. * - dashNb the intended total number of dashes, optional, default 200
  39064. * @returns the VertexData for the DashedLines
  39065. */
  39066. VertexData.CreateDashedLines = function (options) {
  39067. var dashSize = options.dashSize || 3;
  39068. var gapSize = options.gapSize || 1;
  39069. var dashNb = options.dashNb || 200;
  39070. var points = options.points;
  39071. var positions = new Array();
  39072. var indices = new Array();
  39073. var curvect = BABYLON.Vector3.Zero();
  39074. var lg = 0;
  39075. var nb = 0;
  39076. var shft = 0;
  39077. var dashshft = 0;
  39078. var curshft = 0;
  39079. var idx = 0;
  39080. var i = 0;
  39081. for (i = 0; i < points.length - 1; i++) {
  39082. points[i + 1].subtractToRef(points[i], curvect);
  39083. lg += curvect.length();
  39084. }
  39085. shft = lg / dashNb;
  39086. dashshft = dashSize * shft / (dashSize + gapSize);
  39087. for (i = 0; i < points.length - 1; i++) {
  39088. points[i + 1].subtractToRef(points[i], curvect);
  39089. nb = Math.floor(curvect.length() / shft);
  39090. curvect.normalize();
  39091. for (var j = 0; j < nb; j++) {
  39092. curshft = shft * j;
  39093. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39094. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39095. indices.push(idx, idx + 1);
  39096. idx += 2;
  39097. }
  39098. }
  39099. // Result
  39100. var vertexData = new VertexData();
  39101. vertexData.positions = positions;
  39102. vertexData.indices = indices;
  39103. return vertexData;
  39104. };
  39105. /**
  39106. * Creates the VertexData for a Ground
  39107. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39108. * - width the width (x direction) of the ground, optional, default 1
  39109. * - height the height (z direction) of the ground, optional, default 1
  39110. * - subdivisions the number of subdivisions per side, optional, default 1
  39111. * @returns the VertexData of the Ground
  39112. */
  39113. VertexData.CreateGround = function (options) {
  39114. var indices = [];
  39115. var positions = [];
  39116. var normals = [];
  39117. var uvs = [];
  39118. var row, col;
  39119. var width = options.width || 1;
  39120. var height = options.height || 1;
  39121. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39122. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39123. for (row = 0; row <= subdivisionsY; row++) {
  39124. for (col = 0; col <= subdivisionsX; col++) {
  39125. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39126. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39127. positions.push(position.x, position.y, position.z);
  39128. normals.push(normal.x, normal.y, normal.z);
  39129. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39130. }
  39131. }
  39132. for (row = 0; row < subdivisionsY; row++) {
  39133. for (col = 0; col < subdivisionsX; col++) {
  39134. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39135. indices.push(col + 1 + row * (subdivisionsX + 1));
  39136. indices.push(col + row * (subdivisionsX + 1));
  39137. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39138. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39139. indices.push(col + row * (subdivisionsX + 1));
  39140. }
  39141. }
  39142. // Result
  39143. var vertexData = new VertexData();
  39144. vertexData.indices = indices;
  39145. vertexData.positions = positions;
  39146. vertexData.normals = normals;
  39147. vertexData.uvs = uvs;
  39148. return vertexData;
  39149. };
  39150. /**
  39151. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39152. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39153. * * xmin the ground minimum X coordinate, optional, default -1
  39154. * * zmin the ground minimum Z coordinate, optional, default -1
  39155. * * xmax the ground maximum X coordinate, optional, default 1
  39156. * * zmax the ground maximum Z coordinate, optional, default 1
  39157. * * 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}
  39158. * * 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}
  39159. * @returns the VertexData of the TiledGround
  39160. */
  39161. VertexData.CreateTiledGround = function (options) {
  39162. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39163. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39164. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39165. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39166. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39167. var precision = options.precision || { w: 1, h: 1 };
  39168. var indices = new Array();
  39169. var positions = new Array();
  39170. var normals = new Array();
  39171. var uvs = new Array();
  39172. var row, col, tileRow, tileCol;
  39173. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39174. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39175. precision.w = (precision.w < 1) ? 1 : precision.w;
  39176. precision.h = (precision.h < 1) ? 1 : precision.h;
  39177. var tileSize = {
  39178. 'w': (xmax - xmin) / subdivisions.w,
  39179. 'h': (zmax - zmin) / subdivisions.h
  39180. };
  39181. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39182. // Indices
  39183. var base = positions.length / 3;
  39184. var rowLength = precision.w + 1;
  39185. for (row = 0; row < precision.h; row++) {
  39186. for (col = 0; col < precision.w; col++) {
  39187. var square = [
  39188. base + col + row * rowLength,
  39189. base + (col + 1) + row * rowLength,
  39190. base + (col + 1) + (row + 1) * rowLength,
  39191. base + col + (row + 1) * rowLength
  39192. ];
  39193. indices.push(square[1]);
  39194. indices.push(square[2]);
  39195. indices.push(square[3]);
  39196. indices.push(square[0]);
  39197. indices.push(square[1]);
  39198. indices.push(square[3]);
  39199. }
  39200. }
  39201. // Position, normals and uvs
  39202. var position = BABYLON.Vector3.Zero();
  39203. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39204. for (row = 0; row <= precision.h; row++) {
  39205. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39206. for (col = 0; col <= precision.w; col++) {
  39207. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39208. position.y = 0;
  39209. positions.push(position.x, position.y, position.z);
  39210. normals.push(normal.x, normal.y, normal.z);
  39211. uvs.push(col / precision.w, row / precision.h);
  39212. }
  39213. }
  39214. }
  39215. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39216. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39217. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39218. }
  39219. }
  39220. // Result
  39221. var vertexData = new VertexData();
  39222. vertexData.indices = indices;
  39223. vertexData.positions = positions;
  39224. vertexData.normals = normals;
  39225. vertexData.uvs = uvs;
  39226. return vertexData;
  39227. };
  39228. /**
  39229. * Creates the VertexData of the Ground designed from a heightmap
  39230. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39231. * * width the width (x direction) of the ground
  39232. * * height the height (z direction) of the ground
  39233. * * subdivisions the number of subdivisions per side
  39234. * * minHeight the minimum altitude on the ground, optional, default 0
  39235. * * maxHeight the maximum altitude on the ground, optional default 1
  39236. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39237. * * buffer the array holding the image color data
  39238. * * bufferWidth the width of image
  39239. * * bufferHeight the height of image
  39240. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39241. * @returns the VertexData of the Ground designed from a heightmap
  39242. */
  39243. VertexData.CreateGroundFromHeightMap = function (options) {
  39244. var indices = [];
  39245. var positions = [];
  39246. var normals = [];
  39247. var uvs = [];
  39248. var row, col;
  39249. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39250. var alphaFilter = options.alphaFilter || 0.0;
  39251. // Vertices
  39252. for (row = 0; row <= options.subdivisions; row++) {
  39253. for (col = 0; col <= options.subdivisions; col++) {
  39254. 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));
  39255. // Compute height
  39256. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39257. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39258. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39259. var r = options.buffer[pos] / 255.0;
  39260. var g = options.buffer[pos + 1] / 255.0;
  39261. var b = options.buffer[pos + 2] / 255.0;
  39262. var a = options.buffer[pos + 3] / 255.0;
  39263. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39264. // If our alpha channel is not within our filter then we will assign a 'special' height
  39265. // Then when building the indices, we will ignore any vertex that is using the special height
  39266. if (a >= alphaFilter) {
  39267. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39268. }
  39269. else {
  39270. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39271. }
  39272. // Add vertex
  39273. positions.push(position.x, position.y, position.z);
  39274. normals.push(0, 0, 0);
  39275. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39276. }
  39277. }
  39278. // Indices
  39279. for (row = 0; row < options.subdivisions; row++) {
  39280. for (col = 0; col < options.subdivisions; col++) {
  39281. // Calculate Indices
  39282. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39283. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39284. var idx3 = (col + row * (options.subdivisions + 1));
  39285. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39286. // Check that all indices are visible (based on our special height)
  39287. // Only display the vertex if all Indices are visible
  39288. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39289. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39290. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39291. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39292. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39293. indices.push(idx1);
  39294. indices.push(idx2);
  39295. indices.push(idx3);
  39296. }
  39297. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39298. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39299. indices.push(idx4);
  39300. indices.push(idx1);
  39301. indices.push(idx3);
  39302. }
  39303. }
  39304. }
  39305. // Normals
  39306. VertexData.ComputeNormals(positions, indices, normals);
  39307. // Result
  39308. var vertexData = new VertexData();
  39309. vertexData.indices = indices;
  39310. vertexData.positions = positions;
  39311. vertexData.normals = normals;
  39312. vertexData.uvs = uvs;
  39313. return vertexData;
  39314. };
  39315. /**
  39316. * Creates the VertexData for a Plane
  39317. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39318. * * size sets the width and height of the plane to the value of size, optional default 1
  39319. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39320. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39321. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39322. * * 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)
  39323. * * 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)
  39324. * @returns the VertexData of the box
  39325. */
  39326. VertexData.CreatePlane = function (options) {
  39327. var indices = [];
  39328. var positions = [];
  39329. var normals = [];
  39330. var uvs = [];
  39331. var width = options.width || options.size || 1;
  39332. var height = options.height || options.size || 1;
  39333. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39334. // Vertices
  39335. var halfWidth = width / 2.0;
  39336. var halfHeight = height / 2.0;
  39337. positions.push(-halfWidth, -halfHeight, 0);
  39338. normals.push(0, 0, -1.0);
  39339. uvs.push(0.0, 0.0);
  39340. positions.push(halfWidth, -halfHeight, 0);
  39341. normals.push(0, 0, -1.0);
  39342. uvs.push(1.0, 0.0);
  39343. positions.push(halfWidth, halfHeight, 0);
  39344. normals.push(0, 0, -1.0);
  39345. uvs.push(1.0, 1.0);
  39346. positions.push(-halfWidth, halfHeight, 0);
  39347. normals.push(0, 0, -1.0);
  39348. uvs.push(0.0, 1.0);
  39349. // Indices
  39350. indices.push(0);
  39351. indices.push(1);
  39352. indices.push(2);
  39353. indices.push(0);
  39354. indices.push(2);
  39355. indices.push(3);
  39356. // Sides
  39357. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39358. // Result
  39359. var vertexData = new VertexData();
  39360. vertexData.indices = indices;
  39361. vertexData.positions = positions;
  39362. vertexData.normals = normals;
  39363. vertexData.uvs = uvs;
  39364. return vertexData;
  39365. };
  39366. /**
  39367. * Creates the VertexData of the Disc or regular Polygon
  39368. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39369. * * radius the radius of the disc, optional default 0.5
  39370. * * tessellation the number of polygon sides, optional, default 64
  39371. * * 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
  39372. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39373. * * 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)
  39374. * * 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)
  39375. * @returns the VertexData of the box
  39376. */
  39377. VertexData.CreateDisc = function (options) {
  39378. var positions = new Array();
  39379. var indices = new Array();
  39380. var normals = new Array();
  39381. var uvs = new Array();
  39382. var radius = options.radius || 0.5;
  39383. var tessellation = options.tessellation || 64;
  39384. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39385. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39386. // positions and uvs
  39387. positions.push(0, 0, 0); // disc center first
  39388. uvs.push(0.5, 0.5);
  39389. var theta = Math.PI * 2 * arc;
  39390. var step = theta / tessellation;
  39391. for (var a = 0; a < theta; a += step) {
  39392. var x = Math.cos(a);
  39393. var y = Math.sin(a);
  39394. var u = (x + 1) / 2;
  39395. var v = (1 - y) / 2;
  39396. positions.push(radius * x, radius * y, 0);
  39397. uvs.push(u, v);
  39398. }
  39399. if (arc === 1) {
  39400. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39401. uvs.push(uvs[2], uvs[3]);
  39402. }
  39403. //indices
  39404. var vertexNb = positions.length / 3;
  39405. for (var i = 1; i < vertexNb - 1; i++) {
  39406. indices.push(i + 1, 0, i);
  39407. }
  39408. // result
  39409. VertexData.ComputeNormals(positions, indices, normals);
  39410. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39411. var vertexData = new VertexData();
  39412. vertexData.indices = indices;
  39413. vertexData.positions = positions;
  39414. vertexData.normals = normals;
  39415. vertexData.uvs = uvs;
  39416. return vertexData;
  39417. };
  39418. /**
  39419. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39420. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39421. * @param polygon a mesh built from polygonTriangulation.build()
  39422. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39423. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39424. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39425. * @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)
  39426. * @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)
  39427. * @returns the VertexData of the Polygon
  39428. */
  39429. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39430. var faceUV = fUV || new Array(3);
  39431. var faceColors = fColors;
  39432. var colors = [];
  39433. // default face colors and UV if undefined
  39434. for (var f = 0; f < 3; f++) {
  39435. if (faceUV[f] === undefined) {
  39436. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39437. }
  39438. if (faceColors && faceColors[f] === undefined) {
  39439. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39440. }
  39441. }
  39442. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39443. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39444. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39445. var indices = polygon.getIndices();
  39446. // set face colours and textures
  39447. var idx = 0;
  39448. var face = 0;
  39449. for (var index = 0; index < normals.length; index += 3) {
  39450. //Edge Face no. 1
  39451. if (Math.abs(normals[index + 1]) < 0.001) {
  39452. face = 1;
  39453. }
  39454. //Top Face no. 0
  39455. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39456. face = 0;
  39457. }
  39458. //Bottom Face no. 2
  39459. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39460. face = 2;
  39461. }
  39462. idx = index / 3;
  39463. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39464. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39465. if (faceColors) {
  39466. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39467. }
  39468. }
  39469. // sides
  39470. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39471. // Result
  39472. var vertexData = new VertexData();
  39473. vertexData.indices = indices;
  39474. vertexData.positions = positions;
  39475. vertexData.normals = normals;
  39476. vertexData.uvs = uvs;
  39477. if (faceColors) {
  39478. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39479. vertexData.colors = totalColors;
  39480. }
  39481. return vertexData;
  39482. };
  39483. /**
  39484. * Creates the VertexData of the IcoSphere
  39485. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39486. * * radius the radius of the IcoSphere, optional default 1
  39487. * * radiusX allows stretching in the x direction, optional, default radius
  39488. * * radiusY allows stretching in the y direction, optional, default radius
  39489. * * radiusZ allows stretching in the z direction, optional, default radius
  39490. * * flat when true creates a flat shaded mesh, optional, default true
  39491. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39492. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39493. * * 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)
  39494. * * 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)
  39495. * @returns the VertexData of the IcoSphere
  39496. */
  39497. VertexData.CreateIcoSphere = function (options) {
  39498. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39499. var radius = options.radius || 1;
  39500. var flat = (options.flat === undefined) ? true : options.flat;
  39501. var subdivisions = options.subdivisions || 4;
  39502. var radiusX = options.radiusX || radius;
  39503. var radiusY = options.radiusY || radius;
  39504. var radiusZ = options.radiusZ || radius;
  39505. var t = (1 + Math.sqrt(5)) / 2;
  39506. // 12 vertex x,y,z
  39507. var ico_vertices = [
  39508. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39509. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39510. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39511. ];
  39512. // index of 3 vertex makes a face of icopshere
  39513. var ico_indices = [
  39514. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39515. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39516. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39517. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39518. ];
  39519. // vertex for uv have aliased position, not for UV
  39520. var vertices_unalias_id = [
  39521. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39522. // vertex alias
  39523. 0,
  39524. 2,
  39525. 3,
  39526. 3,
  39527. 3,
  39528. 4,
  39529. 7,
  39530. 8,
  39531. 9,
  39532. 9,
  39533. 10,
  39534. 11 // 23: B + 12
  39535. ];
  39536. // uv as integer step (not pixels !)
  39537. var ico_vertexuv = [
  39538. 5, 1, 3, 1, 6, 4, 0, 0,
  39539. 5, 3, 4, 2, 2, 2, 4, 0,
  39540. 2, 0, 1, 1, 6, 0, 6, 2,
  39541. // vertex alias (for same vertex on different faces)
  39542. 0, 4,
  39543. 3, 3,
  39544. 4, 4,
  39545. 3, 1,
  39546. 4, 2,
  39547. 4, 4,
  39548. 0, 2,
  39549. 1, 1,
  39550. 2, 2,
  39551. 3, 3,
  39552. 1, 3,
  39553. 2, 4 // 23: B + 12
  39554. ];
  39555. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39556. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39557. // First island of uv mapping
  39558. // v = 4h 3+ 2
  39559. // v = 3h 9+ 4
  39560. // v = 2h 9+ 5 B
  39561. // v = 1h 9 1 0
  39562. // v = 0h 3 8 7 A
  39563. // u = 0 1 2 3 4 5 6 *a
  39564. // Second island of uv mapping
  39565. // v = 4h 0+ B+ 4+
  39566. // v = 3h A+ 2+
  39567. // v = 2h 7+ 6 3+
  39568. // v = 1h 8+ 3+
  39569. // v = 0h
  39570. // u = 0 1 2 3 4 5 6 *a
  39571. // Face layout on texture UV mapping
  39572. // ============
  39573. // \ 4 /\ 16 / ======
  39574. // \ / \ / /\ 11 /
  39575. // \/ 7 \/ / \ /
  39576. // ======= / 10 \/
  39577. // /\ 17 /\ =======
  39578. // / \ / \ \ 15 /\
  39579. // / 8 \/ 12 \ \ / \
  39580. // ============ \/ 6 \
  39581. // \ 18 /\ ============
  39582. // \ / \ \ 5 /\ 0 /
  39583. // \/ 13 \ \ / \ /
  39584. // ======= \/ 1 \/
  39585. // =============
  39586. // /\ 19 /\ 2 /\
  39587. // / \ / \ / \
  39588. // / 14 \/ 9 \/ 3 \
  39589. // ===================
  39590. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39591. var ustep = 138 / 1024;
  39592. var vstep = 239 / 1024;
  39593. var uoffset = 60 / 1024;
  39594. var voffset = 26 / 1024;
  39595. // Second island should have margin, not to touch the first island
  39596. // avoid any borderline artefact in pixel rounding
  39597. var island_u_offset = -40 / 1024;
  39598. var island_v_offset = +20 / 1024;
  39599. // face is either island 0 or 1 :
  39600. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39601. var island = [
  39602. 0, 0, 0, 0, 1,
  39603. 0, 0, 1, 1, 0,
  39604. 0, 0, 1, 1, 0,
  39605. 0, 1, 1, 1, 0 // 15 - 19
  39606. ];
  39607. var indices = new Array();
  39608. var positions = new Array();
  39609. var normals = new Array();
  39610. var uvs = new Array();
  39611. var current_indice = 0;
  39612. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39613. var face_vertex_pos = new Array(3);
  39614. var face_vertex_uv = new Array(3);
  39615. var v012;
  39616. for (v012 = 0; v012 < 3; v012++) {
  39617. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39618. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39619. }
  39620. // create all with normals
  39621. for (var face = 0; face < 20; face++) {
  39622. // 3 vertex per face
  39623. for (v012 = 0; v012 < 3; v012++) {
  39624. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39625. var v_id = ico_indices[3 * face + v012];
  39626. // vertex have 3D position (x,y,z)
  39627. 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]);
  39628. // Normalize to get normal, then scale to radius
  39629. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39630. // uv Coordinates from vertex ID
  39631. 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);
  39632. }
  39633. // Subdivide the face (interpolate pos, norm, uv)
  39634. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39635. // - norm is linear interpolation of vertex corner normal
  39636. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39637. // - uv is linear interpolation
  39638. //
  39639. // Topology is as below for sub-divide by 2
  39640. // vertex shown as v0,v1,v2
  39641. // interp index is i1 to progress in range [v0,v1[
  39642. // interp index is i2 to progress in range [v0,v2[
  39643. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39644. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39645. //
  39646. //
  39647. // i2 v2
  39648. // ^ ^
  39649. // / / \
  39650. // / / \
  39651. // / / \
  39652. // / / (0,1) \
  39653. // / #---------\
  39654. // / / \ (0,0)'/ \
  39655. // / / \ / \
  39656. // / / \ / \
  39657. // / / (0,0) \ / (1,0) \
  39658. // / #---------#---------\
  39659. // v0 v1
  39660. //
  39661. // --------------------> i1
  39662. //
  39663. // interp of (i1,i2):
  39664. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39665. // along i1 : lerp(x0,x1, i1/(S-i2))
  39666. //
  39667. // centroid of triangle is needed to get help normal computation
  39668. // (c1,c2) are used for centroid location
  39669. var interp_vertex = function (i1, i2, c1, c2) {
  39670. // vertex is interpolated from
  39671. // - face_vertex_pos[0..2]
  39672. // - face_vertex_uv[0..2]
  39673. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39674. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39675. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39676. pos_interp.normalize();
  39677. var vertex_normal;
  39678. if (flat) {
  39679. // in flat mode, recalculate normal as face centroid normal
  39680. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39681. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39682. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39683. }
  39684. else {
  39685. // in smooth mode, recalculate normal from each single vertex position
  39686. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39687. }
  39688. // Vertex normal need correction due to X,Y,Z radius scaling
  39689. vertex_normal.x /= radiusX;
  39690. vertex_normal.y /= radiusY;
  39691. vertex_normal.z /= radiusZ;
  39692. vertex_normal.normalize();
  39693. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39694. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39695. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39696. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39697. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39698. uvs.push(uv_interp.x, uv_interp.y);
  39699. // push each vertex has member of a face
  39700. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39701. indices.push(current_indice);
  39702. current_indice++;
  39703. };
  39704. for (var i2 = 0; i2 < subdivisions; i2++) {
  39705. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39706. // face : (i1,i2) for /\ :
  39707. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39708. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39709. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39710. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39711. if (i1 + i2 + 1 < subdivisions) {
  39712. // face : (i1,i2)' for \/ :
  39713. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39714. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39715. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39716. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39717. }
  39718. }
  39719. }
  39720. }
  39721. // Sides
  39722. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39723. // Result
  39724. var vertexData = new VertexData();
  39725. vertexData.indices = indices;
  39726. vertexData.positions = positions;
  39727. vertexData.normals = normals;
  39728. vertexData.uvs = uvs;
  39729. return vertexData;
  39730. };
  39731. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39732. /**
  39733. * Creates the VertexData for a Polyhedron
  39734. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39735. * * type provided types are:
  39736. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39737. * * 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)
  39738. * * size the size of the IcoSphere, optional default 1
  39739. * * sizeX allows stretching in the x direction, optional, default size
  39740. * * sizeY allows stretching in the y direction, optional, default size
  39741. * * sizeZ allows stretching in the z direction, optional, default size
  39742. * * 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
  39743. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39744. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39745. * * flat when true creates a flat shaded mesh, optional, default true
  39746. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39747. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39748. * * 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)
  39749. * * 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)
  39750. * @returns the VertexData of the Polyhedron
  39751. */
  39752. VertexData.CreatePolyhedron = function (options) {
  39753. // provided polyhedron types :
  39754. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39755. // 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)
  39756. var polyhedra = [];
  39757. 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]] };
  39758. 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]] };
  39759. polyhedra[2] = {
  39760. 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]],
  39761. 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]]
  39762. };
  39763. polyhedra[3] = {
  39764. 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]],
  39765. 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]]
  39766. };
  39767. polyhedra[4] = {
  39768. 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]],
  39769. 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]]
  39770. };
  39771. 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]] };
  39772. 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]] };
  39773. 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]] };
  39774. 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]] };
  39775. 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]] };
  39776. 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]] };
  39777. 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]] };
  39778. 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]] };
  39779. 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]] };
  39780. polyhedra[14] = {
  39781. 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]],
  39782. 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]]
  39783. };
  39784. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  39785. var size = options.size;
  39786. var sizeX = options.sizeX || size || 1;
  39787. var sizeY = options.sizeY || size || 1;
  39788. var sizeZ = options.sizeZ || size || 1;
  39789. var data = options.custom || polyhedra[type];
  39790. var nbfaces = data.face.length;
  39791. var faceUV = options.faceUV || new Array(nbfaces);
  39792. var faceColors = options.faceColors;
  39793. var flat = (options.flat === undefined) ? true : options.flat;
  39794. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39795. var positions = new Array();
  39796. var indices = new Array();
  39797. var normals = new Array();
  39798. var uvs = new Array();
  39799. var colors = new Array();
  39800. var index = 0;
  39801. var faceIdx = 0; // face cursor in the array "indexes"
  39802. var indexes = new Array();
  39803. var i = 0;
  39804. var f = 0;
  39805. var u, v, ang, x, y, tmp;
  39806. // default face colors and UV if undefined
  39807. if (flat) {
  39808. for (f = 0; f < nbfaces; f++) {
  39809. if (faceColors && faceColors[f] === undefined) {
  39810. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39811. }
  39812. if (faceUV && faceUV[f] === undefined) {
  39813. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39814. }
  39815. }
  39816. }
  39817. if (!flat) {
  39818. for (i = 0; i < data.vertex.length; i++) {
  39819. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  39820. uvs.push(0, 0);
  39821. }
  39822. for (f = 0; f < nbfaces; f++) {
  39823. for (i = 0; i < data.face[f].length - 2; i++) {
  39824. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  39825. }
  39826. }
  39827. }
  39828. else {
  39829. for (f = 0; f < nbfaces; f++) {
  39830. var fl = data.face[f].length; // number of vertices of the current face
  39831. ang = 2 * Math.PI / fl;
  39832. x = 0.5 * Math.tan(ang / 2);
  39833. y = 0.5;
  39834. // positions, uvs, colors
  39835. for (i = 0; i < fl; i++) {
  39836. // positions
  39837. 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);
  39838. indexes.push(index);
  39839. index++;
  39840. // uvs
  39841. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  39842. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  39843. uvs.push(u, v);
  39844. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  39845. y = x * Math.sin(ang) + y * Math.cos(ang);
  39846. x = tmp;
  39847. // colors
  39848. if (faceColors) {
  39849. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  39850. }
  39851. }
  39852. // indices from indexes
  39853. for (i = 0; i < fl - 2; i++) {
  39854. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  39855. }
  39856. faceIdx += fl;
  39857. }
  39858. }
  39859. VertexData.ComputeNormals(positions, indices, normals);
  39860. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39861. var vertexData = new VertexData();
  39862. vertexData.positions = positions;
  39863. vertexData.indices = indices;
  39864. vertexData.normals = normals;
  39865. vertexData.uvs = uvs;
  39866. if (faceColors && flat) {
  39867. vertexData.colors = colors;
  39868. }
  39869. return vertexData;
  39870. };
  39871. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  39872. /**
  39873. * Creates the VertexData for a TorusKnot
  39874. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  39875. * * radius the radius of the torus knot, optional, default 2
  39876. * * tube the thickness of the tube, optional, default 0.5
  39877. * * radialSegments the number of sides on each tube segments, optional, default 32
  39878. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  39879. * * p the number of windings around the z axis, optional, default 2
  39880. * * q the number of windings around the x axis, optional, default 3
  39881. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39882. * * 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)
  39883. * * 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)
  39884. * @returns the VertexData of the Torus Knot
  39885. */
  39886. VertexData.CreateTorusKnot = function (options) {
  39887. var indices = new Array();
  39888. var positions = new Array();
  39889. var normals = new Array();
  39890. var uvs = new Array();
  39891. var radius = options.radius || 2;
  39892. var tube = options.tube || 0.5;
  39893. var radialSegments = options.radialSegments || 32;
  39894. var tubularSegments = options.tubularSegments || 32;
  39895. var p = options.p || 2;
  39896. var q = options.q || 3;
  39897. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39898. // Helper
  39899. var getPos = function (angle) {
  39900. var cu = Math.cos(angle);
  39901. var su = Math.sin(angle);
  39902. var quOverP = q / p * angle;
  39903. var cs = Math.cos(quOverP);
  39904. var tx = radius * (2 + cs) * 0.5 * cu;
  39905. var ty = radius * (2 + cs) * su * 0.5;
  39906. var tz = radius * Math.sin(quOverP) * 0.5;
  39907. return new BABYLON.Vector3(tx, ty, tz);
  39908. };
  39909. // Vertices
  39910. var i;
  39911. var j;
  39912. for (i = 0; i <= radialSegments; i++) {
  39913. var modI = i % radialSegments;
  39914. var u = modI / radialSegments * 2 * p * Math.PI;
  39915. var p1 = getPos(u);
  39916. var p2 = getPos(u + 0.01);
  39917. var tang = p2.subtract(p1);
  39918. var n = p2.add(p1);
  39919. var bitan = BABYLON.Vector3.Cross(tang, n);
  39920. n = BABYLON.Vector3.Cross(bitan, tang);
  39921. bitan.normalize();
  39922. n.normalize();
  39923. for (j = 0; j < tubularSegments; j++) {
  39924. var modJ = j % tubularSegments;
  39925. var v = modJ / tubularSegments * 2 * Math.PI;
  39926. var cx = -tube * Math.cos(v);
  39927. var cy = tube * Math.sin(v);
  39928. positions.push(p1.x + cx * n.x + cy * bitan.x);
  39929. positions.push(p1.y + cx * n.y + cy * bitan.y);
  39930. positions.push(p1.z + cx * n.z + cy * bitan.z);
  39931. uvs.push(i / radialSegments);
  39932. uvs.push(j / tubularSegments);
  39933. }
  39934. }
  39935. for (i = 0; i < radialSegments; i++) {
  39936. for (j = 0; j < tubularSegments; j++) {
  39937. var jNext = (j + 1) % tubularSegments;
  39938. var a = i * tubularSegments + j;
  39939. var b = (i + 1) * tubularSegments + j;
  39940. var c = (i + 1) * tubularSegments + jNext;
  39941. var d = i * tubularSegments + jNext;
  39942. indices.push(d);
  39943. indices.push(b);
  39944. indices.push(a);
  39945. indices.push(d);
  39946. indices.push(c);
  39947. indices.push(b);
  39948. }
  39949. }
  39950. // Normals
  39951. VertexData.ComputeNormals(positions, indices, normals);
  39952. // Sides
  39953. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39954. // Result
  39955. var vertexData = new VertexData();
  39956. vertexData.indices = indices;
  39957. vertexData.positions = positions;
  39958. vertexData.normals = normals;
  39959. vertexData.uvs = uvs;
  39960. return vertexData;
  39961. };
  39962. // Tools
  39963. /**
  39964. * Compute normals for given positions and indices
  39965. * @param positions an array of vertex positions, [...., x, y, z, ......]
  39966. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  39967. * @param normals an array of vertex normals, [...., x, y, z, ......]
  39968. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  39969. * * facetNormals : optional array of facet normals (vector3)
  39970. * * facetPositions : optional array of facet positions (vector3)
  39971. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  39972. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  39973. * * bInfo : optional bounding info, required for facetPartitioning computation
  39974. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  39975. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  39976. * * useRightHandedSystem: optional boolean to for right handed system computation
  39977. * * depthSort : optional boolean to enable the facet depth sort computation
  39978. * * distanceTo : optional Vector3 to compute the facet depth from this location
  39979. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  39980. */
  39981. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  39982. // temporary scalar variables
  39983. var index = 0; // facet index
  39984. var p1p2x = 0.0; // p1p2 vector x coordinate
  39985. var p1p2y = 0.0; // p1p2 vector y coordinate
  39986. var p1p2z = 0.0; // p1p2 vector z coordinate
  39987. var p3p2x = 0.0; // p3p2 vector x coordinate
  39988. var p3p2y = 0.0; // p3p2 vector y coordinate
  39989. var p3p2z = 0.0; // p3p2 vector z coordinate
  39990. var faceNormalx = 0.0; // facet normal x coordinate
  39991. var faceNormaly = 0.0; // facet normal y coordinate
  39992. var faceNormalz = 0.0; // facet normal z coordinate
  39993. var length = 0.0; // facet normal length before normalization
  39994. var v1x = 0; // vector1 x index in the positions array
  39995. var v1y = 0; // vector1 y index in the positions array
  39996. var v1z = 0; // vector1 z index in the positions array
  39997. var v2x = 0; // vector2 x index in the positions array
  39998. var v2y = 0; // vector2 y index in the positions array
  39999. var v2z = 0; // vector2 z index in the positions array
  40000. var v3x = 0; // vector3 x index in the positions array
  40001. var v3y = 0; // vector3 y index in the positions array
  40002. var v3z = 0; // vector3 z index in the positions array
  40003. var computeFacetNormals = false;
  40004. var computeFacetPositions = false;
  40005. var computeFacetPartitioning = false;
  40006. var computeDepthSort = false;
  40007. var faceNormalSign = 1;
  40008. var ratio = 0;
  40009. var distanceTo = null;
  40010. if (options) {
  40011. computeFacetNormals = (options.facetNormals) ? true : false;
  40012. computeFacetPositions = (options.facetPositions) ? true : false;
  40013. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40014. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40015. ratio = options.ratio || 0;
  40016. computeDepthSort = (options.depthSort) ? true : false;
  40017. distanceTo = (options.distanceTo);
  40018. if (computeDepthSort) {
  40019. if (distanceTo === undefined) {
  40020. distanceTo = BABYLON.Vector3.Zero();
  40021. }
  40022. var depthSortedFacets = options.depthSortedFacets;
  40023. }
  40024. }
  40025. // facetPartitioning reinit if needed
  40026. var xSubRatio = 0;
  40027. var ySubRatio = 0;
  40028. var zSubRatio = 0;
  40029. var subSq = 0;
  40030. if (computeFacetPartitioning && options && options.bbSize) {
  40031. var ox = 0; // X partitioning index for facet position
  40032. var oy = 0; // Y partinioning index for facet position
  40033. var oz = 0; // Z partinioning index for facet position
  40034. var b1x = 0; // X partitioning index for facet v1 vertex
  40035. var b1y = 0; // Y partitioning index for facet v1 vertex
  40036. var b1z = 0; // z partitioning index for facet v1 vertex
  40037. var b2x = 0; // X partitioning index for facet v2 vertex
  40038. var b2y = 0; // Y partitioning index for facet v2 vertex
  40039. var b2z = 0; // Z partitioning index for facet v2 vertex
  40040. var b3x = 0; // X partitioning index for facet v3 vertex
  40041. var b3y = 0; // Y partitioning index for facet v3 vertex
  40042. var b3z = 0; // Z partitioning index for facet v3 vertex
  40043. var block_idx_o = 0; // facet barycenter block index
  40044. var block_idx_v1 = 0; // v1 vertex block index
  40045. var block_idx_v2 = 0; // v2 vertex block index
  40046. var block_idx_v3 = 0; // v3 vertex block index
  40047. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40048. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40049. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40050. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40051. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40052. subSq = options.subDiv.max * options.subDiv.max;
  40053. options.facetPartitioning.length = 0;
  40054. }
  40055. // reset the normals
  40056. for (index = 0; index < positions.length; index++) {
  40057. normals[index] = 0.0;
  40058. }
  40059. // Loop : 1 indice triplet = 1 facet
  40060. var nbFaces = (indices.length / 3) | 0;
  40061. for (index = 0; index < nbFaces; index++) {
  40062. // get the indexes of the coordinates of each vertex of the facet
  40063. v1x = indices[index * 3] * 3;
  40064. v1y = v1x + 1;
  40065. v1z = v1x + 2;
  40066. v2x = indices[index * 3 + 1] * 3;
  40067. v2y = v2x + 1;
  40068. v2z = v2x + 2;
  40069. v3x = indices[index * 3 + 2] * 3;
  40070. v3y = v3x + 1;
  40071. v3z = v3x + 2;
  40072. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40073. p1p2y = positions[v1y] - positions[v2y];
  40074. p1p2z = positions[v1z] - positions[v2z];
  40075. p3p2x = positions[v3x] - positions[v2x];
  40076. p3p2y = positions[v3y] - positions[v2y];
  40077. p3p2z = positions[v3z] - positions[v2z];
  40078. // compute the face normal with the cross product
  40079. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40080. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40081. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40082. // normalize this normal and store it in the array facetData
  40083. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40084. length = (length === 0) ? 1.0 : length;
  40085. faceNormalx /= length;
  40086. faceNormaly /= length;
  40087. faceNormalz /= length;
  40088. if (computeFacetNormals && options) {
  40089. options.facetNormals[index].x = faceNormalx;
  40090. options.facetNormals[index].y = faceNormaly;
  40091. options.facetNormals[index].z = faceNormalz;
  40092. }
  40093. if (computeFacetPositions && options) {
  40094. // compute and the facet barycenter coordinates in the array facetPositions
  40095. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40096. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40097. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40098. }
  40099. if (computeFacetPartitioning && options) {
  40100. // store the facet indexes in arrays in the main facetPartitioning array :
  40101. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40102. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40103. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40104. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40105. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40106. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40107. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40108. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40109. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40110. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40111. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40112. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40113. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40114. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40115. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40116. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40117. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40118. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40119. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40120. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40121. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40122. // push each facet index in each block containing the vertex
  40123. options.facetPartitioning[block_idx_v1].push(index);
  40124. if (block_idx_v2 != block_idx_v1) {
  40125. options.facetPartitioning[block_idx_v2].push(index);
  40126. }
  40127. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40128. options.facetPartitioning[block_idx_v3].push(index);
  40129. }
  40130. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40131. options.facetPartitioning[block_idx_o].push(index);
  40132. }
  40133. }
  40134. if (computeDepthSort && options && options.facetPositions) {
  40135. var dsf = depthSortedFacets[index];
  40136. dsf.ind = index * 3;
  40137. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40138. }
  40139. // compute the normals anyway
  40140. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40141. normals[v1y] += faceNormaly;
  40142. normals[v1z] += faceNormalz;
  40143. normals[v2x] += faceNormalx;
  40144. normals[v2y] += faceNormaly;
  40145. normals[v2z] += faceNormalz;
  40146. normals[v3x] += faceNormalx;
  40147. normals[v3y] += faceNormaly;
  40148. normals[v3z] += faceNormalz;
  40149. }
  40150. // last normalization of each normal
  40151. for (index = 0; index < normals.length / 3; index++) {
  40152. faceNormalx = normals[index * 3];
  40153. faceNormaly = normals[index * 3 + 1];
  40154. faceNormalz = normals[index * 3 + 2];
  40155. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40156. length = (length === 0) ? 1.0 : length;
  40157. faceNormalx /= length;
  40158. faceNormaly /= length;
  40159. faceNormalz /= length;
  40160. normals[index * 3] = faceNormalx;
  40161. normals[index * 3 + 1] = faceNormaly;
  40162. normals[index * 3 + 2] = faceNormalz;
  40163. }
  40164. };
  40165. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40166. var li = indices.length;
  40167. var ln = normals.length;
  40168. var i;
  40169. var n;
  40170. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40171. switch (sideOrientation) {
  40172. case BABYLON.Mesh.FRONTSIDE:
  40173. // nothing changed
  40174. break;
  40175. case BABYLON.Mesh.BACKSIDE:
  40176. var tmp;
  40177. // indices
  40178. for (i = 0; i < li; i += 3) {
  40179. tmp = indices[i];
  40180. indices[i] = indices[i + 2];
  40181. indices[i + 2] = tmp;
  40182. }
  40183. // normals
  40184. for (n = 0; n < ln; n++) {
  40185. normals[n] = -normals[n];
  40186. }
  40187. break;
  40188. case BABYLON.Mesh.DOUBLESIDE:
  40189. // positions
  40190. var lp = positions.length;
  40191. var l = lp / 3;
  40192. for (var p = 0; p < lp; p++) {
  40193. positions[lp + p] = positions[p];
  40194. }
  40195. // indices
  40196. for (i = 0; i < li; i += 3) {
  40197. indices[i + li] = indices[i + 2] + l;
  40198. indices[i + 1 + li] = indices[i + 1] + l;
  40199. indices[i + 2 + li] = indices[i] + l;
  40200. }
  40201. // normals
  40202. for (n = 0; n < ln; n++) {
  40203. normals[ln + n] = -normals[n];
  40204. }
  40205. // uvs
  40206. var lu = uvs.length;
  40207. var u = 0;
  40208. for (u = 0; u < lu; u++) {
  40209. uvs[u + lu] = uvs[u];
  40210. }
  40211. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40212. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40213. u = 0;
  40214. for (i = 0; i < lu / 2; i++) {
  40215. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40216. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40217. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40218. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40219. u += 2;
  40220. }
  40221. break;
  40222. }
  40223. };
  40224. /**
  40225. * Applies VertexData created from the imported parameters to the geometry
  40226. * @param parsedVertexData the parsed data from an imported file
  40227. * @param geometry the geometry to apply the VertexData to
  40228. */
  40229. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40230. var vertexData = new VertexData();
  40231. // positions
  40232. var positions = parsedVertexData.positions;
  40233. if (positions) {
  40234. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40235. }
  40236. // normals
  40237. var normals = parsedVertexData.normals;
  40238. if (normals) {
  40239. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40240. }
  40241. // tangents
  40242. var tangents = parsedVertexData.tangents;
  40243. if (tangents) {
  40244. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40245. }
  40246. // uvs
  40247. var uvs = parsedVertexData.uvs;
  40248. if (uvs) {
  40249. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40250. }
  40251. // uv2s
  40252. var uv2s = parsedVertexData.uv2s;
  40253. if (uv2s) {
  40254. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40255. }
  40256. // uv3s
  40257. var uv3s = parsedVertexData.uv3s;
  40258. if (uv3s) {
  40259. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40260. }
  40261. // uv4s
  40262. var uv4s = parsedVertexData.uv4s;
  40263. if (uv4s) {
  40264. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40265. }
  40266. // uv5s
  40267. var uv5s = parsedVertexData.uv5s;
  40268. if (uv5s) {
  40269. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40270. }
  40271. // uv6s
  40272. var uv6s = parsedVertexData.uv6s;
  40273. if (uv6s) {
  40274. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40275. }
  40276. // colors
  40277. var colors = parsedVertexData.colors;
  40278. if (colors) {
  40279. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40280. }
  40281. // matricesIndices
  40282. var matricesIndices = parsedVertexData.matricesIndices;
  40283. if (matricesIndices) {
  40284. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40285. }
  40286. // matricesWeights
  40287. var matricesWeights = parsedVertexData.matricesWeights;
  40288. if (matricesWeights) {
  40289. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40290. }
  40291. // indices
  40292. var indices = parsedVertexData.indices;
  40293. if (indices) {
  40294. vertexData.indices = indices;
  40295. }
  40296. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40297. };
  40298. return VertexData;
  40299. }());
  40300. BABYLON.VertexData = VertexData;
  40301. })(BABYLON || (BABYLON = {}));
  40302. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40303. var BABYLON;
  40304. (function (BABYLON) {
  40305. /**
  40306. * Class used to store geometry data (vertex buffers + index buffer)
  40307. */
  40308. var Geometry = /** @class */ (function () {
  40309. /**
  40310. * Creates a new geometry
  40311. * @param id defines the unique ID
  40312. * @param scene defines the hosting scene
  40313. * @param vertexData defines the VertexData used to get geometry data
  40314. * @param updatable defines if geometry must be updatable (false by default)
  40315. * @param mesh defines the mesh that will be associated with the geometry
  40316. */
  40317. function Geometry(id, scene, vertexData, updatable, mesh) {
  40318. if (updatable === void 0) { updatable = false; }
  40319. if (mesh === void 0) { mesh = null; }
  40320. /**
  40321. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40322. */
  40323. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40324. this._totalVertices = 0;
  40325. this._isDisposed = false;
  40326. this._indexBufferIsUpdatable = false;
  40327. this.id = id;
  40328. this._engine = scene.getEngine();
  40329. this._meshes = [];
  40330. this._scene = scene;
  40331. //Init vertex buffer cache
  40332. this._vertexBuffers = {};
  40333. this._indices = [];
  40334. this._updatable = updatable;
  40335. // vertexData
  40336. if (vertexData) {
  40337. this.setAllVerticesData(vertexData, updatable);
  40338. }
  40339. else {
  40340. this._totalVertices = 0;
  40341. this._indices = [];
  40342. }
  40343. if (this._engine.getCaps().vertexArrayObject) {
  40344. this._vertexArrayObjects = {};
  40345. }
  40346. // applyToMesh
  40347. if (mesh) {
  40348. if (mesh.getClassName() === "LinesMesh") {
  40349. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  40350. this._updateExtend();
  40351. }
  40352. this.applyToMesh(mesh);
  40353. mesh.computeWorldMatrix(true);
  40354. }
  40355. }
  40356. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40357. /**
  40358. * 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
  40359. */
  40360. get: function () {
  40361. return this._boundingBias;
  40362. },
  40363. /**
  40364. * 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
  40365. */
  40366. set: function (value) {
  40367. if (this._boundingBias) {
  40368. if (this._boundingBias.equals(value)) {
  40369. return;
  40370. }
  40371. this._boundingBias.copyFrom(value);
  40372. }
  40373. else {
  40374. this._boundingBias = value.clone();
  40375. }
  40376. this._updateBoundingInfo(true, null);
  40377. },
  40378. enumerable: true,
  40379. configurable: true
  40380. });
  40381. /**
  40382. * Static function used to attach a new empty geometry to a mesh
  40383. * @param mesh defines the mesh to attach the geometry to
  40384. * @returns the new Geometry
  40385. */
  40386. Geometry.CreateGeometryForMesh = function (mesh) {
  40387. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40388. geometry.applyToMesh(mesh);
  40389. return geometry;
  40390. };
  40391. Object.defineProperty(Geometry.prototype, "extend", {
  40392. /**
  40393. * Gets the current extend of the geometry
  40394. */
  40395. get: function () {
  40396. return this._extend;
  40397. },
  40398. enumerable: true,
  40399. configurable: true
  40400. });
  40401. /**
  40402. * Gets the hosting scene
  40403. * @returns the hosting Scene
  40404. */
  40405. Geometry.prototype.getScene = function () {
  40406. return this._scene;
  40407. };
  40408. /**
  40409. * Gets the hosting engine
  40410. * @returns the hosting Engine
  40411. */
  40412. Geometry.prototype.getEngine = function () {
  40413. return this._engine;
  40414. };
  40415. /**
  40416. * Defines if the geometry is ready to use
  40417. * @returns true if the geometry is ready to be used
  40418. */
  40419. Geometry.prototype.isReady = function () {
  40420. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40421. };
  40422. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40423. /**
  40424. * Gets a value indicating that the geometry should not be serialized
  40425. */
  40426. get: function () {
  40427. for (var index = 0; index < this._meshes.length; index++) {
  40428. if (!this._meshes[index].doNotSerialize) {
  40429. return false;
  40430. }
  40431. }
  40432. return true;
  40433. },
  40434. enumerable: true,
  40435. configurable: true
  40436. });
  40437. /** @hidden */
  40438. Geometry.prototype._rebuild = function () {
  40439. if (this._vertexArrayObjects) {
  40440. this._vertexArrayObjects = {};
  40441. }
  40442. // Index buffer
  40443. if (this._meshes.length !== 0 && this._indices) {
  40444. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40445. }
  40446. // Vertex buffers
  40447. for (var key in this._vertexBuffers) {
  40448. var vertexBuffer = this._vertexBuffers[key];
  40449. vertexBuffer._rebuild();
  40450. }
  40451. };
  40452. /**
  40453. * Affects all geometry data in one call
  40454. * @param vertexData defines the geometry data
  40455. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40456. */
  40457. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40458. vertexData.applyToGeometry(this, updatable);
  40459. this.notifyUpdate();
  40460. };
  40461. /**
  40462. * Set specific vertex data
  40463. * @param kind defines the data kind (Position, normal, etc...)
  40464. * @param data defines the vertex data to use
  40465. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40466. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40467. */
  40468. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40469. if (updatable === void 0) { updatable = false; }
  40470. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40471. this.setVerticesBuffer(buffer);
  40472. };
  40473. /**
  40474. * Removes a specific vertex data
  40475. * @param kind defines the data kind (Position, normal, etc...)
  40476. */
  40477. Geometry.prototype.removeVerticesData = function (kind) {
  40478. if (this._vertexBuffers[kind]) {
  40479. this._vertexBuffers[kind].dispose();
  40480. delete this._vertexBuffers[kind];
  40481. }
  40482. };
  40483. /**
  40484. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40485. * @param buffer defines the vertex buffer to use
  40486. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40487. */
  40488. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40489. if (totalVertices === void 0) { totalVertices = null; }
  40490. var kind = buffer.getKind();
  40491. if (this._vertexBuffers[kind]) {
  40492. this._vertexBuffers[kind].dispose();
  40493. }
  40494. this._vertexBuffers[kind] = buffer;
  40495. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40496. var data = buffer.getData();
  40497. if (totalVertices != null) {
  40498. this._totalVertices = totalVertices;
  40499. }
  40500. else {
  40501. if (data != null) {
  40502. this._totalVertices = data.length / (buffer.byteStride / 4);
  40503. }
  40504. }
  40505. this._updateExtend(data);
  40506. this._resetPointsArrayCache();
  40507. var meshes = this._meshes;
  40508. var numOfMeshes = meshes.length;
  40509. for (var index = 0; index < numOfMeshes; index++) {
  40510. var mesh = meshes[index];
  40511. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40512. mesh._createGlobalSubMesh(false);
  40513. mesh.computeWorldMatrix(true);
  40514. }
  40515. }
  40516. this.notifyUpdate(kind);
  40517. if (this._vertexArrayObjects) {
  40518. this._disposeVertexArrayObjects();
  40519. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40520. }
  40521. };
  40522. /**
  40523. * Update a specific vertex buffer
  40524. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40525. * It will do nothing if the buffer is not updatable
  40526. * @param kind defines the data kind (Position, normal, etc...)
  40527. * @param data defines the data to use
  40528. * @param offset defines the offset in the target buffer where to store the data
  40529. * @param useBytes set to true if the offset is in bytes
  40530. */
  40531. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40532. if (useBytes === void 0) { useBytes = false; }
  40533. var vertexBuffer = this.getVertexBuffer(kind);
  40534. if (!vertexBuffer) {
  40535. return;
  40536. }
  40537. vertexBuffer.updateDirectly(data, offset, useBytes);
  40538. this.notifyUpdate(kind);
  40539. };
  40540. /**
  40541. * Update a specific vertex buffer
  40542. * This function will create a new buffer if the current one is not updatable
  40543. * @param kind defines the data kind (Position, normal, etc...)
  40544. * @param data defines the data to use
  40545. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40546. */
  40547. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40548. if (updateExtends === void 0) { updateExtends = false; }
  40549. var vertexBuffer = this.getVertexBuffer(kind);
  40550. if (!vertexBuffer) {
  40551. return;
  40552. }
  40553. vertexBuffer.update(data);
  40554. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40555. this._updateBoundingInfo(updateExtends, data);
  40556. }
  40557. this.notifyUpdate(kind);
  40558. };
  40559. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40560. if (updateExtends) {
  40561. this._updateExtend(data);
  40562. }
  40563. var meshes = this._meshes;
  40564. var numOfMeshes = meshes.length;
  40565. this._resetPointsArrayCache();
  40566. for (var index = 0; index < numOfMeshes; index++) {
  40567. var mesh = meshes[index];
  40568. if (updateExtends) {
  40569. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40570. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  40571. var subMesh = mesh.subMeshes[subIndex];
  40572. subMesh.refreshBoundingInfo();
  40573. }
  40574. }
  40575. }
  40576. };
  40577. /** @hidden */
  40578. Geometry.prototype._bind = function (effect, indexToBind) {
  40579. if (!effect) {
  40580. return;
  40581. }
  40582. if (indexToBind === undefined) {
  40583. indexToBind = this._indexBuffer;
  40584. }
  40585. var vbs = this.getVertexBuffers();
  40586. if (!vbs) {
  40587. return;
  40588. }
  40589. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40590. this._engine.bindBuffers(vbs, indexToBind, effect);
  40591. return;
  40592. }
  40593. // Using VAO
  40594. if (!this._vertexArrayObjects[effect.key]) {
  40595. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40596. }
  40597. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40598. };
  40599. /**
  40600. * Gets total number of vertices
  40601. * @returns the total number of vertices
  40602. */
  40603. Geometry.prototype.getTotalVertices = function () {
  40604. if (!this.isReady()) {
  40605. return 0;
  40606. }
  40607. return this._totalVertices;
  40608. };
  40609. /**
  40610. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40611. * @param kind defines the data kind (Position, normal, etc...)
  40612. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40613. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40614. * @returns a float array containing vertex data
  40615. */
  40616. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40617. var vertexBuffer = this.getVertexBuffer(kind);
  40618. if (!vertexBuffer) {
  40619. return null;
  40620. }
  40621. var data = vertexBuffer.getData();
  40622. if (!data) {
  40623. return null;
  40624. }
  40625. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40626. var count = this._totalVertices * vertexBuffer.getSize();
  40627. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40628. var copy_1 = [];
  40629. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40630. return copy_1;
  40631. }
  40632. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40633. if (data instanceof Array) {
  40634. var offset = vertexBuffer.byteOffset / 4;
  40635. return BABYLON.Tools.Slice(data, offset, offset + count);
  40636. }
  40637. else if (data instanceof ArrayBuffer) {
  40638. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40639. }
  40640. else {
  40641. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40642. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40643. var result = new Float32Array(count);
  40644. var source = new Float32Array(data.buffer, offset, count);
  40645. result.set(source);
  40646. return result;
  40647. }
  40648. return new Float32Array(data.buffer, offset, count);
  40649. }
  40650. }
  40651. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40652. return BABYLON.Tools.Slice(data);
  40653. }
  40654. return data;
  40655. };
  40656. /**
  40657. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40658. * @param kind defines the data kind (Position, normal, etc...)
  40659. * @returns true if the vertex buffer with the specified kind is updatable
  40660. */
  40661. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40662. var vb = this._vertexBuffers[kind];
  40663. if (!vb) {
  40664. return false;
  40665. }
  40666. return vb.isUpdatable();
  40667. };
  40668. /**
  40669. * Gets a specific vertex buffer
  40670. * @param kind defines the data kind (Position, normal, etc...)
  40671. * @returns a VertexBuffer
  40672. */
  40673. Geometry.prototype.getVertexBuffer = function (kind) {
  40674. if (!this.isReady()) {
  40675. return null;
  40676. }
  40677. return this._vertexBuffers[kind];
  40678. };
  40679. /**
  40680. * Returns all vertex buffers
  40681. * @return an object holding all vertex buffers indexed by kind
  40682. */
  40683. Geometry.prototype.getVertexBuffers = function () {
  40684. if (!this.isReady()) {
  40685. return null;
  40686. }
  40687. return this._vertexBuffers;
  40688. };
  40689. /**
  40690. * Gets a boolean indicating if specific vertex buffer is present
  40691. * @param kind defines the data kind (Position, normal, etc...)
  40692. * @returns true if data is present
  40693. */
  40694. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40695. if (!this._vertexBuffers) {
  40696. if (this._delayInfo) {
  40697. return this._delayInfo.indexOf(kind) !== -1;
  40698. }
  40699. return false;
  40700. }
  40701. return this._vertexBuffers[kind] !== undefined;
  40702. };
  40703. /**
  40704. * Gets a list of all attached data kinds (Position, normal, etc...)
  40705. * @returns a list of string containing all kinds
  40706. */
  40707. Geometry.prototype.getVerticesDataKinds = function () {
  40708. var result = [];
  40709. var kind;
  40710. if (!this._vertexBuffers && this._delayInfo) {
  40711. for (kind in this._delayInfo) {
  40712. result.push(kind);
  40713. }
  40714. }
  40715. else {
  40716. for (kind in this._vertexBuffers) {
  40717. result.push(kind);
  40718. }
  40719. }
  40720. return result;
  40721. };
  40722. /**
  40723. * Update index buffer
  40724. * @param indices defines the indices to store in the index buffer
  40725. * @param offset defines the offset in the target buffer where to store the data
  40726. */
  40727. Geometry.prototype.updateIndices = function (indices, offset) {
  40728. if (!this._indexBuffer) {
  40729. return;
  40730. }
  40731. if (!this._indexBufferIsUpdatable) {
  40732. this.setIndices(indices, null, true);
  40733. }
  40734. else {
  40735. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40736. }
  40737. };
  40738. /**
  40739. * Creates a new index buffer
  40740. * @param indices defines the indices to store in the index buffer
  40741. * @param totalVertices defines the total number of vertices (could be null)
  40742. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40743. */
  40744. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40745. if (totalVertices === void 0) { totalVertices = null; }
  40746. if (updatable === void 0) { updatable = false; }
  40747. if (this._indexBuffer) {
  40748. this._engine._releaseBuffer(this._indexBuffer);
  40749. }
  40750. this._disposeVertexArrayObjects();
  40751. this._indices = indices;
  40752. this._indexBufferIsUpdatable = updatable;
  40753. if (this._meshes.length !== 0 && this._indices) {
  40754. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40755. }
  40756. if (totalVertices != undefined) { // including null and undefined
  40757. this._totalVertices = totalVertices;
  40758. }
  40759. var meshes = this._meshes;
  40760. var numOfMeshes = meshes.length;
  40761. for (var index = 0; index < numOfMeshes; index++) {
  40762. meshes[index]._createGlobalSubMesh(true);
  40763. }
  40764. this.notifyUpdate();
  40765. };
  40766. /**
  40767. * Return the total number of indices
  40768. * @returns the total number of indices
  40769. */
  40770. Geometry.prototype.getTotalIndices = function () {
  40771. if (!this.isReady()) {
  40772. return 0;
  40773. }
  40774. return this._indices.length;
  40775. };
  40776. /**
  40777. * Gets the index buffer array
  40778. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40779. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40780. * @returns the index buffer array
  40781. */
  40782. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  40783. if (!this.isReady()) {
  40784. return null;
  40785. }
  40786. var orig = this._indices;
  40787. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  40788. return orig;
  40789. }
  40790. else {
  40791. var len = orig.length;
  40792. var copy = [];
  40793. for (var i = 0; i < len; i++) {
  40794. copy.push(orig[i]);
  40795. }
  40796. return copy;
  40797. }
  40798. };
  40799. /**
  40800. * Gets the index buffer
  40801. * @return the index buffer
  40802. */
  40803. Geometry.prototype.getIndexBuffer = function () {
  40804. if (!this.isReady()) {
  40805. return null;
  40806. }
  40807. return this._indexBuffer;
  40808. };
  40809. /** @hidden */
  40810. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  40811. if (effect === void 0) { effect = null; }
  40812. if (!effect || !this._vertexArrayObjects) {
  40813. return;
  40814. }
  40815. if (this._vertexArrayObjects[effect.key]) {
  40816. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  40817. delete this._vertexArrayObjects[effect.key];
  40818. }
  40819. };
  40820. /**
  40821. * Release the associated resources for a specific mesh
  40822. * @param mesh defines the source mesh
  40823. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  40824. */
  40825. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  40826. var meshes = this._meshes;
  40827. var index = meshes.indexOf(mesh);
  40828. if (index === -1) {
  40829. return;
  40830. }
  40831. meshes.splice(index, 1);
  40832. mesh._geometry = null;
  40833. if (meshes.length === 0 && shouldDispose) {
  40834. this.dispose();
  40835. }
  40836. };
  40837. /**
  40838. * Apply current geometry to a given mesh
  40839. * @param mesh defines the mesh to apply geometry to
  40840. */
  40841. Geometry.prototype.applyToMesh = function (mesh) {
  40842. if (mesh._geometry === this) {
  40843. return;
  40844. }
  40845. var previousGeometry = mesh._geometry;
  40846. if (previousGeometry) {
  40847. previousGeometry.releaseForMesh(mesh);
  40848. }
  40849. var meshes = this._meshes;
  40850. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  40851. mesh._geometry = this;
  40852. this._scene.pushGeometry(this);
  40853. meshes.push(mesh);
  40854. if (this.isReady()) {
  40855. this._applyToMesh(mesh);
  40856. }
  40857. else {
  40858. mesh._boundingInfo = this._boundingInfo;
  40859. }
  40860. };
  40861. Geometry.prototype._updateExtend = function (data) {
  40862. if (data === void 0) { data = null; }
  40863. if (!data) {
  40864. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40865. }
  40866. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  40867. };
  40868. Geometry.prototype._applyToMesh = function (mesh) {
  40869. var numOfMeshes = this._meshes.length;
  40870. // vertexBuffers
  40871. for (var kind in this._vertexBuffers) {
  40872. if (numOfMeshes === 1) {
  40873. this._vertexBuffers[kind].create();
  40874. }
  40875. var buffer = this._vertexBuffers[kind].getBuffer();
  40876. if (buffer) {
  40877. buffer.references = numOfMeshes;
  40878. }
  40879. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40880. if (!this._extend) {
  40881. this._updateExtend();
  40882. }
  40883. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40884. mesh._createGlobalSubMesh(false);
  40885. //bounding info was just created again, world matrix should be applied again.
  40886. mesh._updateBoundingInfo();
  40887. }
  40888. }
  40889. // indexBuffer
  40890. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  40891. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40892. }
  40893. if (this._indexBuffer) {
  40894. this._indexBuffer.references = numOfMeshes;
  40895. }
  40896. // morphTargets
  40897. mesh._syncGeometryWithMorphTargetManager();
  40898. };
  40899. Geometry.prototype.notifyUpdate = function (kind) {
  40900. if (this.onGeometryUpdated) {
  40901. this.onGeometryUpdated(this, kind);
  40902. }
  40903. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  40904. var mesh = _a[_i];
  40905. mesh._markSubMeshesAsAttributesDirty();
  40906. }
  40907. };
  40908. /**
  40909. * Load the geometry if it was flagged as delay loaded
  40910. * @param scene defines the hosting scene
  40911. * @param onLoaded defines a callback called when the geometry is loaded
  40912. */
  40913. Geometry.prototype.load = function (scene, onLoaded) {
  40914. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  40915. return;
  40916. }
  40917. if (this.isReady()) {
  40918. if (onLoaded) {
  40919. onLoaded();
  40920. }
  40921. return;
  40922. }
  40923. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  40924. this._queueLoad(scene, onLoaded);
  40925. };
  40926. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  40927. var _this = this;
  40928. if (!this.delayLoadingFile) {
  40929. return;
  40930. }
  40931. scene._addPendingData(this);
  40932. scene._loadFile(this.delayLoadingFile, function (data) {
  40933. if (!_this._delayLoadingFunction) {
  40934. return;
  40935. }
  40936. _this._delayLoadingFunction(JSON.parse(data), _this);
  40937. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  40938. _this._delayInfo = [];
  40939. scene._removePendingData(_this);
  40940. var meshes = _this._meshes;
  40941. var numOfMeshes = meshes.length;
  40942. for (var index = 0; index < numOfMeshes; index++) {
  40943. _this._applyToMesh(meshes[index]);
  40944. }
  40945. if (onLoaded) {
  40946. onLoaded();
  40947. }
  40948. }, undefined, true);
  40949. };
  40950. /**
  40951. * Invert the geometry to move from a right handed system to a left handed one.
  40952. */
  40953. Geometry.prototype.toLeftHanded = function () {
  40954. // Flip faces
  40955. var tIndices = this.getIndices(false);
  40956. if (tIndices != null && tIndices.length > 0) {
  40957. for (var i = 0; i < tIndices.length; i += 3) {
  40958. var tTemp = tIndices[i + 0];
  40959. tIndices[i + 0] = tIndices[i + 2];
  40960. tIndices[i + 2] = tTemp;
  40961. }
  40962. this.setIndices(tIndices);
  40963. }
  40964. // Negate position.z
  40965. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  40966. if (tPositions != null && tPositions.length > 0) {
  40967. for (var i = 0; i < tPositions.length; i += 3) {
  40968. tPositions[i + 2] = -tPositions[i + 2];
  40969. }
  40970. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  40971. }
  40972. // Negate normal.z
  40973. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  40974. if (tNormals != null && tNormals.length > 0) {
  40975. for (var i = 0; i < tNormals.length; i += 3) {
  40976. tNormals[i + 2] = -tNormals[i + 2];
  40977. }
  40978. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  40979. }
  40980. };
  40981. // Cache
  40982. /** @hidden */
  40983. Geometry.prototype._resetPointsArrayCache = function () {
  40984. this._positions = null;
  40985. };
  40986. /** @hidden */
  40987. Geometry.prototype._generatePointsArray = function () {
  40988. if (this._positions) {
  40989. return true;
  40990. }
  40991. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40992. if (!data || data.length === 0) {
  40993. return false;
  40994. }
  40995. this._positions = [];
  40996. for (var index = 0; index < data.length; index += 3) {
  40997. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  40998. }
  40999. return true;
  41000. };
  41001. /**
  41002. * Gets a value indicating if the geometry is disposed
  41003. * @returns true if the geometry was disposed
  41004. */
  41005. Geometry.prototype.isDisposed = function () {
  41006. return this._isDisposed;
  41007. };
  41008. Geometry.prototype._disposeVertexArrayObjects = function () {
  41009. if (this._vertexArrayObjects) {
  41010. for (var kind in this._vertexArrayObjects) {
  41011. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41012. }
  41013. this._vertexArrayObjects = {};
  41014. }
  41015. };
  41016. /**
  41017. * Free all associated resources
  41018. */
  41019. Geometry.prototype.dispose = function () {
  41020. var meshes = this._meshes;
  41021. var numOfMeshes = meshes.length;
  41022. var index;
  41023. for (index = 0; index < numOfMeshes; index++) {
  41024. this.releaseForMesh(meshes[index]);
  41025. }
  41026. this._meshes = [];
  41027. this._disposeVertexArrayObjects();
  41028. for (var kind in this._vertexBuffers) {
  41029. this._vertexBuffers[kind].dispose();
  41030. }
  41031. this._vertexBuffers = {};
  41032. this._totalVertices = 0;
  41033. if (this._indexBuffer) {
  41034. this._engine._releaseBuffer(this._indexBuffer);
  41035. }
  41036. this._indexBuffer = null;
  41037. this._indices = [];
  41038. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41039. this.delayLoadingFile = null;
  41040. this._delayLoadingFunction = null;
  41041. this._delayInfo = [];
  41042. this._boundingInfo = null;
  41043. this._scene.removeGeometry(this);
  41044. this._isDisposed = true;
  41045. };
  41046. /**
  41047. * Clone the current geometry into a new geometry
  41048. * @param id defines the unique ID of the new geometry
  41049. * @returns a new geometry object
  41050. */
  41051. Geometry.prototype.copy = function (id) {
  41052. var vertexData = new BABYLON.VertexData();
  41053. vertexData.indices = [];
  41054. var indices = this.getIndices();
  41055. if (indices) {
  41056. for (var index = 0; index < indices.length; index++) {
  41057. vertexData.indices.push(indices[index]);
  41058. }
  41059. }
  41060. var updatable = false;
  41061. var stopChecking = false;
  41062. var kind;
  41063. for (kind in this._vertexBuffers) {
  41064. // using slice() to make a copy of the array and not just reference it
  41065. var data = this.getVerticesData(kind);
  41066. if (data instanceof Float32Array) {
  41067. vertexData.set(new Float32Array(data), kind);
  41068. }
  41069. else {
  41070. vertexData.set(data.slice(0), kind);
  41071. }
  41072. if (!stopChecking) {
  41073. var vb = this.getVertexBuffer(kind);
  41074. if (vb) {
  41075. updatable = vb.isUpdatable();
  41076. stopChecking = !updatable;
  41077. }
  41078. }
  41079. }
  41080. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41081. geometry.delayLoadState = this.delayLoadState;
  41082. geometry.delayLoadingFile = this.delayLoadingFile;
  41083. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41084. for (kind in this._delayInfo) {
  41085. geometry._delayInfo = geometry._delayInfo || [];
  41086. geometry._delayInfo.push(kind);
  41087. }
  41088. // Bounding info
  41089. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41090. return geometry;
  41091. };
  41092. /**
  41093. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41094. * @return a JSON representation of the current geometry data (without the vertices data)
  41095. */
  41096. Geometry.prototype.serialize = function () {
  41097. var serializationObject = {};
  41098. serializationObject.id = this.id;
  41099. serializationObject.updatable = this._updatable;
  41100. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41101. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41102. }
  41103. return serializationObject;
  41104. };
  41105. Geometry.prototype.toNumberArray = function (origin) {
  41106. if (Array.isArray(origin)) {
  41107. return origin;
  41108. }
  41109. else {
  41110. return Array.prototype.slice.call(origin);
  41111. }
  41112. };
  41113. /**
  41114. * Serialize all vertices data into a JSON oject
  41115. * @returns a JSON representation of the current geometry data
  41116. */
  41117. Geometry.prototype.serializeVerticeData = function () {
  41118. var serializationObject = this.serialize();
  41119. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41120. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41121. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41122. serializationObject.positions._updatable = true;
  41123. }
  41124. }
  41125. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41126. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41127. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41128. serializationObject.normals._updatable = true;
  41129. }
  41130. }
  41131. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41132. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41133. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41134. serializationObject.tangets._updatable = true;
  41135. }
  41136. }
  41137. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41138. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41139. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41140. serializationObject.uvs._updatable = true;
  41141. }
  41142. }
  41143. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41144. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41145. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41146. serializationObject.uv2s._updatable = true;
  41147. }
  41148. }
  41149. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41150. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41151. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41152. serializationObject.uv3s._updatable = true;
  41153. }
  41154. }
  41155. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41156. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41157. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41158. serializationObject.uv4s._updatable = true;
  41159. }
  41160. }
  41161. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41162. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41163. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41164. serializationObject.uv5s._updatable = true;
  41165. }
  41166. }
  41167. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41168. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41169. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41170. serializationObject.uv6s._updatable = true;
  41171. }
  41172. }
  41173. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41174. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41175. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41176. serializationObject.colors._updatable = true;
  41177. }
  41178. }
  41179. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41180. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41181. serializationObject.matricesIndices._isExpanded = true;
  41182. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41183. serializationObject.matricesIndices._updatable = true;
  41184. }
  41185. }
  41186. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41187. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41188. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41189. serializationObject.matricesWeights._updatable = true;
  41190. }
  41191. }
  41192. serializationObject.indices = this.toNumberArray(this.getIndices());
  41193. return serializationObject;
  41194. };
  41195. // Statics
  41196. /**
  41197. * Extracts a clone of a mesh geometry
  41198. * @param mesh defines the source mesh
  41199. * @param id defines the unique ID of the new geometry object
  41200. * @returns the new geometry object
  41201. */
  41202. Geometry.ExtractFromMesh = function (mesh, id) {
  41203. var geometry = mesh._geometry;
  41204. if (!geometry) {
  41205. return null;
  41206. }
  41207. return geometry.copy(id);
  41208. };
  41209. /**
  41210. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41211. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41212. * Be aware Math.random() could cause collisions, but:
  41213. * "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"
  41214. * @returns a string containing a new GUID
  41215. */
  41216. Geometry.RandomId = function () {
  41217. return BABYLON.Tools.RandomId();
  41218. };
  41219. /** @hidden */
  41220. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41221. var scene = mesh.getScene();
  41222. // Geometry
  41223. var geometryId = parsedGeometry.geometryId;
  41224. if (geometryId) {
  41225. var geometry = scene.getGeometryByID(geometryId);
  41226. if (geometry) {
  41227. geometry.applyToMesh(mesh);
  41228. }
  41229. }
  41230. else if (parsedGeometry instanceof ArrayBuffer) {
  41231. var binaryInfo = mesh._binaryInfo;
  41232. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41233. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41234. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41235. }
  41236. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41237. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41238. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41239. }
  41240. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41241. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41242. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41243. }
  41244. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41245. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41246. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41247. }
  41248. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41249. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41250. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41251. }
  41252. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41253. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41254. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41255. }
  41256. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41257. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41258. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41259. }
  41260. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41261. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41262. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41263. }
  41264. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41265. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41266. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41267. }
  41268. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41269. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41270. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41271. }
  41272. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41273. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41274. var floatIndices = [];
  41275. for (var i = 0; i < matricesIndicesData.length; i++) {
  41276. var index = matricesIndicesData[i];
  41277. floatIndices.push(index & 0x000000FF);
  41278. floatIndices.push((index & 0x0000FF00) >> 8);
  41279. floatIndices.push((index & 0x00FF0000) >> 16);
  41280. floatIndices.push(index >> 24);
  41281. }
  41282. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41283. }
  41284. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41285. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41286. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41287. }
  41288. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41289. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41290. mesh.setIndices(indicesData, null);
  41291. }
  41292. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41293. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41294. mesh.subMeshes = [];
  41295. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41296. var materialIndex = subMeshesData[(i * 5) + 0];
  41297. var verticesStart = subMeshesData[(i * 5) + 1];
  41298. var verticesCount = subMeshesData[(i * 5) + 2];
  41299. var indexStart = subMeshesData[(i * 5) + 3];
  41300. var indexCount = subMeshesData[(i * 5) + 4];
  41301. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41302. }
  41303. }
  41304. }
  41305. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41306. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41307. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41308. if (parsedGeometry.tangents) {
  41309. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41310. }
  41311. if (parsedGeometry.uvs) {
  41312. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41313. }
  41314. if (parsedGeometry.uvs2) {
  41315. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41316. }
  41317. if (parsedGeometry.uvs3) {
  41318. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41319. }
  41320. if (parsedGeometry.uvs4) {
  41321. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41322. }
  41323. if (parsedGeometry.uvs5) {
  41324. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41325. }
  41326. if (parsedGeometry.uvs6) {
  41327. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41328. }
  41329. if (parsedGeometry.colors) {
  41330. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41331. }
  41332. if (parsedGeometry.matricesIndices) {
  41333. if (!parsedGeometry.matricesIndices._isExpanded) {
  41334. var floatIndices = [];
  41335. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41336. var matricesIndex = parsedGeometry.matricesIndices[i];
  41337. floatIndices.push(matricesIndex & 0x000000FF);
  41338. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41339. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41340. floatIndices.push(matricesIndex >> 24);
  41341. }
  41342. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41343. }
  41344. else {
  41345. delete parsedGeometry.matricesIndices._isExpanded;
  41346. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41347. }
  41348. }
  41349. if (parsedGeometry.matricesIndicesExtra) {
  41350. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41351. var floatIndices = [];
  41352. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41353. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41354. floatIndices.push(matricesIndex & 0x000000FF);
  41355. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41356. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41357. floatIndices.push(matricesIndex >> 24);
  41358. }
  41359. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41360. }
  41361. else {
  41362. delete parsedGeometry.matricesIndices._isExpanded;
  41363. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41364. }
  41365. }
  41366. if (parsedGeometry.matricesWeights) {
  41367. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41368. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41369. }
  41370. if (parsedGeometry.matricesWeightsExtra) {
  41371. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41372. }
  41373. mesh.setIndices(parsedGeometry.indices, null);
  41374. }
  41375. // SubMeshes
  41376. if (parsedGeometry.subMeshes) {
  41377. mesh.subMeshes = [];
  41378. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41379. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41380. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41381. }
  41382. }
  41383. // Flat shading
  41384. if (mesh._shouldGenerateFlatShading) {
  41385. mesh.convertToFlatShadedMesh();
  41386. delete mesh._shouldGenerateFlatShading;
  41387. }
  41388. // Update
  41389. mesh.computeWorldMatrix(true);
  41390. scene.onMeshImportedObservable.notifyObservers(mesh);
  41391. };
  41392. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41393. var epsilon = 1e-3;
  41394. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41395. return;
  41396. }
  41397. var noInfluenceBoneIndex = 0.0;
  41398. if (parsedGeometry.skeletonId > -1) {
  41399. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41400. if (!skeleton) {
  41401. return;
  41402. }
  41403. noInfluenceBoneIndex = skeleton.bones.length;
  41404. }
  41405. else {
  41406. return;
  41407. }
  41408. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41409. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41410. var matricesWeights = parsedGeometry.matricesWeights;
  41411. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41412. var influencers = parsedGeometry.numBoneInfluencer;
  41413. var size = matricesWeights.length;
  41414. for (var i = 0; i < size; i += 4) {
  41415. var weight = 0.0;
  41416. var firstZeroWeight = -1;
  41417. for (var j = 0; j < 4; j++) {
  41418. var w = matricesWeights[i + j];
  41419. weight += w;
  41420. if (w < epsilon && firstZeroWeight < 0) {
  41421. firstZeroWeight = j;
  41422. }
  41423. }
  41424. if (matricesWeightsExtra) {
  41425. for (var j = 0; j < 4; j++) {
  41426. var w = matricesWeightsExtra[i + j];
  41427. weight += w;
  41428. if (w < epsilon && firstZeroWeight < 0) {
  41429. firstZeroWeight = j + 4;
  41430. }
  41431. }
  41432. }
  41433. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41434. firstZeroWeight = influencers - 1;
  41435. }
  41436. if (weight > epsilon) {
  41437. var mweight = 1.0 / weight;
  41438. for (var j = 0; j < 4; j++) {
  41439. matricesWeights[i + j] *= mweight;
  41440. }
  41441. if (matricesWeightsExtra) {
  41442. for (var j = 0; j < 4; j++) {
  41443. matricesWeightsExtra[i + j] *= mweight;
  41444. }
  41445. }
  41446. }
  41447. else {
  41448. if (firstZeroWeight >= 4) {
  41449. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41450. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41451. }
  41452. else {
  41453. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41454. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41455. }
  41456. }
  41457. }
  41458. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41459. if (parsedGeometry.matricesWeightsExtra) {
  41460. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41461. }
  41462. };
  41463. /**
  41464. * Create a new geometry from persisted data (Using .babylon file format)
  41465. * @param parsedVertexData defines the persisted data
  41466. * @param scene defines the hosting scene
  41467. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41468. * @returns the new geometry object
  41469. */
  41470. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41471. if (scene.getGeometryByID(parsedVertexData.id)) {
  41472. return null; // null since geometry could be something else than a box...
  41473. }
  41474. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41475. if (BABYLON.Tags) {
  41476. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41477. }
  41478. if (parsedVertexData.delayLoadingFile) {
  41479. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41480. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41481. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41482. geometry._delayInfo = [];
  41483. if (parsedVertexData.hasUVs) {
  41484. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41485. }
  41486. if (parsedVertexData.hasUVs2) {
  41487. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41488. }
  41489. if (parsedVertexData.hasUVs3) {
  41490. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41491. }
  41492. if (parsedVertexData.hasUVs4) {
  41493. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41494. }
  41495. if (parsedVertexData.hasUVs5) {
  41496. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41497. }
  41498. if (parsedVertexData.hasUVs6) {
  41499. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41500. }
  41501. if (parsedVertexData.hasColors) {
  41502. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41503. }
  41504. if (parsedVertexData.hasMatricesIndices) {
  41505. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41506. }
  41507. if (parsedVertexData.hasMatricesWeights) {
  41508. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41509. }
  41510. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41511. }
  41512. else {
  41513. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41514. }
  41515. scene.pushGeometry(geometry, true);
  41516. return geometry;
  41517. };
  41518. return Geometry;
  41519. }());
  41520. BABYLON.Geometry = Geometry;
  41521. // Primitives
  41522. /// Abstract class
  41523. /**
  41524. * Abstract class used to provide common services for all typed geometries
  41525. * @hidden
  41526. */
  41527. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41528. __extends(_PrimitiveGeometry, _super);
  41529. /**
  41530. * Creates a new typed geometry
  41531. * @param id defines the unique ID of the geometry
  41532. * @param scene defines the hosting scene
  41533. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41534. * @param mesh defines the hosting mesh (can be null)
  41535. */
  41536. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41537. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41538. if (mesh === void 0) { mesh = null; }
  41539. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41540. _this._canBeRegenerated = _canBeRegenerated;
  41541. _this._beingRegenerated = true;
  41542. _this.regenerate();
  41543. _this._beingRegenerated = false;
  41544. return _this;
  41545. }
  41546. /**
  41547. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41548. * @returns true if the geometry can be regenerated
  41549. */
  41550. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41551. return this._canBeRegenerated;
  41552. };
  41553. /**
  41554. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41555. */
  41556. _PrimitiveGeometry.prototype.regenerate = function () {
  41557. if (!this._canBeRegenerated) {
  41558. return;
  41559. }
  41560. this._beingRegenerated = true;
  41561. this.setAllVerticesData(this._regenerateVertexData(), false);
  41562. this._beingRegenerated = false;
  41563. };
  41564. /**
  41565. * Clone the geometry
  41566. * @param id defines the unique ID of the new geometry
  41567. * @returns the new geometry
  41568. */
  41569. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41570. return _super.prototype.copy.call(this, id);
  41571. };
  41572. // overrides
  41573. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41574. if (!this._beingRegenerated) {
  41575. return;
  41576. }
  41577. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41578. };
  41579. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41580. if (!this._beingRegenerated) {
  41581. return;
  41582. }
  41583. _super.prototype.setVerticesData.call(this, kind, data, false);
  41584. };
  41585. // to override
  41586. /** @hidden */
  41587. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41588. throw new Error("Abstract method");
  41589. };
  41590. _PrimitiveGeometry.prototype.copy = function (id) {
  41591. throw new Error("Must be overriden in sub-classes.");
  41592. };
  41593. _PrimitiveGeometry.prototype.serialize = function () {
  41594. var serializationObject = _super.prototype.serialize.call(this);
  41595. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41596. return serializationObject;
  41597. };
  41598. return _PrimitiveGeometry;
  41599. }(Geometry));
  41600. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41601. /**
  41602. * Creates a ribbon geometry
  41603. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41604. */
  41605. var RibbonGeometry = /** @class */ (function (_super) {
  41606. __extends(RibbonGeometry, _super);
  41607. /**
  41608. * Creates a ribbon geometry
  41609. * @param id defines the unique ID of the geometry
  41610. * @param scene defines the hosting scene
  41611. * @param pathArray defines the array of paths to use
  41612. * @param closeArray defines if the last path and the first path must be joined
  41613. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41614. * @param offset defines the offset between points
  41615. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41616. * @param mesh defines the hosting mesh (can be null)
  41617. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41618. */
  41619. function RibbonGeometry(id, scene,
  41620. /**
  41621. * Defines the array of paths to use
  41622. */
  41623. pathArray,
  41624. /**
  41625. * Defines if the last and first points of each path in your pathArray must be joined
  41626. */
  41627. closeArray,
  41628. /**
  41629. * Defines if the last and first points of each path in your pathArray must be joined
  41630. */
  41631. closePath,
  41632. /**
  41633. * Defines the offset between points
  41634. */
  41635. offset, canBeRegenerated, mesh,
  41636. /**
  41637. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41638. */
  41639. side) {
  41640. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41641. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41642. _this.pathArray = pathArray;
  41643. _this.closeArray = closeArray;
  41644. _this.closePath = closePath;
  41645. _this.offset = offset;
  41646. _this.side = side;
  41647. return _this;
  41648. }
  41649. /** @hidden */
  41650. RibbonGeometry.prototype._regenerateVertexData = function () {
  41651. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41652. };
  41653. RibbonGeometry.prototype.copy = function (id) {
  41654. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41655. };
  41656. return RibbonGeometry;
  41657. }(_PrimitiveGeometry));
  41658. BABYLON.RibbonGeometry = RibbonGeometry;
  41659. /**
  41660. * Creates a box geometry
  41661. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41662. */
  41663. var BoxGeometry = /** @class */ (function (_super) {
  41664. __extends(BoxGeometry, _super);
  41665. /**
  41666. * Creates a box geometry
  41667. * @param id defines the unique ID of the geometry
  41668. * @param scene defines the hosting scene
  41669. * @param size defines the zise of the box (width, height and depth are the same)
  41670. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41671. * @param mesh defines the hosting mesh (can be null)
  41672. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41673. */
  41674. function BoxGeometry(id, scene,
  41675. /**
  41676. * Defines the zise of the box (width, height and depth are the same)
  41677. */
  41678. size, canBeRegenerated, mesh,
  41679. /**
  41680. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41681. */
  41682. side) {
  41683. if (mesh === void 0) { mesh = null; }
  41684. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41685. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41686. _this.size = size;
  41687. _this.side = side;
  41688. return _this;
  41689. }
  41690. /** @hidden */
  41691. BoxGeometry.prototype._regenerateVertexData = function () {
  41692. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41693. };
  41694. BoxGeometry.prototype.copy = function (id) {
  41695. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41696. };
  41697. BoxGeometry.prototype.serialize = function () {
  41698. var serializationObject = _super.prototype.serialize.call(this);
  41699. serializationObject.size = this.size;
  41700. return serializationObject;
  41701. };
  41702. BoxGeometry.Parse = function (parsedBox, scene) {
  41703. if (scene.getGeometryByID(parsedBox.id)) {
  41704. return null; // null since geometry could be something else than a box...
  41705. }
  41706. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41707. if (BABYLON.Tags) {
  41708. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41709. }
  41710. scene.pushGeometry(box, true);
  41711. return box;
  41712. };
  41713. return BoxGeometry;
  41714. }(_PrimitiveGeometry));
  41715. BABYLON.BoxGeometry = BoxGeometry;
  41716. /**
  41717. * Creates a sphere geometry
  41718. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41719. */
  41720. var SphereGeometry = /** @class */ (function (_super) {
  41721. __extends(SphereGeometry, _super);
  41722. /**
  41723. * Create a new sphere geometry
  41724. * @param id defines the unique ID of the geometry
  41725. * @param scene defines the hosting scene
  41726. * @param segments defines the number of segments to use to create the sphere
  41727. * @param diameter defines the diameter of the sphere
  41728. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41729. * @param mesh defines the hosting mesh (can be null)
  41730. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41731. */
  41732. function SphereGeometry(id, scene,
  41733. /**
  41734. * Defines the number of segments to use to create the sphere
  41735. */
  41736. segments,
  41737. /**
  41738. * Defines the diameter of the sphere
  41739. */
  41740. diameter, canBeRegenerated, mesh,
  41741. /**
  41742. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41743. */
  41744. side) {
  41745. if (mesh === void 0) { mesh = null; }
  41746. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41747. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41748. _this.segments = segments;
  41749. _this.diameter = diameter;
  41750. _this.side = side;
  41751. return _this;
  41752. }
  41753. /** @hidden */
  41754. SphereGeometry.prototype._regenerateVertexData = function () {
  41755. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41756. };
  41757. SphereGeometry.prototype.copy = function (id) {
  41758. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41759. };
  41760. SphereGeometry.prototype.serialize = function () {
  41761. var serializationObject = _super.prototype.serialize.call(this);
  41762. serializationObject.segments = this.segments;
  41763. serializationObject.diameter = this.diameter;
  41764. return serializationObject;
  41765. };
  41766. SphereGeometry.Parse = function (parsedSphere, scene) {
  41767. if (scene.getGeometryByID(parsedSphere.id)) {
  41768. return null; // null since geometry could be something else than a sphere...
  41769. }
  41770. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  41771. if (BABYLON.Tags) {
  41772. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  41773. }
  41774. scene.pushGeometry(sphere, true);
  41775. return sphere;
  41776. };
  41777. return SphereGeometry;
  41778. }(_PrimitiveGeometry));
  41779. BABYLON.SphereGeometry = SphereGeometry;
  41780. /**
  41781. * Creates a disc geometry
  41782. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  41783. */
  41784. var DiscGeometry = /** @class */ (function (_super) {
  41785. __extends(DiscGeometry, _super);
  41786. /**
  41787. * Creates a new disc geometry
  41788. * @param id defines the unique ID of the geometry
  41789. * @param scene defines the hosting scene
  41790. * @param radius defines the radius of the disc
  41791. * @param tessellation defines the tesselation factor to apply to the disc
  41792. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41793. * @param mesh defines the hosting mesh (can be null)
  41794. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41795. */
  41796. function DiscGeometry(id, scene,
  41797. /**
  41798. * Defines the radius of the disc
  41799. */
  41800. radius,
  41801. /**
  41802. * Defines the tesselation factor to apply to the disc
  41803. */
  41804. tessellation, canBeRegenerated, mesh,
  41805. /**
  41806. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41807. */
  41808. side) {
  41809. if (mesh === void 0) { mesh = null; }
  41810. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41811. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41812. _this.radius = radius;
  41813. _this.tessellation = tessellation;
  41814. _this.side = side;
  41815. return _this;
  41816. }
  41817. /** @hidden */
  41818. DiscGeometry.prototype._regenerateVertexData = function () {
  41819. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  41820. };
  41821. DiscGeometry.prototype.copy = function (id) {
  41822. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  41823. };
  41824. return DiscGeometry;
  41825. }(_PrimitiveGeometry));
  41826. BABYLON.DiscGeometry = DiscGeometry;
  41827. /**
  41828. * Creates a new cylinder geometry
  41829. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41830. */
  41831. var CylinderGeometry = /** @class */ (function (_super) {
  41832. __extends(CylinderGeometry, _super);
  41833. /**
  41834. * Creates a new cylinder geometry
  41835. * @param id defines the unique ID of the geometry
  41836. * @param scene defines the hosting scene
  41837. * @param height defines the height of the cylinder
  41838. * @param diameterTop defines the diameter of the cylinder's top cap
  41839. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  41840. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  41841. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  41842. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41843. * @param mesh defines the hosting mesh (can be null)
  41844. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41845. */
  41846. function CylinderGeometry(id, scene,
  41847. /**
  41848. * Defines the height of the cylinder
  41849. */
  41850. height,
  41851. /**
  41852. * Defines the diameter of the cylinder's top cap
  41853. */
  41854. diameterTop,
  41855. /**
  41856. * Defines the diameter of the cylinder's bottom cap
  41857. */
  41858. diameterBottom,
  41859. /**
  41860. * Defines the tessellation factor to apply to the cylinder
  41861. */
  41862. tessellation,
  41863. /**
  41864. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  41865. */
  41866. subdivisions, canBeRegenerated, mesh,
  41867. /**
  41868. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41869. */
  41870. side) {
  41871. if (subdivisions === void 0) { subdivisions = 1; }
  41872. if (mesh === void 0) { mesh = null; }
  41873. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41874. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41875. _this.height = height;
  41876. _this.diameterTop = diameterTop;
  41877. _this.diameterBottom = diameterBottom;
  41878. _this.tessellation = tessellation;
  41879. _this.subdivisions = subdivisions;
  41880. _this.side = side;
  41881. return _this;
  41882. }
  41883. /** @hidden */
  41884. CylinderGeometry.prototype._regenerateVertexData = function () {
  41885. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  41886. };
  41887. CylinderGeometry.prototype.copy = function (id) {
  41888. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  41889. };
  41890. CylinderGeometry.prototype.serialize = function () {
  41891. var serializationObject = _super.prototype.serialize.call(this);
  41892. serializationObject.height = this.height;
  41893. serializationObject.diameterTop = this.diameterTop;
  41894. serializationObject.diameterBottom = this.diameterBottom;
  41895. serializationObject.tessellation = this.tessellation;
  41896. return serializationObject;
  41897. };
  41898. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  41899. if (scene.getGeometryByID(parsedCylinder.id)) {
  41900. return null; // null since geometry could be something else than a cylinder...
  41901. }
  41902. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  41903. if (BABYLON.Tags) {
  41904. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  41905. }
  41906. scene.pushGeometry(cylinder, true);
  41907. return cylinder;
  41908. };
  41909. return CylinderGeometry;
  41910. }(_PrimitiveGeometry));
  41911. BABYLON.CylinderGeometry = CylinderGeometry;
  41912. /**
  41913. * Creates a new torus geometry
  41914. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  41915. */
  41916. var TorusGeometry = /** @class */ (function (_super) {
  41917. __extends(TorusGeometry, _super);
  41918. /**
  41919. * Creates a new torus geometry
  41920. * @param id defines the unique ID of the geometry
  41921. * @param scene defines the hosting scene
  41922. * @param diameter defines the diameter of the torus
  41923. * @param thickness defines the thickness of the torus (ie. internal diameter)
  41924. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  41925. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41926. * @param mesh defines the hosting mesh (can be null)
  41927. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41928. */
  41929. function TorusGeometry(id, scene,
  41930. /**
  41931. * Defines the diameter of the torus
  41932. */
  41933. diameter,
  41934. /**
  41935. * Defines the thickness of the torus (ie. internal diameter)
  41936. */
  41937. thickness,
  41938. /**
  41939. * Defines the tesselation factor to apply to the torus
  41940. */
  41941. tessellation, canBeRegenerated, mesh,
  41942. /**
  41943. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41944. */
  41945. side) {
  41946. if (mesh === void 0) { mesh = null; }
  41947. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41948. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41949. _this.diameter = diameter;
  41950. _this.thickness = thickness;
  41951. _this.tessellation = tessellation;
  41952. _this.side = side;
  41953. return _this;
  41954. }
  41955. /** @hidden */
  41956. TorusGeometry.prototype._regenerateVertexData = function () {
  41957. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  41958. };
  41959. TorusGeometry.prototype.copy = function (id) {
  41960. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  41961. };
  41962. TorusGeometry.prototype.serialize = function () {
  41963. var serializationObject = _super.prototype.serialize.call(this);
  41964. serializationObject.diameter = this.diameter;
  41965. serializationObject.thickness = this.thickness;
  41966. serializationObject.tessellation = this.tessellation;
  41967. return serializationObject;
  41968. };
  41969. TorusGeometry.Parse = function (parsedTorus, scene) {
  41970. if (scene.getGeometryByID(parsedTorus.id)) {
  41971. return null; // null since geometry could be something else than a torus...
  41972. }
  41973. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  41974. if (BABYLON.Tags) {
  41975. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  41976. }
  41977. scene.pushGeometry(torus, true);
  41978. return torus;
  41979. };
  41980. return TorusGeometry;
  41981. }(_PrimitiveGeometry));
  41982. BABYLON.TorusGeometry = TorusGeometry;
  41983. /**
  41984. * Creates a new ground geometry
  41985. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  41986. */
  41987. var GroundGeometry = /** @class */ (function (_super) {
  41988. __extends(GroundGeometry, _super);
  41989. /**
  41990. * Creates a new ground geometry
  41991. * @param id defines the unique ID of the geometry
  41992. * @param scene defines the hosting scene
  41993. * @param width defines the width of the ground
  41994. * @param height defines the height of the ground
  41995. * @param subdivisions defines the subdivisions to apply to the ground
  41996. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41997. * @param mesh defines the hosting mesh (can be null)
  41998. */
  41999. function GroundGeometry(id, scene,
  42000. /**
  42001. * Defines the width of the ground
  42002. */
  42003. width,
  42004. /**
  42005. * Defines the height of the ground
  42006. */
  42007. height,
  42008. /**
  42009. * Defines the subdivisions to apply to the ground
  42010. */
  42011. subdivisions, canBeRegenerated, mesh) {
  42012. if (mesh === void 0) { mesh = null; }
  42013. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42014. _this.width = width;
  42015. _this.height = height;
  42016. _this.subdivisions = subdivisions;
  42017. return _this;
  42018. }
  42019. /** @hidden */
  42020. GroundGeometry.prototype._regenerateVertexData = function () {
  42021. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42022. };
  42023. GroundGeometry.prototype.copy = function (id) {
  42024. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42025. };
  42026. GroundGeometry.prototype.serialize = function () {
  42027. var serializationObject = _super.prototype.serialize.call(this);
  42028. serializationObject.width = this.width;
  42029. serializationObject.height = this.height;
  42030. serializationObject.subdivisions = this.subdivisions;
  42031. return serializationObject;
  42032. };
  42033. GroundGeometry.Parse = function (parsedGround, scene) {
  42034. if (scene.getGeometryByID(parsedGround.id)) {
  42035. return null; // null since geometry could be something else than a ground...
  42036. }
  42037. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42038. if (BABYLON.Tags) {
  42039. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42040. }
  42041. scene.pushGeometry(ground, true);
  42042. return ground;
  42043. };
  42044. return GroundGeometry;
  42045. }(_PrimitiveGeometry));
  42046. BABYLON.GroundGeometry = GroundGeometry;
  42047. /**
  42048. * Creates a tiled ground geometry
  42049. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42050. */
  42051. var TiledGroundGeometry = /** @class */ (function (_super) {
  42052. __extends(TiledGroundGeometry, _super);
  42053. /**
  42054. * Creates a tiled ground geometry
  42055. * @param id defines the unique ID of the geometry
  42056. * @param scene defines the hosting scene
  42057. * @param xmin defines the minimum value on X axis
  42058. * @param zmin defines the minimum value on Z axis
  42059. * @param xmax defines the maximum value on X axis
  42060. * @param zmax defines the maximum value on Z axis
  42061. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42062. * @param precision defines the precision to use when computing the tiles
  42063. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42064. * @param mesh defines the hosting mesh (can be null)
  42065. */
  42066. function TiledGroundGeometry(id, scene,
  42067. /**
  42068. * Defines the minimum value on X axis
  42069. */
  42070. xmin,
  42071. /**
  42072. * Defines the minimum value on Z axis
  42073. */
  42074. zmin,
  42075. /**
  42076. * Defines the maximum value on X axis
  42077. */
  42078. xmax,
  42079. /**
  42080. * Defines the maximum value on Z axis
  42081. */
  42082. zmax,
  42083. /**
  42084. * Defines the subdivisions to apply to the ground
  42085. */
  42086. subdivisions,
  42087. /**
  42088. * Defines the precision to use when computing the tiles
  42089. */
  42090. precision, canBeRegenerated, mesh) {
  42091. if (mesh === void 0) { mesh = null; }
  42092. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42093. _this.xmin = xmin;
  42094. _this.zmin = zmin;
  42095. _this.xmax = xmax;
  42096. _this.zmax = zmax;
  42097. _this.subdivisions = subdivisions;
  42098. _this.precision = precision;
  42099. return _this;
  42100. }
  42101. /** @hidden */
  42102. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42103. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42104. };
  42105. TiledGroundGeometry.prototype.copy = function (id) {
  42106. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42107. };
  42108. return TiledGroundGeometry;
  42109. }(_PrimitiveGeometry));
  42110. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42111. /**
  42112. * Creates a plane geometry
  42113. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42114. */
  42115. var PlaneGeometry = /** @class */ (function (_super) {
  42116. __extends(PlaneGeometry, _super);
  42117. /**
  42118. * Creates a plane geometry
  42119. * @param id defines the unique ID of the geometry
  42120. * @param scene defines the hosting scene
  42121. * @param size defines the size of the plane (width === height)
  42122. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42123. * @param mesh defines the hosting mesh (can be null)
  42124. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42125. */
  42126. function PlaneGeometry(id, scene,
  42127. /**
  42128. * Defines the size of the plane (width === height)
  42129. */
  42130. size, canBeRegenerated, mesh,
  42131. /**
  42132. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42133. */
  42134. side) {
  42135. if (mesh === void 0) { mesh = null; }
  42136. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42137. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42138. _this.size = size;
  42139. _this.side = side;
  42140. return _this;
  42141. }
  42142. /** @hidden */
  42143. PlaneGeometry.prototype._regenerateVertexData = function () {
  42144. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42145. };
  42146. PlaneGeometry.prototype.copy = function (id) {
  42147. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42148. };
  42149. PlaneGeometry.prototype.serialize = function () {
  42150. var serializationObject = _super.prototype.serialize.call(this);
  42151. serializationObject.size = this.size;
  42152. return serializationObject;
  42153. };
  42154. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42155. if (scene.getGeometryByID(parsedPlane.id)) {
  42156. return null; // null since geometry could be something else than a ground...
  42157. }
  42158. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42159. if (BABYLON.Tags) {
  42160. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42161. }
  42162. scene.pushGeometry(plane, true);
  42163. return plane;
  42164. };
  42165. return PlaneGeometry;
  42166. }(_PrimitiveGeometry));
  42167. BABYLON.PlaneGeometry = PlaneGeometry;
  42168. /**
  42169. * Creates a torus knot geometry
  42170. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42171. */
  42172. var TorusKnotGeometry = /** @class */ (function (_super) {
  42173. __extends(TorusKnotGeometry, _super);
  42174. /**
  42175. * Creates a torus knot geometry
  42176. * @param id defines the unique ID of the geometry
  42177. * @param scene defines the hosting scene
  42178. * @param radius defines the radius of the torus knot
  42179. * @param tube defines the thickness of the torus knot tube
  42180. * @param radialSegments defines the number of radial segments
  42181. * @param tubularSegments defines the number of tubular segments
  42182. * @param p defines the first number of windings
  42183. * @param q defines the second number of windings
  42184. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42185. * @param mesh defines the hosting mesh (can be null)
  42186. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42187. */
  42188. function TorusKnotGeometry(id, scene,
  42189. /**
  42190. * Defines the radius of the torus knot
  42191. */
  42192. radius,
  42193. /**
  42194. * Defines the thickness of the torus knot tube
  42195. */
  42196. tube,
  42197. /**
  42198. * Defines the number of radial segments
  42199. */
  42200. radialSegments,
  42201. /**
  42202. * Defines the number of tubular segments
  42203. */
  42204. tubularSegments,
  42205. /**
  42206. * Defines the first number of windings
  42207. */
  42208. p,
  42209. /**
  42210. * Defines the second number of windings
  42211. */
  42212. q, canBeRegenerated, mesh,
  42213. /**
  42214. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42215. */
  42216. side) {
  42217. if (mesh === void 0) { mesh = null; }
  42218. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42219. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42220. _this.radius = radius;
  42221. _this.tube = tube;
  42222. _this.radialSegments = radialSegments;
  42223. _this.tubularSegments = tubularSegments;
  42224. _this.p = p;
  42225. _this.q = q;
  42226. _this.side = side;
  42227. return _this;
  42228. }
  42229. /** @hidden */
  42230. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42231. 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 });
  42232. };
  42233. TorusKnotGeometry.prototype.copy = function (id) {
  42234. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42235. };
  42236. TorusKnotGeometry.prototype.serialize = function () {
  42237. var serializationObject = _super.prototype.serialize.call(this);
  42238. serializationObject.radius = this.radius;
  42239. serializationObject.tube = this.tube;
  42240. serializationObject.radialSegments = this.radialSegments;
  42241. serializationObject.tubularSegments = this.tubularSegments;
  42242. serializationObject.p = this.p;
  42243. serializationObject.q = this.q;
  42244. return serializationObject;
  42245. };
  42246. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42247. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42248. return null; // null since geometry could be something else than a ground...
  42249. }
  42250. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42251. if (BABYLON.Tags) {
  42252. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42253. }
  42254. scene.pushGeometry(torusKnot, true);
  42255. return torusKnot;
  42256. };
  42257. return TorusKnotGeometry;
  42258. }(_PrimitiveGeometry));
  42259. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42260. //}
  42261. })(BABYLON || (BABYLON = {}));
  42262. //# sourceMappingURL=babylon.geometry.js.map
  42263. var BABYLON;
  42264. (function (BABYLON) {
  42265. /**
  42266. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42267. */
  42268. var PerformanceMonitor = /** @class */ (function () {
  42269. /**
  42270. * constructor
  42271. * @param frameSampleSize The number of samples required to saturate the sliding window
  42272. */
  42273. function PerformanceMonitor(frameSampleSize) {
  42274. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42275. this._enabled = true;
  42276. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42277. }
  42278. /**
  42279. * Samples current frame
  42280. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42281. */
  42282. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42283. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42284. if (!this._enabled) {
  42285. return;
  42286. }
  42287. if (this._lastFrameTimeMs != null) {
  42288. var dt = timeMs - this._lastFrameTimeMs;
  42289. this._rollingFrameTime.add(dt);
  42290. }
  42291. this._lastFrameTimeMs = timeMs;
  42292. };
  42293. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42294. /**
  42295. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42296. */
  42297. get: function () {
  42298. return this._rollingFrameTime.average;
  42299. },
  42300. enumerable: true,
  42301. configurable: true
  42302. });
  42303. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42304. /**
  42305. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42306. */
  42307. get: function () {
  42308. return this._rollingFrameTime.variance;
  42309. },
  42310. enumerable: true,
  42311. configurable: true
  42312. });
  42313. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42314. /**
  42315. * Returns the frame time of the most recent frame
  42316. */
  42317. get: function () {
  42318. return this._rollingFrameTime.history(0);
  42319. },
  42320. enumerable: true,
  42321. configurable: true
  42322. });
  42323. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42324. /**
  42325. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42326. */
  42327. get: function () {
  42328. return 1000.0 / this._rollingFrameTime.average;
  42329. },
  42330. enumerable: true,
  42331. configurable: true
  42332. });
  42333. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42334. /**
  42335. * Returns the average framerate in frames per second using the most recent frame time
  42336. */
  42337. get: function () {
  42338. var history = this._rollingFrameTime.history(0);
  42339. if (history === 0) {
  42340. return 0;
  42341. }
  42342. return 1000.0 / history;
  42343. },
  42344. enumerable: true,
  42345. configurable: true
  42346. });
  42347. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42348. /**
  42349. * Returns true if enough samples have been taken to completely fill the sliding window
  42350. */
  42351. get: function () {
  42352. return this._rollingFrameTime.isSaturated();
  42353. },
  42354. enumerable: true,
  42355. configurable: true
  42356. });
  42357. /**
  42358. * Enables contributions to the sliding window sample set
  42359. */
  42360. PerformanceMonitor.prototype.enable = function () {
  42361. this._enabled = true;
  42362. };
  42363. /**
  42364. * Disables contributions to the sliding window sample set
  42365. * Samples will not be interpolated over the disabled period
  42366. */
  42367. PerformanceMonitor.prototype.disable = function () {
  42368. this._enabled = false;
  42369. //clear last sample to avoid interpolating over the disabled period when next enabled
  42370. this._lastFrameTimeMs = null;
  42371. };
  42372. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42373. /**
  42374. * Returns true if sampling is enabled
  42375. */
  42376. get: function () {
  42377. return this._enabled;
  42378. },
  42379. enumerable: true,
  42380. configurable: true
  42381. });
  42382. /**
  42383. * Resets performance monitor
  42384. */
  42385. PerformanceMonitor.prototype.reset = function () {
  42386. //clear last sample to avoid interpolating over the disabled period when next enabled
  42387. this._lastFrameTimeMs = null;
  42388. //wipe record
  42389. this._rollingFrameTime.reset();
  42390. };
  42391. return PerformanceMonitor;
  42392. }());
  42393. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42394. /**
  42395. * RollingAverage
  42396. *
  42397. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42398. */
  42399. var RollingAverage = /** @class */ (function () {
  42400. /**
  42401. * constructor
  42402. * @param length The number of samples required to saturate the sliding window
  42403. */
  42404. function RollingAverage(length) {
  42405. this._samples = new Array(length);
  42406. this.reset();
  42407. }
  42408. /**
  42409. * Adds a sample to the sample set
  42410. * @param v The sample value
  42411. */
  42412. RollingAverage.prototype.add = function (v) {
  42413. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42414. var delta;
  42415. //we need to check if we've already wrapped round
  42416. if (this.isSaturated()) {
  42417. //remove bottom of stack from mean
  42418. var bottomValue = this._samples[this._pos];
  42419. delta = bottomValue - this.average;
  42420. this.average -= delta / (this._sampleCount - 1);
  42421. this._m2 -= delta * (bottomValue - this.average);
  42422. }
  42423. else {
  42424. this._sampleCount++;
  42425. }
  42426. //add new value to mean
  42427. delta = v - this.average;
  42428. this.average += delta / (this._sampleCount);
  42429. this._m2 += delta * (v - this.average);
  42430. //set the new variance
  42431. this.variance = this._m2 / (this._sampleCount - 1);
  42432. this._samples[this._pos] = v;
  42433. this._pos++;
  42434. this._pos %= this._samples.length; //positive wrap around
  42435. };
  42436. /**
  42437. * Returns previously added values or null if outside of history or outside the sliding window domain
  42438. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42439. * @return Value previously recorded with add() or null if outside of range
  42440. */
  42441. RollingAverage.prototype.history = function (i) {
  42442. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42443. return 0;
  42444. }
  42445. var i0 = this._wrapPosition(this._pos - 1.0);
  42446. return this._samples[this._wrapPosition(i0 - i)];
  42447. };
  42448. /**
  42449. * Returns true if enough samples have been taken to completely fill the sliding window
  42450. * @return true if sample-set saturated
  42451. */
  42452. RollingAverage.prototype.isSaturated = function () {
  42453. return this._sampleCount >= this._samples.length;
  42454. };
  42455. /**
  42456. * Resets the rolling average (equivalent to 0 samples taken so far)
  42457. */
  42458. RollingAverage.prototype.reset = function () {
  42459. this.average = 0;
  42460. this.variance = 0;
  42461. this._sampleCount = 0;
  42462. this._pos = 0;
  42463. this._m2 = 0;
  42464. };
  42465. /**
  42466. * Wraps a value around the sample range boundaries
  42467. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42468. * @return Wrapped position in sample range
  42469. */
  42470. RollingAverage.prototype._wrapPosition = function (i) {
  42471. var max = this._samples.length;
  42472. return ((i % max) + max) % max;
  42473. };
  42474. return RollingAverage;
  42475. }());
  42476. BABYLON.RollingAverage = RollingAverage;
  42477. })(BABYLON || (BABYLON = {}));
  42478. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42479. var BABYLON;
  42480. (function (BABYLON) {
  42481. /**
  42482. * "Static Class" containing the most commonly used helper while dealing with material for
  42483. * rendering purpose.
  42484. *
  42485. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42486. *
  42487. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42488. */
  42489. var MaterialHelper = /** @class */ (function () {
  42490. function MaterialHelper() {
  42491. }
  42492. /**
  42493. * Bind the current view position to an effect.
  42494. * @param effect The effect to be bound
  42495. * @param scene The scene the eyes position is used from
  42496. */
  42497. MaterialHelper.BindEyePosition = function (effect, scene) {
  42498. if (scene._forcedViewPosition) {
  42499. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42500. return;
  42501. }
  42502. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42503. };
  42504. /**
  42505. * Helps preparing the defines values about the UVs in used in the effect.
  42506. * UVs are shared as much as we can accross channels in the shaders.
  42507. * @param texture The texture we are preparing the UVs for
  42508. * @param defines The defines to update
  42509. * @param key The channel key "diffuse", "specular"... used in the shader
  42510. */
  42511. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42512. defines._needUVs = true;
  42513. defines[key] = true;
  42514. if (texture.getTextureMatrix().isIdentity(true)) {
  42515. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42516. if (texture.coordinatesIndex === 0) {
  42517. defines["MAINUV1"] = true;
  42518. }
  42519. else {
  42520. defines["MAINUV2"] = true;
  42521. }
  42522. }
  42523. else {
  42524. defines[key + "DIRECTUV"] = 0;
  42525. }
  42526. };
  42527. /**
  42528. * Binds a texture matrix value to its corrsponding uniform
  42529. * @param texture The texture to bind the matrix for
  42530. * @param uniformBuffer The uniform buffer receivin the data
  42531. * @param key The channel key "diffuse", "specular"... used in the shader
  42532. */
  42533. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42534. var matrix = texture.getTextureMatrix();
  42535. if (!matrix.isIdentity(true)) {
  42536. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42537. }
  42538. };
  42539. /**
  42540. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42541. * @param mesh defines the current mesh
  42542. * @param scene defines the current scene
  42543. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42544. * @param pointsCloud defines if point cloud rendering has to be turned on
  42545. * @param fogEnabled defines if fog has to be turned on
  42546. * @param alphaTest defines if alpha testing has to be turned on
  42547. * @param defines defines the current list of defines
  42548. */
  42549. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42550. if (defines._areMiscDirty) {
  42551. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42552. defines["POINTSIZE"] = pointsCloud;
  42553. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42554. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42555. defines["ALPHATEST"] = alphaTest;
  42556. }
  42557. };
  42558. /**
  42559. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42560. * @param scene defines the current scene
  42561. * @param engine defines the current engine
  42562. * @param defines specifies the list of active defines
  42563. * @param useInstances defines if instances have to be turned on
  42564. * @param useClipPlane defines if clip plane have to be turned on
  42565. */
  42566. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42567. if (useClipPlane === void 0) { useClipPlane = null; }
  42568. var changed = false;
  42569. var useClipPlane1 = false;
  42570. var useClipPlane2 = false;
  42571. var useClipPlane3 = false;
  42572. var useClipPlane4 = false;
  42573. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42574. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42575. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42576. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42577. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42578. defines["CLIPPLANE"] = useClipPlane1;
  42579. changed = true;
  42580. }
  42581. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42582. defines["CLIPPLANE2"] = useClipPlane2;
  42583. changed = true;
  42584. }
  42585. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42586. defines["CLIPPLANE3"] = useClipPlane3;
  42587. changed = true;
  42588. }
  42589. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42590. defines["CLIPPLANE4"] = useClipPlane4;
  42591. changed = true;
  42592. }
  42593. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42594. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42595. changed = true;
  42596. }
  42597. if (defines["INSTANCES"] !== useInstances) {
  42598. defines["INSTANCES"] = useInstances;
  42599. changed = true;
  42600. }
  42601. if (changed) {
  42602. defines.markAsUnprocessed();
  42603. }
  42604. };
  42605. /**
  42606. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42607. * @param mesh The mesh containing the geometry data we will draw
  42608. * @param defines The defines to update
  42609. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42610. * @param useBones Precise whether bones should be used or not (override mesh info)
  42611. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42612. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42613. * @returns false if defines are considered not dirty and have not been checked
  42614. */
  42615. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42616. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42617. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42618. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42619. return false;
  42620. }
  42621. defines._normals = defines._needNormals;
  42622. defines._uvs = defines._needUVs;
  42623. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42624. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42625. defines["TANGENT"] = true;
  42626. }
  42627. if (defines._needUVs) {
  42628. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42629. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42630. }
  42631. else {
  42632. defines["UV1"] = false;
  42633. defines["UV2"] = false;
  42634. }
  42635. if (useVertexColor) {
  42636. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42637. defines["VERTEXCOLOR"] = hasVertexColors;
  42638. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42639. }
  42640. if (useBones) {
  42641. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42642. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42643. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42644. }
  42645. else {
  42646. defines["NUM_BONE_INFLUENCERS"] = 0;
  42647. defines["BonesPerMesh"] = 0;
  42648. }
  42649. }
  42650. if (useMorphTargets) {
  42651. var manager = mesh.morphTargetManager;
  42652. if (manager) {
  42653. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42654. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42655. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42656. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42657. }
  42658. else {
  42659. defines["MORPHTARGETS_TANGENT"] = false;
  42660. defines["MORPHTARGETS_NORMAL"] = false;
  42661. defines["MORPHTARGETS"] = false;
  42662. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42663. }
  42664. }
  42665. return true;
  42666. };
  42667. /**
  42668. * Prepares the defines related to the light information passed in parameter
  42669. * @param scene The scene we are intending to draw
  42670. * @param mesh The mesh the effect is compiling for
  42671. * @param defines The defines to update
  42672. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42673. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42674. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42675. * @returns true if normals will be required for the rest of the effect
  42676. */
  42677. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42678. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42679. if (disableLighting === void 0) { disableLighting = false; }
  42680. if (!defines._areLightsDirty) {
  42681. return defines._needNormals;
  42682. }
  42683. var lightIndex = 0;
  42684. var needNormals = false;
  42685. var needRebuild = false;
  42686. var lightmapMode = false;
  42687. var shadowEnabled = false;
  42688. var specularEnabled = false;
  42689. if (scene.lightsEnabled && !disableLighting) {
  42690. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42691. var light = _a[_i];
  42692. needNormals = true;
  42693. if (defines["LIGHT" + lightIndex] === undefined) {
  42694. needRebuild = true;
  42695. }
  42696. defines["LIGHT" + lightIndex] = true;
  42697. defines["SPOTLIGHT" + lightIndex] = false;
  42698. defines["HEMILIGHT" + lightIndex] = false;
  42699. defines["POINTLIGHT" + lightIndex] = false;
  42700. defines["DIRLIGHT" + lightIndex] = false;
  42701. light.prepareLightSpecificDefines(defines, lightIndex);
  42702. // FallOff.
  42703. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42704. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42705. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42706. switch (light.falloffType) {
  42707. case BABYLON.Light.FALLOFF_GLTF:
  42708. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42709. break;
  42710. case BABYLON.Light.FALLOFF_PHYSICAL:
  42711. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42712. break;
  42713. case BABYLON.Light.FALLOFF_STANDARD:
  42714. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42715. break;
  42716. }
  42717. // Specular
  42718. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42719. specularEnabled = true;
  42720. }
  42721. // Shadows
  42722. defines["SHADOW" + lightIndex] = false;
  42723. defines["SHADOWPCF" + lightIndex] = false;
  42724. defines["SHADOWPCSS" + lightIndex] = false;
  42725. defines["SHADOWPOISSON" + lightIndex] = false;
  42726. defines["SHADOWESM" + lightIndex] = false;
  42727. defines["SHADOWCUBE" + lightIndex] = false;
  42728. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42729. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42730. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42731. var shadowGenerator = light.getShadowGenerator();
  42732. if (shadowGenerator) {
  42733. var shadowMap = shadowGenerator.getShadowMap();
  42734. if (shadowMap) {
  42735. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42736. shadowEnabled = true;
  42737. shadowGenerator.prepareDefines(defines, lightIndex);
  42738. }
  42739. }
  42740. }
  42741. }
  42742. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42743. lightmapMode = true;
  42744. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42745. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42746. }
  42747. else {
  42748. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42749. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42750. }
  42751. lightIndex++;
  42752. if (lightIndex === maxSimultaneousLights) {
  42753. break;
  42754. }
  42755. }
  42756. }
  42757. defines["SPECULARTERM"] = specularEnabled;
  42758. defines["SHADOWS"] = shadowEnabled;
  42759. // Resetting all other lights if any
  42760. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42761. if (defines["LIGHT" + index] !== undefined) {
  42762. defines["LIGHT" + index] = false;
  42763. defines["HEMILIGHT" + lightIndex] = false;
  42764. defines["POINTLIGHT" + lightIndex] = false;
  42765. defines["DIRLIGHT" + lightIndex] = false;
  42766. defines["SPOTLIGHT" + lightIndex] = false;
  42767. defines["SHADOW" + lightIndex] = false;
  42768. }
  42769. }
  42770. var caps = scene.getEngine().getCaps();
  42771. if (defines["SHADOWFLOAT"] === undefined) {
  42772. needRebuild = true;
  42773. }
  42774. defines["SHADOWFLOAT"] = shadowEnabled &&
  42775. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42776. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42777. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42778. if (needRebuild) {
  42779. defines.rebuild();
  42780. }
  42781. return needNormals;
  42782. };
  42783. /**
  42784. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42785. * that won t be acctive due to defines being turned off.
  42786. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42787. * @param samplersList The samplers list
  42788. * @param defines The defines helping in the list generation
  42789. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42790. */
  42791. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42792. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42793. var uniformsList;
  42794. var uniformBuffersList = null;
  42795. if (uniformsListOrOptions.uniformsNames) {
  42796. var options = uniformsListOrOptions;
  42797. uniformsList = options.uniformsNames;
  42798. uniformBuffersList = options.uniformBuffersNames;
  42799. samplersList = options.samplers;
  42800. defines = options.defines;
  42801. maxSimultaneousLights = options.maxSimultaneousLights;
  42802. }
  42803. else {
  42804. uniformsList = uniformsListOrOptions;
  42805. if (!samplersList) {
  42806. samplersList = [];
  42807. }
  42808. }
  42809. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42810. if (!defines["LIGHT" + lightIndex]) {
  42811. break;
  42812. }
  42813. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42814. if (uniformBuffersList) {
  42815. uniformBuffersList.push("Light" + lightIndex);
  42816. }
  42817. samplersList.push("shadowSampler" + lightIndex);
  42818. samplersList.push("depthSampler" + lightIndex);
  42819. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42820. samplersList.push("projectionLightSampler" + lightIndex);
  42821. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42822. }
  42823. }
  42824. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42825. uniformsList.push("morphTargetInfluences");
  42826. }
  42827. };
  42828. /**
  42829. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42830. * @param defines The defines to update while falling back
  42831. * @param fallbacks The authorized effect fallbacks
  42832. * @param maxSimultaneousLights The maximum number of lights allowed
  42833. * @param rank the current rank of the Effect
  42834. * @returns The newly affected rank
  42835. */
  42836. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42837. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42838. if (rank === void 0) { rank = 0; }
  42839. var lightFallbackRank = 0;
  42840. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42841. if (!defines["LIGHT" + lightIndex]) {
  42842. break;
  42843. }
  42844. if (lightIndex > 0) {
  42845. lightFallbackRank = rank + lightIndex;
  42846. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  42847. }
  42848. if (!defines["SHADOWS"]) {
  42849. if (defines["SHADOW" + lightIndex]) {
  42850. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  42851. }
  42852. if (defines["SHADOWPCF" + lightIndex]) {
  42853. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  42854. }
  42855. if (defines["SHADOWPCSS" + lightIndex]) {
  42856. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  42857. }
  42858. if (defines["SHADOWPOISSON" + lightIndex]) {
  42859. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  42860. }
  42861. if (defines["SHADOWESM" + lightIndex]) {
  42862. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  42863. }
  42864. }
  42865. }
  42866. return lightFallbackRank++;
  42867. };
  42868. /**
  42869. * Prepares the list of attributes required for morph targets according to the effect defines.
  42870. * @param attribs The current list of supported attribs
  42871. * @param mesh The mesh to prepare the morph targets attributes for
  42872. * @param defines The current Defines of the effect
  42873. */
  42874. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  42875. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  42876. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  42877. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  42878. var manager = mesh.morphTargetManager;
  42879. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  42880. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  42881. for (var index = 0; index < influencers; index++) {
  42882. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  42883. if (normal) {
  42884. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  42885. }
  42886. if (tangent) {
  42887. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  42888. }
  42889. if (attribs.length > maxAttributesCount) {
  42890. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  42891. }
  42892. }
  42893. }
  42894. };
  42895. /**
  42896. * Prepares the list of attributes required for bones according to the effect defines.
  42897. * @param attribs The current list of supported attribs
  42898. * @param mesh The mesh to prepare the bones attributes for
  42899. * @param defines The current Defines of the effect
  42900. * @param fallbacks The current efffect fallback strategy
  42901. */
  42902. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  42903. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  42904. fallbacks.addCPUSkinningFallback(0, mesh);
  42905. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42906. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42907. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  42908. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42909. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  42910. }
  42911. }
  42912. };
  42913. /**
  42914. * Prepares the list of attributes required for instances according to the effect defines.
  42915. * @param attribs The current list of supported attribs
  42916. * @param defines The current Defines of the effect
  42917. */
  42918. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  42919. if (defines["INSTANCES"]) {
  42920. attribs.push("world0");
  42921. attribs.push("world1");
  42922. attribs.push("world2");
  42923. attribs.push("world3");
  42924. }
  42925. };
  42926. /**
  42927. * Binds the light shadow information to the effect for the given mesh.
  42928. * @param light The light containing the generator
  42929. * @param scene The scene the lights belongs to
  42930. * @param mesh The mesh we are binding the information to render
  42931. * @param lightIndex The light index in the effect used to render the mesh
  42932. * @param effect The effect we are binding the data to
  42933. */
  42934. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  42935. if (light.shadowEnabled && mesh.receiveShadows) {
  42936. var shadowGenerator = light.getShadowGenerator();
  42937. if (shadowGenerator) {
  42938. shadowGenerator.bindShadowLight(lightIndex, effect);
  42939. }
  42940. }
  42941. };
  42942. /**
  42943. * Binds the light information to the effect.
  42944. * @param light The light containing the generator
  42945. * @param effect The effect we are binding the data to
  42946. * @param lightIndex The light index in the effect used to render
  42947. */
  42948. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  42949. light.transferToEffect(effect, lightIndex + "");
  42950. };
  42951. /**
  42952. * Binds the lights information from the scene to the effect for the given mesh.
  42953. * @param scene The scene the lights belongs to
  42954. * @param mesh The mesh we are binding the information to render
  42955. * @param effect The effect we are binding the data to
  42956. * @param defines The generated defines for the effect
  42957. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  42958. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  42959. */
  42960. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  42961. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42962. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  42963. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  42964. for (var i = 0; i < len; i++) {
  42965. var light = mesh._lightSources[i];
  42966. var iAsString = i.toString();
  42967. var scaledIntensity = light.getScaledIntensity();
  42968. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  42969. MaterialHelper.BindLightProperties(light, effect, i);
  42970. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  42971. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  42972. if (defines["SPECULARTERM"]) {
  42973. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  42974. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  42975. }
  42976. // Shadows
  42977. if (scene.shadowsEnabled) {
  42978. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  42979. }
  42980. light._uniformBuffer.update();
  42981. }
  42982. };
  42983. /**
  42984. * Binds the fog information from the scene to the effect for the given mesh.
  42985. * @param scene The scene the lights belongs to
  42986. * @param mesh The mesh we are binding the information to render
  42987. * @param effect The effect we are binding the data to
  42988. * @param linearSpace Defines if the fog effect is applied in linear space
  42989. */
  42990. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  42991. if (linearSpace === void 0) { linearSpace = false; }
  42992. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  42993. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  42994. // Convert fog color to linear space if used in a linear space computed shader.
  42995. if (linearSpace) {
  42996. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  42997. effect.setColor3("vFogColor", this._tempFogColor);
  42998. }
  42999. else {
  43000. effect.setColor3("vFogColor", scene.fogColor);
  43001. }
  43002. }
  43003. };
  43004. /**
  43005. * Binds the bones information from the mesh to the effect.
  43006. * @param mesh The mesh we are binding the information to render
  43007. * @param effect The effect we are binding the data to
  43008. */
  43009. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43010. if (!effect || !mesh) {
  43011. return;
  43012. }
  43013. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43014. mesh.computeBonesUsingShaders = false;
  43015. }
  43016. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43017. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  43018. if (matrices) {
  43019. effect.setMatrices("mBones", matrices);
  43020. }
  43021. }
  43022. };
  43023. /**
  43024. * Binds the morph targets information from the mesh to the effect.
  43025. * @param abstractMesh The mesh we are binding the information to render
  43026. * @param effect The effect we are binding the data to
  43027. */
  43028. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43029. var manager = abstractMesh.morphTargetManager;
  43030. if (!abstractMesh || !manager) {
  43031. return;
  43032. }
  43033. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43034. };
  43035. /**
  43036. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43037. * @param defines The generated defines used in the effect
  43038. * @param effect The effect we are binding the data to
  43039. * @param scene The scene we are willing to render with logarithmic scale for
  43040. */
  43041. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43042. if (defines["LOGARITHMICDEPTH"]) {
  43043. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43044. }
  43045. };
  43046. /**
  43047. * Binds the clip plane information from the scene to the effect.
  43048. * @param scene The scene the clip plane information are extracted from
  43049. * @param effect The effect we are binding the data to
  43050. */
  43051. MaterialHelper.BindClipPlane = function (effect, scene) {
  43052. if (scene.clipPlane) {
  43053. var clipPlane = scene.clipPlane;
  43054. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43055. }
  43056. if (scene.clipPlane2) {
  43057. var clipPlane = scene.clipPlane2;
  43058. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43059. }
  43060. if (scene.clipPlane3) {
  43061. var clipPlane = scene.clipPlane3;
  43062. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43063. }
  43064. if (scene.clipPlane4) {
  43065. var clipPlane = scene.clipPlane4;
  43066. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43067. }
  43068. };
  43069. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43070. return MaterialHelper;
  43071. }());
  43072. BABYLON.MaterialHelper = MaterialHelper;
  43073. })(BABYLON || (BABYLON = {}));
  43074. //# sourceMappingURL=babylon.materialHelper.js.map
  43075. var BABYLON;
  43076. (function (BABYLON) {
  43077. /**
  43078. * Base class of materials working in push mode in babylon JS
  43079. * @hidden
  43080. */
  43081. var PushMaterial = /** @class */ (function (_super) {
  43082. __extends(PushMaterial, _super);
  43083. function PushMaterial(name, scene) {
  43084. var _this = _super.call(this, name, scene) || this;
  43085. _this._normalMatrix = new BABYLON.Matrix();
  43086. /**
  43087. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43088. * This means that the material can keep using a previous shader while a new one is being compiled.
  43089. * This is mostly used when shader parallel compilation is supported (true by default)
  43090. */
  43091. _this.allowShaderHotSwapping = true;
  43092. _this._storeEffectOnSubMeshes = true;
  43093. return _this;
  43094. }
  43095. PushMaterial.prototype.getEffect = function () {
  43096. return this._activeEffect;
  43097. };
  43098. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43099. if (!mesh) {
  43100. return false;
  43101. }
  43102. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43103. return true;
  43104. }
  43105. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43106. };
  43107. /**
  43108. * Binds the given world matrix to the active effect
  43109. *
  43110. * @param world the matrix to bind
  43111. */
  43112. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43113. this._activeEffect.setMatrix("world", world);
  43114. };
  43115. /**
  43116. * Binds the given normal matrix to the active effect
  43117. *
  43118. * @param normalMatrix the matrix to bind
  43119. */
  43120. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43121. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43122. };
  43123. PushMaterial.prototype.bind = function (world, mesh) {
  43124. if (!mesh) {
  43125. return;
  43126. }
  43127. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43128. };
  43129. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43130. if (effect === void 0) { effect = null; }
  43131. _super.prototype._afterBind.call(this, mesh);
  43132. this.getScene()._cachedEffect = effect;
  43133. };
  43134. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43135. if (visibility === void 0) { visibility = 1; }
  43136. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43137. };
  43138. return PushMaterial;
  43139. }(BABYLON.Material));
  43140. BABYLON.PushMaterial = PushMaterial;
  43141. })(BABYLON || (BABYLON = {}));
  43142. //# sourceMappingURL=babylon.pushMaterial.js.map
  43143. var BABYLON;
  43144. (function (BABYLON) {
  43145. /** @hidden */
  43146. var StandardMaterialDefines = /** @class */ (function (_super) {
  43147. __extends(StandardMaterialDefines, _super);
  43148. function StandardMaterialDefines() {
  43149. var _this = _super.call(this) || this;
  43150. _this.MAINUV1 = false;
  43151. _this.MAINUV2 = false;
  43152. _this.DIFFUSE = false;
  43153. _this.DIFFUSEDIRECTUV = 0;
  43154. _this.AMBIENT = false;
  43155. _this.AMBIENTDIRECTUV = 0;
  43156. _this.OPACITY = false;
  43157. _this.OPACITYDIRECTUV = 0;
  43158. _this.OPACITYRGB = false;
  43159. _this.REFLECTION = false;
  43160. _this.EMISSIVE = false;
  43161. _this.EMISSIVEDIRECTUV = 0;
  43162. _this.SPECULAR = false;
  43163. _this.SPECULARDIRECTUV = 0;
  43164. _this.BUMP = false;
  43165. _this.BUMPDIRECTUV = 0;
  43166. _this.PARALLAX = false;
  43167. _this.PARALLAXOCCLUSION = false;
  43168. _this.SPECULAROVERALPHA = false;
  43169. _this.CLIPPLANE = false;
  43170. _this.CLIPPLANE2 = false;
  43171. _this.CLIPPLANE3 = false;
  43172. _this.CLIPPLANE4 = false;
  43173. _this.ALPHATEST = false;
  43174. _this.DEPTHPREPASS = false;
  43175. _this.ALPHAFROMDIFFUSE = false;
  43176. _this.POINTSIZE = false;
  43177. _this.FOG = false;
  43178. _this.SPECULARTERM = false;
  43179. _this.DIFFUSEFRESNEL = false;
  43180. _this.OPACITYFRESNEL = false;
  43181. _this.REFLECTIONFRESNEL = false;
  43182. _this.REFRACTIONFRESNEL = false;
  43183. _this.EMISSIVEFRESNEL = false;
  43184. _this.FRESNEL = false;
  43185. _this.NORMAL = false;
  43186. _this.UV1 = false;
  43187. _this.UV2 = false;
  43188. _this.VERTEXCOLOR = false;
  43189. _this.VERTEXALPHA = false;
  43190. _this.NUM_BONE_INFLUENCERS = 0;
  43191. _this.BonesPerMesh = 0;
  43192. _this.INSTANCES = false;
  43193. _this.GLOSSINESS = false;
  43194. _this.ROUGHNESS = false;
  43195. _this.EMISSIVEASILLUMINATION = false;
  43196. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43197. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43198. _this.LIGHTMAP = false;
  43199. _this.LIGHTMAPDIRECTUV = 0;
  43200. _this.OBJECTSPACE_NORMALMAP = false;
  43201. _this.USELIGHTMAPASSHADOWMAP = false;
  43202. _this.REFLECTIONMAP_3D = false;
  43203. _this.REFLECTIONMAP_SPHERICAL = false;
  43204. _this.REFLECTIONMAP_PLANAR = false;
  43205. _this.REFLECTIONMAP_CUBIC = false;
  43206. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43207. _this.REFLECTIONMAP_PROJECTION = false;
  43208. _this.REFLECTIONMAP_SKYBOX = false;
  43209. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43210. _this.REFLECTIONMAP_EXPLICIT = false;
  43211. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43212. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43213. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43214. _this.INVERTCUBICMAP = false;
  43215. _this.LOGARITHMICDEPTH = false;
  43216. _this.REFRACTION = false;
  43217. _this.REFRACTIONMAP_3D = false;
  43218. _this.REFLECTIONOVERALPHA = false;
  43219. _this.TWOSIDEDLIGHTING = false;
  43220. _this.SHADOWFLOAT = false;
  43221. _this.MORPHTARGETS = false;
  43222. _this.MORPHTARGETS_NORMAL = false;
  43223. _this.MORPHTARGETS_TANGENT = false;
  43224. _this.NUM_MORPH_INFLUENCERS = 0;
  43225. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43226. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43227. _this.IMAGEPROCESSING = false;
  43228. _this.VIGNETTE = false;
  43229. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43230. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43231. _this.TONEMAPPING = false;
  43232. _this.TONEMAPPING_ACES = false;
  43233. _this.CONTRAST = false;
  43234. _this.COLORCURVES = false;
  43235. _this.COLORGRADING = false;
  43236. _this.COLORGRADING3D = false;
  43237. _this.SAMPLER3DGREENDEPTH = false;
  43238. _this.SAMPLER3DBGRMAP = false;
  43239. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43240. /**
  43241. * If the reflection texture on this material is in linear color space
  43242. * @hidden
  43243. */
  43244. _this.IS_REFLECTION_LINEAR = false;
  43245. /**
  43246. * If the refraction texture on this material is in linear color space
  43247. * @hidden
  43248. */
  43249. _this.IS_REFRACTION_LINEAR = false;
  43250. _this.EXPOSURE = false;
  43251. _this.rebuild();
  43252. return _this;
  43253. }
  43254. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43255. var modes = [
  43256. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43257. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43258. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43259. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43260. ];
  43261. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43262. var mode = modes_1[_i];
  43263. this[mode] = (mode === modeToEnable);
  43264. }
  43265. };
  43266. return StandardMaterialDefines;
  43267. }(BABYLON.MaterialDefines));
  43268. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43269. /**
  43270. * This is the default material used in Babylon. It is the best trade off between quality
  43271. * and performances.
  43272. * @see http://doc.babylonjs.com/babylon101/materials
  43273. */
  43274. var StandardMaterial = /** @class */ (function (_super) {
  43275. __extends(StandardMaterial, _super);
  43276. /**
  43277. * Instantiates a new standard material.
  43278. * This is the default material used in Babylon. It is the best trade off between quality
  43279. * and performances.
  43280. * @see http://doc.babylonjs.com/babylon101/materials
  43281. * @param name Define the name of the material in the scene
  43282. * @param scene Define the scene the material belong to
  43283. */
  43284. function StandardMaterial(name, scene) {
  43285. var _this = _super.call(this, name, scene) || this;
  43286. /**
  43287. * The color of the material lit by the environmental background lighting.
  43288. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43289. */
  43290. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43291. /**
  43292. * The basic color of the material as viewed under a light.
  43293. */
  43294. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43295. /**
  43296. * Define how the color and intensity of the highlight given by the light in the material.
  43297. */
  43298. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43299. /**
  43300. * Define the color of the material as if self lit.
  43301. * This will be mixed in the final result even in the absence of light.
  43302. */
  43303. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43304. /**
  43305. * Defines how sharp are the highlights in the material.
  43306. * The bigger the value the sharper giving a more glossy feeling to the result.
  43307. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43308. */
  43309. _this.specularPower = 64;
  43310. _this._useAlphaFromDiffuseTexture = false;
  43311. _this._useEmissiveAsIllumination = false;
  43312. _this._linkEmissiveWithDiffuse = false;
  43313. _this._useSpecularOverAlpha = false;
  43314. _this._useReflectionOverAlpha = false;
  43315. _this._disableLighting = false;
  43316. _this._useObjectSpaceNormalMap = false;
  43317. _this._useParallax = false;
  43318. _this._useParallaxOcclusion = false;
  43319. /**
  43320. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  43321. */
  43322. _this.parallaxScaleBias = 0.05;
  43323. _this._roughness = 0;
  43324. /**
  43325. * In case of refraction, define the value of the indice of refraction.
  43326. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43327. */
  43328. _this.indexOfRefraction = 0.98;
  43329. /**
  43330. * Invert the refraction texture alongside the y axis.
  43331. * It can be usefull with procedural textures or probe for instance.
  43332. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43333. */
  43334. _this.invertRefractionY = true;
  43335. /**
  43336. * Defines the alpha limits in alpha test mode.
  43337. */
  43338. _this.alphaCutOff = 0.4;
  43339. _this._useLightmapAsShadowmap = false;
  43340. _this._useReflectionFresnelFromSpecular = false;
  43341. _this._useGlossinessFromSpecularMapAlpha = false;
  43342. _this._maxSimultaneousLights = 4;
  43343. _this._invertNormalMapX = false;
  43344. _this._invertNormalMapY = false;
  43345. _this._twoSidedLighting = false;
  43346. _this._renderTargets = new BABYLON.SmartArray(16);
  43347. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43348. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43349. // Setup the default processing configuration to the scene.
  43350. _this._attachImageProcessingConfiguration(null);
  43351. _this.getRenderTargetTextures = function () {
  43352. _this._renderTargets.reset();
  43353. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43354. _this._renderTargets.push(_this._reflectionTexture);
  43355. }
  43356. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43357. _this._renderTargets.push(_this._refractionTexture);
  43358. }
  43359. return _this._renderTargets;
  43360. };
  43361. return _this;
  43362. }
  43363. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43364. /**
  43365. * Gets the image processing configuration used either in this material.
  43366. */
  43367. get: function () {
  43368. return this._imageProcessingConfiguration;
  43369. },
  43370. /**
  43371. * Sets the Default image processing configuration used either in the this material.
  43372. *
  43373. * If sets to null, the scene one is in use.
  43374. */
  43375. set: function (value) {
  43376. this._attachImageProcessingConfiguration(value);
  43377. // Ensure the effect will be rebuilt.
  43378. this._markAllSubMeshesAsTexturesDirty();
  43379. },
  43380. enumerable: true,
  43381. configurable: true
  43382. });
  43383. /**
  43384. * Attaches a new image processing configuration to the Standard Material.
  43385. * @param configuration
  43386. */
  43387. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43388. var _this = this;
  43389. if (configuration === this._imageProcessingConfiguration) {
  43390. return;
  43391. }
  43392. // Detaches observer.
  43393. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43394. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43395. }
  43396. // Pick the scene configuration if needed.
  43397. if (!configuration) {
  43398. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43399. }
  43400. else {
  43401. this._imageProcessingConfiguration = configuration;
  43402. }
  43403. // Attaches observer.
  43404. if (this._imageProcessingConfiguration) {
  43405. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43406. _this._markAllSubMeshesAsImageProcessingDirty();
  43407. });
  43408. }
  43409. };
  43410. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43411. /**
  43412. * Gets wether the color curves effect is enabled.
  43413. */
  43414. get: function () {
  43415. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43416. },
  43417. /**
  43418. * Sets wether the color curves effect is enabled.
  43419. */
  43420. set: function (value) {
  43421. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43422. },
  43423. enumerable: true,
  43424. configurable: true
  43425. });
  43426. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43427. /**
  43428. * Gets wether the color grading effect is enabled.
  43429. */
  43430. get: function () {
  43431. return this.imageProcessingConfiguration.colorGradingEnabled;
  43432. },
  43433. /**
  43434. * Gets wether the color grading effect is enabled.
  43435. */
  43436. set: function (value) {
  43437. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43438. },
  43439. enumerable: true,
  43440. configurable: true
  43441. });
  43442. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43443. /**
  43444. * Gets wether tonemapping is enabled or not.
  43445. */
  43446. get: function () {
  43447. return this._imageProcessingConfiguration.toneMappingEnabled;
  43448. },
  43449. /**
  43450. * Sets wether tonemapping is enabled or not
  43451. */
  43452. set: function (value) {
  43453. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43454. },
  43455. enumerable: true,
  43456. configurable: true
  43457. });
  43458. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43459. /**
  43460. * The camera exposure used on this material.
  43461. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43462. * This corresponds to a photographic exposure.
  43463. */
  43464. get: function () {
  43465. return this._imageProcessingConfiguration.exposure;
  43466. },
  43467. /**
  43468. * The camera exposure used on this material.
  43469. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43470. * This corresponds to a photographic exposure.
  43471. */
  43472. set: function (value) {
  43473. this._imageProcessingConfiguration.exposure = value;
  43474. },
  43475. enumerable: true,
  43476. configurable: true
  43477. });
  43478. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43479. /**
  43480. * Gets The camera contrast used on this material.
  43481. */
  43482. get: function () {
  43483. return this._imageProcessingConfiguration.contrast;
  43484. },
  43485. /**
  43486. * Sets The camera contrast used on this material.
  43487. */
  43488. set: function (value) {
  43489. this._imageProcessingConfiguration.contrast = value;
  43490. },
  43491. enumerable: true,
  43492. configurable: true
  43493. });
  43494. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43495. /**
  43496. * Gets the Color Grading 2D Lookup Texture.
  43497. */
  43498. get: function () {
  43499. return this._imageProcessingConfiguration.colorGradingTexture;
  43500. },
  43501. /**
  43502. * Sets the Color Grading 2D Lookup Texture.
  43503. */
  43504. set: function (value) {
  43505. this._imageProcessingConfiguration.colorGradingTexture = value;
  43506. },
  43507. enumerable: true,
  43508. configurable: true
  43509. });
  43510. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43511. /**
  43512. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43513. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43514. * 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;
  43515. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43516. */
  43517. get: function () {
  43518. return this._imageProcessingConfiguration.colorCurves;
  43519. },
  43520. /**
  43521. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43522. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43523. * 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;
  43524. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43525. */
  43526. set: function (value) {
  43527. this._imageProcessingConfiguration.colorCurves = value;
  43528. },
  43529. enumerable: true,
  43530. configurable: true
  43531. });
  43532. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43533. /**
  43534. * Gets a boolean indicating that current material needs to register RTT
  43535. */
  43536. get: function () {
  43537. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43538. return true;
  43539. }
  43540. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43541. return true;
  43542. }
  43543. return false;
  43544. },
  43545. enumerable: true,
  43546. configurable: true
  43547. });
  43548. /**
  43549. * Gets the current class name of the material e.g. "StandardMaterial"
  43550. * Mainly use in serialization.
  43551. * @returns the class name
  43552. */
  43553. StandardMaterial.prototype.getClassName = function () {
  43554. return "StandardMaterial";
  43555. };
  43556. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43557. /**
  43558. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43559. * You can try switching to logarithmic depth.
  43560. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43561. */
  43562. get: function () {
  43563. return this._useLogarithmicDepth;
  43564. },
  43565. set: function (value) {
  43566. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43567. this._markAllSubMeshesAsMiscDirty();
  43568. },
  43569. enumerable: true,
  43570. configurable: true
  43571. });
  43572. /**
  43573. * Specifies if the material will require alpha blending
  43574. * @returns a boolean specifying if alpha blending is needed
  43575. */
  43576. StandardMaterial.prototype.needAlphaBlending = function () {
  43577. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43578. };
  43579. /**
  43580. * Specifies if this material should be rendered in alpha test mode
  43581. * @returns a boolean specifying if an alpha test is needed.
  43582. */
  43583. StandardMaterial.prototype.needAlphaTesting = function () {
  43584. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43585. };
  43586. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43587. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43588. };
  43589. /**
  43590. * Get the texture used for alpha test purpose.
  43591. * @returns the diffuse texture in case of the standard material.
  43592. */
  43593. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43594. return this._diffuseTexture;
  43595. };
  43596. /**
  43597. * Get if the submesh is ready to be used and all its information available.
  43598. * Child classes can use it to update shaders
  43599. * @param mesh defines the mesh to check
  43600. * @param subMesh defines which submesh to check
  43601. * @param useInstances specifies that instances should be used
  43602. * @returns a boolean indicating that the submesh is ready or not
  43603. */
  43604. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43605. if (useInstances === void 0) { useInstances = false; }
  43606. if (subMesh.effect && this.isFrozen) {
  43607. if (this._wasPreviouslyReady) {
  43608. return true;
  43609. }
  43610. }
  43611. if (!subMesh._materialDefines) {
  43612. subMesh._materialDefines = new StandardMaterialDefines();
  43613. }
  43614. var scene = this.getScene();
  43615. var defines = subMesh._materialDefines;
  43616. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43617. if (defines._renderId === scene.getRenderId()) {
  43618. return true;
  43619. }
  43620. }
  43621. var engine = scene.getEngine();
  43622. // Lights
  43623. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43624. // Textures
  43625. if (defines._areTexturesDirty) {
  43626. defines._needUVs = false;
  43627. defines.MAINUV1 = false;
  43628. defines.MAINUV2 = false;
  43629. if (scene.texturesEnabled) {
  43630. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43631. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43632. return false;
  43633. }
  43634. else {
  43635. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43636. }
  43637. }
  43638. else {
  43639. defines.DIFFUSE = false;
  43640. }
  43641. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43642. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43643. return false;
  43644. }
  43645. else {
  43646. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43647. }
  43648. }
  43649. else {
  43650. defines.AMBIENT = false;
  43651. }
  43652. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43653. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43654. return false;
  43655. }
  43656. else {
  43657. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43658. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43659. }
  43660. }
  43661. else {
  43662. defines.OPACITY = false;
  43663. }
  43664. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43665. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43666. return false;
  43667. }
  43668. else {
  43669. defines._needNormals = true;
  43670. defines.REFLECTION = true;
  43671. defines.ROUGHNESS = (this._roughness > 0);
  43672. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43673. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43674. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43675. switch (this._reflectionTexture.coordinatesMode) {
  43676. case BABYLON.Texture.EXPLICIT_MODE:
  43677. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43678. break;
  43679. case BABYLON.Texture.PLANAR_MODE:
  43680. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43681. break;
  43682. case BABYLON.Texture.PROJECTION_MODE:
  43683. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43684. break;
  43685. case BABYLON.Texture.SKYBOX_MODE:
  43686. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43687. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43688. break;
  43689. case BABYLON.Texture.SPHERICAL_MODE:
  43690. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43691. break;
  43692. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43693. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43694. break;
  43695. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43696. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43697. break;
  43698. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43699. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43700. break;
  43701. case BABYLON.Texture.CUBIC_MODE:
  43702. case BABYLON.Texture.INVCUBIC_MODE:
  43703. default:
  43704. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43705. break;
  43706. }
  43707. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43708. }
  43709. }
  43710. else {
  43711. defines.REFLECTION = false;
  43712. }
  43713. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43714. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43715. return false;
  43716. }
  43717. else {
  43718. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43719. }
  43720. }
  43721. else {
  43722. defines.EMISSIVE = false;
  43723. }
  43724. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43725. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43726. return false;
  43727. }
  43728. else {
  43729. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43730. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43731. }
  43732. }
  43733. else {
  43734. defines.LIGHTMAP = false;
  43735. }
  43736. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43737. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43738. return false;
  43739. }
  43740. else {
  43741. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43742. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43743. }
  43744. }
  43745. else {
  43746. defines.SPECULAR = false;
  43747. }
  43748. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43749. // Bump texure can not be not blocking.
  43750. if (!this._bumpTexture.isReady()) {
  43751. return false;
  43752. }
  43753. else {
  43754. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43755. defines.PARALLAX = this._useParallax;
  43756. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43757. }
  43758. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43759. }
  43760. else {
  43761. defines.BUMP = false;
  43762. }
  43763. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43764. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43765. return false;
  43766. }
  43767. else {
  43768. defines._needUVs = true;
  43769. defines.REFRACTION = true;
  43770. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43771. }
  43772. }
  43773. else {
  43774. defines.REFRACTION = false;
  43775. }
  43776. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43777. }
  43778. else {
  43779. defines.DIFFUSE = false;
  43780. defines.AMBIENT = false;
  43781. defines.OPACITY = false;
  43782. defines.REFLECTION = false;
  43783. defines.EMISSIVE = false;
  43784. defines.LIGHTMAP = false;
  43785. defines.BUMP = false;
  43786. defines.REFRACTION = false;
  43787. }
  43788. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43789. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43790. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43791. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43792. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43793. }
  43794. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  43795. if (!this._imageProcessingConfiguration.isReady()) {
  43796. return false;
  43797. }
  43798. this._imageProcessingConfiguration.prepareDefines(defines);
  43799. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43800. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43801. }
  43802. if (defines._areFresnelDirty) {
  43803. if (StandardMaterial.FresnelEnabled) {
  43804. // Fresnel
  43805. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43806. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43807. this._reflectionFresnelParameters) {
  43808. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43809. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43810. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43811. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43812. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43813. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43814. defines._needNormals = true;
  43815. defines.FRESNEL = true;
  43816. }
  43817. }
  43818. else {
  43819. defines.FRESNEL = false;
  43820. }
  43821. }
  43822. // Misc.
  43823. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43824. // Attribs
  43825. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43826. // Values that need to be evaluated on every frame
  43827. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43828. // Get correct effect
  43829. if (defines.isDirty) {
  43830. defines.markAsProcessed();
  43831. // Fallbacks
  43832. var fallbacks = new BABYLON.EffectFallbacks();
  43833. if (defines.REFLECTION) {
  43834. fallbacks.addFallback(0, "REFLECTION");
  43835. }
  43836. if (defines.SPECULAR) {
  43837. fallbacks.addFallback(0, "SPECULAR");
  43838. }
  43839. if (defines.BUMP) {
  43840. fallbacks.addFallback(0, "BUMP");
  43841. }
  43842. if (defines.PARALLAX) {
  43843. fallbacks.addFallback(1, "PARALLAX");
  43844. }
  43845. if (defines.PARALLAXOCCLUSION) {
  43846. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  43847. }
  43848. if (defines.SPECULAROVERALPHA) {
  43849. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  43850. }
  43851. if (defines.FOG) {
  43852. fallbacks.addFallback(1, "FOG");
  43853. }
  43854. if (defines.POINTSIZE) {
  43855. fallbacks.addFallback(0, "POINTSIZE");
  43856. }
  43857. if (defines.LOGARITHMICDEPTH) {
  43858. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  43859. }
  43860. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  43861. if (defines.SPECULARTERM) {
  43862. fallbacks.addFallback(0, "SPECULARTERM");
  43863. }
  43864. if (defines.DIFFUSEFRESNEL) {
  43865. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  43866. }
  43867. if (defines.OPACITYFRESNEL) {
  43868. fallbacks.addFallback(2, "OPACITYFRESNEL");
  43869. }
  43870. if (defines.REFLECTIONFRESNEL) {
  43871. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  43872. }
  43873. if (defines.EMISSIVEFRESNEL) {
  43874. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  43875. }
  43876. if (defines.FRESNEL) {
  43877. fallbacks.addFallback(4, "FRESNEL");
  43878. }
  43879. //Attributes
  43880. var attribs = [BABYLON.VertexBuffer.PositionKind];
  43881. if (defines.NORMAL) {
  43882. attribs.push(BABYLON.VertexBuffer.NormalKind);
  43883. }
  43884. if (defines.UV1) {
  43885. attribs.push(BABYLON.VertexBuffer.UVKind);
  43886. }
  43887. if (defines.UV2) {
  43888. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  43889. }
  43890. if (defines.VERTEXCOLOR) {
  43891. attribs.push(BABYLON.VertexBuffer.ColorKind);
  43892. }
  43893. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  43894. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  43895. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  43896. var shaderName = "default";
  43897. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  43898. "vFogInfos", "vFogColor", "pointSize",
  43899. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  43900. "mBones",
  43901. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  43902. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  43903. "vReflectionPosition", "vReflectionSize",
  43904. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  43905. ];
  43906. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  43907. var uniformBuffers = ["Material", "Scene"];
  43908. if (BABYLON.ImageProcessingConfiguration) {
  43909. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  43910. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  43911. }
  43912. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  43913. uniformsNames: uniforms,
  43914. uniformBuffersNames: uniformBuffers,
  43915. samplers: samplers,
  43916. defines: defines,
  43917. maxSimultaneousLights: this._maxSimultaneousLights
  43918. });
  43919. if (this.customShaderNameResolve) {
  43920. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  43921. }
  43922. var join = defines.toString();
  43923. var previousEffect = subMesh.effect;
  43924. var effect = scene.getEngine().createEffect(shaderName, {
  43925. attributes: attribs,
  43926. uniformsNames: uniforms,
  43927. uniformBuffersNames: uniformBuffers,
  43928. samplers: samplers,
  43929. defines: join,
  43930. fallbacks: fallbacks,
  43931. onCompiled: this.onCompiled,
  43932. onError: this.onError,
  43933. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  43934. }, engine);
  43935. if (effect) {
  43936. // Use previous effect while new one is compiling
  43937. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  43938. effect = previousEffect;
  43939. defines.markAsUnprocessed();
  43940. }
  43941. else {
  43942. scene.resetCachedMaterial();
  43943. subMesh.setEffect(effect, defines);
  43944. this.buildUniformLayout();
  43945. }
  43946. }
  43947. }
  43948. if (!subMesh.effect || !subMesh.effect.isReady()) {
  43949. return false;
  43950. }
  43951. defines._renderId = scene.getRenderId();
  43952. this._wasPreviouslyReady = true;
  43953. return true;
  43954. };
  43955. /**
  43956. * Builds the material UBO layouts.
  43957. * Used internally during the effect preparation.
  43958. */
  43959. StandardMaterial.prototype.buildUniformLayout = function () {
  43960. // Order is important !
  43961. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  43962. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  43963. this._uniformBuffer.addUniform("opacityParts", 4);
  43964. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  43965. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  43966. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  43967. this._uniformBuffer.addUniform("refractionRightColor", 4);
  43968. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  43969. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  43970. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  43971. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  43972. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  43973. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  43974. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  43975. this._uniformBuffer.addUniform("vReflectionSize", 3);
  43976. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  43977. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  43978. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  43979. this._uniformBuffer.addUniform("vBumpInfos", 3);
  43980. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  43981. this._uniformBuffer.addUniform("ambientMatrix", 16);
  43982. this._uniformBuffer.addUniform("opacityMatrix", 16);
  43983. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  43984. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  43985. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  43986. this._uniformBuffer.addUniform("specularMatrix", 16);
  43987. this._uniformBuffer.addUniform("bumpMatrix", 16);
  43988. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  43989. this._uniformBuffer.addUniform("refractionMatrix", 16);
  43990. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  43991. this._uniformBuffer.addUniform("vSpecularColor", 4);
  43992. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  43993. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  43994. this._uniformBuffer.addUniform("pointSize", 1);
  43995. this._uniformBuffer.create();
  43996. };
  43997. /**
  43998. * Unbinds the material from the mesh
  43999. */
  44000. StandardMaterial.prototype.unbind = function () {
  44001. if (this._activeEffect) {
  44002. var needFlag = false;
  44003. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44004. this._activeEffect.setTexture("reflection2DSampler", null);
  44005. needFlag = true;
  44006. }
  44007. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44008. this._activeEffect.setTexture("refraction2DSampler", null);
  44009. needFlag = true;
  44010. }
  44011. if (needFlag) {
  44012. this._markAllSubMeshesAsTexturesDirty();
  44013. }
  44014. }
  44015. _super.prototype.unbind.call(this);
  44016. };
  44017. /**
  44018. * Binds the submesh to this material by preparing the effect and shader to draw
  44019. * @param world defines the world transformation matrix
  44020. * @param mesh defines the mesh containing the submesh
  44021. * @param subMesh defines the submesh to bind the material to
  44022. */
  44023. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44024. var scene = this.getScene();
  44025. var defines = subMesh._materialDefines;
  44026. if (!defines) {
  44027. return;
  44028. }
  44029. var effect = subMesh.effect;
  44030. if (!effect) {
  44031. return;
  44032. }
  44033. this._activeEffect = effect;
  44034. // Matrices
  44035. this.bindOnlyWorldMatrix(world);
  44036. // Normal Matrix
  44037. if (defines.OBJECTSPACE_NORMALMAP) {
  44038. world.toNormalMatrix(this._normalMatrix);
  44039. this.bindOnlyNormalMatrix(this._normalMatrix);
  44040. }
  44041. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44042. // Bones
  44043. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44044. if (mustRebind) {
  44045. this._uniformBuffer.bindToEffect(effect, "Material");
  44046. this.bindViewProjection(effect);
  44047. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44048. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44049. // Fresnel
  44050. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44051. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44052. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44053. }
  44054. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44055. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44056. }
  44057. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44058. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44059. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44060. }
  44061. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44062. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44063. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44064. }
  44065. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44066. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44067. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44068. }
  44069. }
  44070. // Textures
  44071. if (scene.texturesEnabled) {
  44072. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44073. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44074. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44075. if (this._diffuseTexture.hasAlpha) {
  44076. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44077. }
  44078. }
  44079. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44080. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44081. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44082. }
  44083. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44084. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44085. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44086. }
  44087. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44088. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44089. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44090. if (this._reflectionTexture.boundingBoxSize) {
  44091. var cubeTexture = this._reflectionTexture;
  44092. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44093. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44094. }
  44095. }
  44096. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44097. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44098. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44099. }
  44100. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44101. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44102. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44103. }
  44104. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44105. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44106. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44107. }
  44108. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44109. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44110. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44111. if (scene._mirroredCameraPosition) {
  44112. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44113. }
  44114. else {
  44115. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44116. }
  44117. }
  44118. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44119. var depth = 1.0;
  44120. if (!this._refractionTexture.isCube) {
  44121. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44122. if (this._refractionTexture.depth) {
  44123. depth = this._refractionTexture.depth;
  44124. }
  44125. }
  44126. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44127. }
  44128. }
  44129. // Point size
  44130. if (this.pointsCloud) {
  44131. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44132. }
  44133. if (defines.SPECULARTERM) {
  44134. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44135. }
  44136. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44137. // Diffuse
  44138. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44139. }
  44140. // Textures
  44141. if (scene.texturesEnabled) {
  44142. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44143. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44144. }
  44145. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44146. effect.setTexture("ambientSampler", this._ambientTexture);
  44147. }
  44148. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44149. effect.setTexture("opacitySampler", this._opacityTexture);
  44150. }
  44151. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44152. if (this._reflectionTexture.isCube) {
  44153. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44154. }
  44155. else {
  44156. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44157. }
  44158. }
  44159. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44160. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44161. }
  44162. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44163. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44164. }
  44165. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44166. effect.setTexture("specularSampler", this._specularTexture);
  44167. }
  44168. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44169. effect.setTexture("bumpSampler", this._bumpTexture);
  44170. }
  44171. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44172. var depth = 1.0;
  44173. if (this._refractionTexture.isCube) {
  44174. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44175. }
  44176. else {
  44177. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44178. }
  44179. }
  44180. }
  44181. // Clip plane
  44182. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44183. // Colors
  44184. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44185. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44186. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44187. }
  44188. if (mustRebind || !this.isFrozen) {
  44189. // Lights
  44190. if (scene.lightsEnabled && !this._disableLighting) {
  44191. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44192. }
  44193. // View
  44194. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44195. this.bindView(effect);
  44196. }
  44197. // Fog
  44198. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44199. // Morph targets
  44200. if (defines.NUM_MORPH_INFLUENCERS) {
  44201. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44202. }
  44203. // Log. depth
  44204. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44205. // image processing
  44206. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44207. this._imageProcessingConfiguration.bind(this._activeEffect);
  44208. }
  44209. }
  44210. this._uniformBuffer.update();
  44211. this._afterBind(mesh, this._activeEffect);
  44212. };
  44213. /**
  44214. * Get the list of animatables in the material.
  44215. * @returns the list of animatables object used in the material
  44216. */
  44217. StandardMaterial.prototype.getAnimatables = function () {
  44218. var results = [];
  44219. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44220. results.push(this._diffuseTexture);
  44221. }
  44222. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44223. results.push(this._ambientTexture);
  44224. }
  44225. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44226. results.push(this._opacityTexture);
  44227. }
  44228. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44229. results.push(this._reflectionTexture);
  44230. }
  44231. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44232. results.push(this._emissiveTexture);
  44233. }
  44234. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44235. results.push(this._specularTexture);
  44236. }
  44237. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44238. results.push(this._bumpTexture);
  44239. }
  44240. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44241. results.push(this._lightmapTexture);
  44242. }
  44243. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44244. results.push(this._refractionTexture);
  44245. }
  44246. return results;
  44247. };
  44248. /**
  44249. * Gets the active textures from the material
  44250. * @returns an array of textures
  44251. */
  44252. StandardMaterial.prototype.getActiveTextures = function () {
  44253. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44254. if (this._diffuseTexture) {
  44255. activeTextures.push(this._diffuseTexture);
  44256. }
  44257. if (this._ambientTexture) {
  44258. activeTextures.push(this._ambientTexture);
  44259. }
  44260. if (this._opacityTexture) {
  44261. activeTextures.push(this._opacityTexture);
  44262. }
  44263. if (this._reflectionTexture) {
  44264. activeTextures.push(this._reflectionTexture);
  44265. }
  44266. if (this._emissiveTexture) {
  44267. activeTextures.push(this._emissiveTexture);
  44268. }
  44269. if (this._specularTexture) {
  44270. activeTextures.push(this._specularTexture);
  44271. }
  44272. if (this._bumpTexture) {
  44273. activeTextures.push(this._bumpTexture);
  44274. }
  44275. if (this._lightmapTexture) {
  44276. activeTextures.push(this._lightmapTexture);
  44277. }
  44278. if (this._refractionTexture) {
  44279. activeTextures.push(this._refractionTexture);
  44280. }
  44281. return activeTextures;
  44282. };
  44283. /**
  44284. * Specifies if the material uses a texture
  44285. * @param texture defines the texture to check against the material
  44286. * @returns a boolean specifying if the material uses the texture
  44287. */
  44288. StandardMaterial.prototype.hasTexture = function (texture) {
  44289. if (_super.prototype.hasTexture.call(this, texture)) {
  44290. return true;
  44291. }
  44292. if (this._diffuseTexture === texture) {
  44293. return true;
  44294. }
  44295. if (this._ambientTexture === texture) {
  44296. return true;
  44297. }
  44298. if (this._opacityTexture === texture) {
  44299. return true;
  44300. }
  44301. if (this._reflectionTexture === texture) {
  44302. return true;
  44303. }
  44304. if (this._emissiveTexture === texture) {
  44305. return true;
  44306. }
  44307. if (this._specularTexture === texture) {
  44308. return true;
  44309. }
  44310. if (this._bumpTexture === texture) {
  44311. return true;
  44312. }
  44313. if (this._lightmapTexture === texture) {
  44314. return true;
  44315. }
  44316. if (this._refractionTexture === texture) {
  44317. return true;
  44318. }
  44319. return false;
  44320. };
  44321. /**
  44322. * Disposes the material
  44323. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44324. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44325. */
  44326. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44327. if (forceDisposeTextures) {
  44328. if (this._diffuseTexture) {
  44329. this._diffuseTexture.dispose();
  44330. }
  44331. if (this._ambientTexture) {
  44332. this._ambientTexture.dispose();
  44333. }
  44334. if (this._opacityTexture) {
  44335. this._opacityTexture.dispose();
  44336. }
  44337. if (this._reflectionTexture) {
  44338. this._reflectionTexture.dispose();
  44339. }
  44340. if (this._emissiveTexture) {
  44341. this._emissiveTexture.dispose();
  44342. }
  44343. if (this._specularTexture) {
  44344. this._specularTexture.dispose();
  44345. }
  44346. if (this._bumpTexture) {
  44347. this._bumpTexture.dispose();
  44348. }
  44349. if (this._lightmapTexture) {
  44350. this._lightmapTexture.dispose();
  44351. }
  44352. if (this._refractionTexture) {
  44353. this._refractionTexture.dispose();
  44354. }
  44355. }
  44356. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44357. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44358. }
  44359. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44360. };
  44361. /**
  44362. * Makes a duplicate of the material, and gives it a new name
  44363. * @param name defines the new name for the duplicated material
  44364. * @returns the cloned material
  44365. */
  44366. StandardMaterial.prototype.clone = function (name) {
  44367. var _this = this;
  44368. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44369. result.name = name;
  44370. result.id = name;
  44371. return result;
  44372. };
  44373. /**
  44374. * Serializes this material in a JSON representation
  44375. * @returns the serialized material object
  44376. */
  44377. StandardMaterial.prototype.serialize = function () {
  44378. return BABYLON.SerializationHelper.Serialize(this);
  44379. };
  44380. /**
  44381. * Creates a standard material from parsed material data
  44382. * @param source defines the JSON represnetation of the material
  44383. * @param scene defines the hosting scene
  44384. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44385. * @returns a new material
  44386. */
  44387. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44388. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44389. };
  44390. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44391. /**
  44392. * Are diffuse textures enabled in the application.
  44393. */
  44394. get: function () {
  44395. return StandardMaterial._DiffuseTextureEnabled;
  44396. },
  44397. set: function (value) {
  44398. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44399. return;
  44400. }
  44401. StandardMaterial._DiffuseTextureEnabled = value;
  44402. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44403. },
  44404. enumerable: true,
  44405. configurable: true
  44406. });
  44407. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44408. /**
  44409. * Are ambient textures enabled in the application.
  44410. */
  44411. get: function () {
  44412. return StandardMaterial._AmbientTextureEnabled;
  44413. },
  44414. set: function (value) {
  44415. if (StandardMaterial._AmbientTextureEnabled === value) {
  44416. return;
  44417. }
  44418. StandardMaterial._AmbientTextureEnabled = value;
  44419. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44420. },
  44421. enumerable: true,
  44422. configurable: true
  44423. });
  44424. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44425. /**
  44426. * Are opacity textures enabled in the application.
  44427. */
  44428. get: function () {
  44429. return StandardMaterial._OpacityTextureEnabled;
  44430. },
  44431. set: function (value) {
  44432. if (StandardMaterial._OpacityTextureEnabled === value) {
  44433. return;
  44434. }
  44435. StandardMaterial._OpacityTextureEnabled = value;
  44436. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44437. },
  44438. enumerable: true,
  44439. configurable: true
  44440. });
  44441. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44442. /**
  44443. * Are reflection textures enabled in the application.
  44444. */
  44445. get: function () {
  44446. return StandardMaterial._ReflectionTextureEnabled;
  44447. },
  44448. set: function (value) {
  44449. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44450. return;
  44451. }
  44452. StandardMaterial._ReflectionTextureEnabled = value;
  44453. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44454. },
  44455. enumerable: true,
  44456. configurable: true
  44457. });
  44458. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44459. /**
  44460. * Are emissive textures enabled in the application.
  44461. */
  44462. get: function () {
  44463. return StandardMaterial._EmissiveTextureEnabled;
  44464. },
  44465. set: function (value) {
  44466. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44467. return;
  44468. }
  44469. StandardMaterial._EmissiveTextureEnabled = value;
  44470. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44471. },
  44472. enumerable: true,
  44473. configurable: true
  44474. });
  44475. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44476. /**
  44477. * Are specular textures enabled in the application.
  44478. */
  44479. get: function () {
  44480. return StandardMaterial._SpecularTextureEnabled;
  44481. },
  44482. set: function (value) {
  44483. if (StandardMaterial._SpecularTextureEnabled === value) {
  44484. return;
  44485. }
  44486. StandardMaterial._SpecularTextureEnabled = value;
  44487. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44488. },
  44489. enumerable: true,
  44490. configurable: true
  44491. });
  44492. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44493. /**
  44494. * Are bump textures enabled in the application.
  44495. */
  44496. get: function () {
  44497. return StandardMaterial._BumpTextureEnabled;
  44498. },
  44499. set: function (value) {
  44500. if (StandardMaterial._BumpTextureEnabled === value) {
  44501. return;
  44502. }
  44503. StandardMaterial._BumpTextureEnabled = value;
  44504. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44505. },
  44506. enumerable: true,
  44507. configurable: true
  44508. });
  44509. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44510. /**
  44511. * Are lightmap textures enabled in the application.
  44512. */
  44513. get: function () {
  44514. return StandardMaterial._LightmapTextureEnabled;
  44515. },
  44516. set: function (value) {
  44517. if (StandardMaterial._LightmapTextureEnabled === value) {
  44518. return;
  44519. }
  44520. StandardMaterial._LightmapTextureEnabled = value;
  44521. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44522. },
  44523. enumerable: true,
  44524. configurable: true
  44525. });
  44526. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44527. /**
  44528. * Are refraction textures enabled in the application.
  44529. */
  44530. get: function () {
  44531. return StandardMaterial._RefractionTextureEnabled;
  44532. },
  44533. set: function (value) {
  44534. if (StandardMaterial._RefractionTextureEnabled === value) {
  44535. return;
  44536. }
  44537. StandardMaterial._RefractionTextureEnabled = value;
  44538. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44539. },
  44540. enumerable: true,
  44541. configurable: true
  44542. });
  44543. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44544. /**
  44545. * Are color grading textures enabled in the application.
  44546. */
  44547. get: function () {
  44548. return StandardMaterial._ColorGradingTextureEnabled;
  44549. },
  44550. set: function (value) {
  44551. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44552. return;
  44553. }
  44554. StandardMaterial._ColorGradingTextureEnabled = value;
  44555. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44556. },
  44557. enumerable: true,
  44558. configurable: true
  44559. });
  44560. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44561. /**
  44562. * Are fresnels enabled in the application.
  44563. */
  44564. get: function () {
  44565. return StandardMaterial._FresnelEnabled;
  44566. },
  44567. set: function (value) {
  44568. if (StandardMaterial._FresnelEnabled === value) {
  44569. return;
  44570. }
  44571. StandardMaterial._FresnelEnabled = value;
  44572. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44573. },
  44574. enumerable: true,
  44575. configurable: true
  44576. });
  44577. // Flags used to enable or disable a type of texture for all Standard Materials
  44578. StandardMaterial._DiffuseTextureEnabled = true;
  44579. StandardMaterial._AmbientTextureEnabled = true;
  44580. StandardMaterial._OpacityTextureEnabled = true;
  44581. StandardMaterial._ReflectionTextureEnabled = true;
  44582. StandardMaterial._EmissiveTextureEnabled = true;
  44583. StandardMaterial._SpecularTextureEnabled = true;
  44584. StandardMaterial._BumpTextureEnabled = true;
  44585. StandardMaterial._LightmapTextureEnabled = true;
  44586. StandardMaterial._RefractionTextureEnabled = true;
  44587. StandardMaterial._ColorGradingTextureEnabled = true;
  44588. StandardMaterial._FresnelEnabled = true;
  44589. __decorate([
  44590. BABYLON.serializeAsTexture("diffuseTexture")
  44591. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44592. __decorate([
  44593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44594. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44595. __decorate([
  44596. BABYLON.serializeAsTexture("ambientTexture")
  44597. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44598. __decorate([
  44599. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44600. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44601. __decorate([
  44602. BABYLON.serializeAsTexture("opacityTexture")
  44603. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44604. __decorate([
  44605. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44606. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44607. __decorate([
  44608. BABYLON.serializeAsTexture("reflectionTexture")
  44609. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44610. __decorate([
  44611. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44612. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44613. __decorate([
  44614. BABYLON.serializeAsTexture("emissiveTexture")
  44615. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44616. __decorate([
  44617. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44618. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44619. __decorate([
  44620. BABYLON.serializeAsTexture("specularTexture")
  44621. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44622. __decorate([
  44623. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44624. ], StandardMaterial.prototype, "specularTexture", void 0);
  44625. __decorate([
  44626. BABYLON.serializeAsTexture("bumpTexture")
  44627. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44628. __decorate([
  44629. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44630. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44631. __decorate([
  44632. BABYLON.serializeAsTexture("lightmapTexture")
  44633. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44634. __decorate([
  44635. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44636. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44637. __decorate([
  44638. BABYLON.serializeAsTexture("refractionTexture")
  44639. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44640. __decorate([
  44641. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44642. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44643. __decorate([
  44644. BABYLON.serializeAsColor3("ambient")
  44645. ], StandardMaterial.prototype, "ambientColor", void 0);
  44646. __decorate([
  44647. BABYLON.serializeAsColor3("diffuse")
  44648. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44649. __decorate([
  44650. BABYLON.serializeAsColor3("specular")
  44651. ], StandardMaterial.prototype, "specularColor", void 0);
  44652. __decorate([
  44653. BABYLON.serializeAsColor3("emissive")
  44654. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44655. __decorate([
  44656. BABYLON.serialize()
  44657. ], StandardMaterial.prototype, "specularPower", void 0);
  44658. __decorate([
  44659. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44660. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44661. __decorate([
  44662. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44663. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44664. __decorate([
  44665. BABYLON.serialize("useEmissiveAsIllumination")
  44666. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44667. __decorate([
  44668. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44669. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44670. __decorate([
  44671. BABYLON.serialize("linkEmissiveWithDiffuse")
  44672. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44673. __decorate([
  44674. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44675. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44676. __decorate([
  44677. BABYLON.serialize("useSpecularOverAlpha")
  44678. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44679. __decorate([
  44680. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44681. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44682. __decorate([
  44683. BABYLON.serialize("useReflectionOverAlpha")
  44684. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44685. __decorate([
  44686. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44687. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44688. __decorate([
  44689. BABYLON.serialize("disableLighting")
  44690. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44691. __decorate([
  44692. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44693. ], StandardMaterial.prototype, "disableLighting", void 0);
  44694. __decorate([
  44695. BABYLON.serialize("useObjectSpaceNormalMap")
  44696. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44697. __decorate([
  44698. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44699. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44700. __decorate([
  44701. BABYLON.serialize("useParallax")
  44702. ], StandardMaterial.prototype, "_useParallax", void 0);
  44703. __decorate([
  44704. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44705. ], StandardMaterial.prototype, "useParallax", void 0);
  44706. __decorate([
  44707. BABYLON.serialize("useParallaxOcclusion")
  44708. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44709. __decorate([
  44710. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44711. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44712. __decorate([
  44713. BABYLON.serialize()
  44714. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44715. __decorate([
  44716. BABYLON.serialize("roughness")
  44717. ], StandardMaterial.prototype, "_roughness", void 0);
  44718. __decorate([
  44719. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44720. ], StandardMaterial.prototype, "roughness", void 0);
  44721. __decorate([
  44722. BABYLON.serialize()
  44723. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44724. __decorate([
  44725. BABYLON.serialize()
  44726. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44727. __decorate([
  44728. BABYLON.serialize()
  44729. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44730. __decorate([
  44731. BABYLON.serialize("useLightmapAsShadowmap")
  44732. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44733. __decorate([
  44734. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44735. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44736. __decorate([
  44737. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44738. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44739. __decorate([
  44740. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44741. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44742. __decorate([
  44743. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44744. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44745. __decorate([
  44746. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44747. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44748. __decorate([
  44749. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44750. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44751. __decorate([
  44752. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44753. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44754. __decorate([
  44755. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44756. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44757. __decorate([
  44758. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44759. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44760. __decorate([
  44761. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44762. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44763. __decorate([
  44764. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44765. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44766. __decorate([
  44767. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44768. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44769. __decorate([
  44770. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44771. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44772. __decorate([
  44773. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44774. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44775. __decorate([
  44776. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44777. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44778. __decorate([
  44779. BABYLON.serialize("maxSimultaneousLights")
  44780. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44781. __decorate([
  44782. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44783. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44784. __decorate([
  44785. BABYLON.serialize("invertNormalMapX")
  44786. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44787. __decorate([
  44788. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44789. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44790. __decorate([
  44791. BABYLON.serialize("invertNormalMapY")
  44792. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44793. __decorate([
  44794. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44795. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44796. __decorate([
  44797. BABYLON.serialize("twoSidedLighting")
  44798. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44799. __decorate([
  44800. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44801. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44802. __decorate([
  44803. BABYLON.serialize()
  44804. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44805. return StandardMaterial;
  44806. }(BABYLON.PushMaterial));
  44807. BABYLON.StandardMaterial = StandardMaterial;
  44808. })(BABYLON || (BABYLON = {}));
  44809. //# sourceMappingURL=babylon.standardMaterial.js.map
  44810. var BABYLON;
  44811. (function (BABYLON) {
  44812. /**
  44813. * Class representing spherical polynomial coefficients to the 3rd degree
  44814. */
  44815. var SphericalPolynomial = /** @class */ (function () {
  44816. function SphericalPolynomial() {
  44817. /**
  44818. * The x coefficients of the spherical polynomial
  44819. */
  44820. this.x = BABYLON.Vector3.Zero();
  44821. /**
  44822. * The y coefficients of the spherical polynomial
  44823. */
  44824. this.y = BABYLON.Vector3.Zero();
  44825. /**
  44826. * The z coefficients of the spherical polynomial
  44827. */
  44828. this.z = BABYLON.Vector3.Zero();
  44829. /**
  44830. * The xx coefficients of the spherical polynomial
  44831. */
  44832. this.xx = BABYLON.Vector3.Zero();
  44833. /**
  44834. * The yy coefficients of the spherical polynomial
  44835. */
  44836. this.yy = BABYLON.Vector3.Zero();
  44837. /**
  44838. * The zz coefficients of the spherical polynomial
  44839. */
  44840. this.zz = BABYLON.Vector3.Zero();
  44841. /**
  44842. * The xy coefficients of the spherical polynomial
  44843. */
  44844. this.xy = BABYLON.Vector3.Zero();
  44845. /**
  44846. * The yz coefficients of the spherical polynomial
  44847. */
  44848. this.yz = BABYLON.Vector3.Zero();
  44849. /**
  44850. * The zx coefficients of the spherical polynomial
  44851. */
  44852. this.zx = BABYLON.Vector3.Zero();
  44853. }
  44854. /**
  44855. * Adds an ambient color to the spherical polynomial
  44856. * @param color the color to add
  44857. */
  44858. SphericalPolynomial.prototype.addAmbient = function (color) {
  44859. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44860. this.xx = this.xx.add(colorVector);
  44861. this.yy = this.yy.add(colorVector);
  44862. this.zz = this.zz.add(colorVector);
  44863. };
  44864. /**
  44865. * Scales the spherical polynomial by the given amount
  44866. * @param scale the amount to scale
  44867. */
  44868. SphericalPolynomial.prototype.scale = function (scale) {
  44869. this.x = this.x.scale(scale);
  44870. this.y = this.y.scale(scale);
  44871. this.z = this.z.scale(scale);
  44872. this.xx = this.xx.scale(scale);
  44873. this.yy = this.yy.scale(scale);
  44874. this.zz = this.zz.scale(scale);
  44875. this.yz = this.yz.scale(scale);
  44876. this.zx = this.zx.scale(scale);
  44877. this.xy = this.xy.scale(scale);
  44878. };
  44879. /**
  44880. * Gets the spherical polynomial from harmonics
  44881. * @param harmonics the spherical harmonics
  44882. * @returns the spherical polynomial
  44883. */
  44884. SphericalPolynomial.FromHarmonics = function (harmonics) {
  44885. var result = new SphericalPolynomial();
  44886. result.x = harmonics.l11.scale(1.02333);
  44887. result.y = harmonics.l1_1.scale(1.02333);
  44888. result.z = harmonics.l10.scale(1.02333);
  44889. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  44890. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  44891. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  44892. result.yz = harmonics.l2_1.scale(0.858086);
  44893. result.zx = harmonics.l21.scale(0.858086);
  44894. result.xy = harmonics.l2_2.scale(0.858086);
  44895. result.scale(1.0 / Math.PI);
  44896. return result;
  44897. };
  44898. /**
  44899. * Constructs a spherical polynomial from an array.
  44900. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  44901. * @returns the spherical polynomial
  44902. */
  44903. SphericalPolynomial.FromArray = function (data) {
  44904. var sp = new SphericalPolynomial();
  44905. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  44906. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  44907. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  44908. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  44909. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  44910. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  44911. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  44912. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  44913. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  44914. return sp;
  44915. };
  44916. return SphericalPolynomial;
  44917. }());
  44918. BABYLON.SphericalPolynomial = SphericalPolynomial;
  44919. /**
  44920. * Class representing spherical harmonics coefficients to the 3rd degree
  44921. */
  44922. var SphericalHarmonics = /** @class */ (function () {
  44923. function SphericalHarmonics() {
  44924. /**
  44925. * The l0,0 coefficients of the spherical harmonics
  44926. */
  44927. this.l00 = BABYLON.Vector3.Zero();
  44928. /**
  44929. * The l1,-1 coefficients of the spherical harmonics
  44930. */
  44931. this.l1_1 = BABYLON.Vector3.Zero();
  44932. /**
  44933. * The l1,0 coefficients of the spherical harmonics
  44934. */
  44935. this.l10 = BABYLON.Vector3.Zero();
  44936. /**
  44937. * The l1,1 coefficients of the spherical harmonics
  44938. */
  44939. this.l11 = BABYLON.Vector3.Zero();
  44940. /**
  44941. * The l2,-2 coefficients of the spherical harmonics
  44942. */
  44943. this.l2_2 = BABYLON.Vector3.Zero();
  44944. /**
  44945. * The l2,-1 coefficients of the spherical harmonics
  44946. */
  44947. this.l2_1 = BABYLON.Vector3.Zero();
  44948. /**
  44949. * The l2,0 coefficients of the spherical harmonics
  44950. */
  44951. this.l20 = BABYLON.Vector3.Zero();
  44952. /**
  44953. * The l2,1 coefficients of the spherical harmonics
  44954. */
  44955. this.l21 = BABYLON.Vector3.Zero();
  44956. /**
  44957. * The l2,2 coefficients of the spherical harmonics
  44958. */
  44959. this.lL22 = BABYLON.Vector3.Zero();
  44960. }
  44961. /**
  44962. * Adds a light to the spherical harmonics
  44963. * @param direction the direction of the light
  44964. * @param color the color of the light
  44965. * @param deltaSolidAngle the delta solid angle of the light
  44966. */
  44967. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  44968. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  44969. var c = colorVector.scale(deltaSolidAngle);
  44970. this.l00 = this.l00.add(c.scale(0.282095));
  44971. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  44972. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  44973. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  44974. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  44975. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  44976. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  44977. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  44978. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  44979. };
  44980. /**
  44981. * Scales the spherical harmonics by the given amount
  44982. * @param scale the amount to scale
  44983. */
  44984. SphericalHarmonics.prototype.scale = function (scale) {
  44985. this.l00 = this.l00.scale(scale);
  44986. this.l1_1 = this.l1_1.scale(scale);
  44987. this.l10 = this.l10.scale(scale);
  44988. this.l11 = this.l11.scale(scale);
  44989. this.l2_2 = this.l2_2.scale(scale);
  44990. this.l2_1 = this.l2_1.scale(scale);
  44991. this.l20 = this.l20.scale(scale);
  44992. this.l21 = this.l21.scale(scale);
  44993. this.lL22 = this.lL22.scale(scale);
  44994. };
  44995. /**
  44996. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  44997. *
  44998. * ```
  44999. * E_lm = A_l * L_lm
  45000. * ```
  45001. *
  45002. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45003. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45004. * the scaling factors are given in equation 9.
  45005. */
  45006. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45007. // Constant (Band 0)
  45008. this.l00 = this.l00.scale(3.141593);
  45009. // Linear (Band 1)
  45010. this.l1_1 = this.l1_1.scale(2.094395);
  45011. this.l10 = this.l10.scale(2.094395);
  45012. this.l11 = this.l11.scale(2.094395);
  45013. // Quadratic (Band 2)
  45014. this.l2_2 = this.l2_2.scale(0.785398);
  45015. this.l2_1 = this.l2_1.scale(0.785398);
  45016. this.l20 = this.l20.scale(0.785398);
  45017. this.l21 = this.l21.scale(0.785398);
  45018. this.lL22 = this.lL22.scale(0.785398);
  45019. };
  45020. /**
  45021. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45022. *
  45023. * ```
  45024. * L = (1/pi) * E * rho
  45025. * ```
  45026. *
  45027. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45028. */
  45029. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45030. this.scale(1.0 / Math.PI);
  45031. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45032. // (The pixel shader must apply albedo after texture fetches, etc).
  45033. };
  45034. /**
  45035. * Gets the spherical harmonics from polynomial
  45036. * @param polynomial the spherical polynomial
  45037. * @returns the spherical harmonics
  45038. */
  45039. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45040. var result = new SphericalHarmonics();
  45041. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45042. result.l1_1 = polynomial.y.scale(0.977204);
  45043. result.l10 = polynomial.z.scale(0.977204);
  45044. result.l11 = polynomial.x.scale(0.977204);
  45045. result.l2_2 = polynomial.xy.scale(1.16538);
  45046. result.l2_1 = polynomial.yz.scale(1.16538);
  45047. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45048. result.l21 = polynomial.zx.scale(1.16538);
  45049. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45050. result.scale(Math.PI);
  45051. return result;
  45052. };
  45053. /**
  45054. * Constructs a spherical harmonics from an array.
  45055. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45056. * @returns the spherical harmonics
  45057. */
  45058. SphericalHarmonics.FromArray = function (data) {
  45059. var sh = new SphericalHarmonics();
  45060. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45061. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45062. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45063. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45064. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45065. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45066. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45067. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45068. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45069. return sh;
  45070. };
  45071. return SphericalHarmonics;
  45072. }());
  45073. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45074. })(BABYLON || (BABYLON = {}));
  45075. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45076. var BABYLON;
  45077. (function (BABYLON) {
  45078. var FileFaceOrientation = /** @class */ (function () {
  45079. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45080. this.name = name;
  45081. this.worldAxisForNormal = worldAxisForNormal;
  45082. this.worldAxisForFileX = worldAxisForFileX;
  45083. this.worldAxisForFileY = worldAxisForFileY;
  45084. }
  45085. return FileFaceOrientation;
  45086. }());
  45087. /**
  45088. * Helper class dealing with the extraction of spherical polynomial dataArray
  45089. * from a cube map.
  45090. */
  45091. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45092. function CubeMapToSphericalPolynomialTools() {
  45093. }
  45094. /**
  45095. * Converts a texture to the according Spherical Polynomial data.
  45096. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45097. *
  45098. * @param texture The texture to extract the information from.
  45099. * @return The Spherical Polynomial data.
  45100. */
  45101. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45102. if (!texture.isCube) {
  45103. // Only supports cube Textures currently.
  45104. return null;
  45105. }
  45106. var size = texture.getSize().width;
  45107. var right = texture.readPixels(0);
  45108. var left = texture.readPixels(1);
  45109. var up;
  45110. var down;
  45111. if (texture.isRenderTarget) {
  45112. up = texture.readPixels(3);
  45113. down = texture.readPixels(2);
  45114. }
  45115. else {
  45116. up = texture.readPixels(2);
  45117. down = texture.readPixels(3);
  45118. }
  45119. var front = texture.readPixels(4);
  45120. var back = texture.readPixels(5);
  45121. var gammaSpace = texture.gammaSpace;
  45122. // Always read as RGBA.
  45123. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45124. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45125. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45126. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45127. }
  45128. var cubeInfo = {
  45129. size: size,
  45130. right: right,
  45131. left: left,
  45132. up: up,
  45133. down: down,
  45134. front: front,
  45135. back: back,
  45136. format: format,
  45137. type: type,
  45138. gammaSpace: gammaSpace,
  45139. };
  45140. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45141. };
  45142. /**
  45143. * Converts a cubemap to the according Spherical Polynomial data.
  45144. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45145. *
  45146. * @param cubeInfo The Cube map to extract the information from.
  45147. * @return The Spherical Polynomial data.
  45148. */
  45149. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45150. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45151. var totalSolidAngle = 0.0;
  45152. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45153. var du = 2.0 / cubeInfo.size;
  45154. var dv = du;
  45155. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45156. var minUV = du * 0.5 - 1.0;
  45157. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45158. var fileFace = this.FileFaces[faceIndex];
  45159. var dataArray = cubeInfo[fileFace.name];
  45160. var v = minUV;
  45161. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45162. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45163. // Because SP is still linear, so summation is fine in that basis.
  45164. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45165. for (var y = 0; y < cubeInfo.size; y++) {
  45166. var u = minUV;
  45167. for (var x = 0; x < cubeInfo.size; x++) {
  45168. // World direction (not normalised)
  45169. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45170. worldDirection.normalize();
  45171. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45172. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45173. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45174. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45175. // Handle Integer types.
  45176. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45177. r /= 255;
  45178. g /= 255;
  45179. b /= 255;
  45180. }
  45181. // Handle Gamma space textures.
  45182. if (cubeInfo.gammaSpace) {
  45183. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45184. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45185. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45186. }
  45187. var color = new BABYLON.Color3(r, g, b);
  45188. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45189. totalSolidAngle += deltaSolidAngle;
  45190. u += du;
  45191. }
  45192. v += dv;
  45193. }
  45194. }
  45195. // Solid angle for entire sphere is 4*pi
  45196. var sphereSolidAngle = 4.0 * Math.PI;
  45197. // Adjust the solid angle to allow for how many faces we processed.
  45198. var facesProcessed = 6.0;
  45199. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45200. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45201. // This is needed because the numerical integration over the cube uses a
  45202. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45203. // and also to compensate for accumulative error due to float precision in the summation.
  45204. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45205. sphericalHarmonics.scale(correctionFactor);
  45206. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45207. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45208. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45209. };
  45210. CubeMapToSphericalPolynomialTools.FileFaces = [
  45211. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45212. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45213. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45214. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45215. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45216. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45217. ];
  45218. return CubeMapToSphericalPolynomialTools;
  45219. }());
  45220. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45221. })(BABYLON || (BABYLON = {}));
  45222. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45223. var BABYLON;
  45224. (function (BABYLON) {
  45225. /**
  45226. * Manages the defines for the PBR Material.
  45227. * @hiddenChildren
  45228. */
  45229. var PBRMaterialDefines = /** @class */ (function (_super) {
  45230. __extends(PBRMaterialDefines, _super);
  45231. /**
  45232. * Initializes the PBR Material defines.
  45233. */
  45234. function PBRMaterialDefines() {
  45235. var _this = _super.call(this) || this;
  45236. _this.PBR = true;
  45237. _this.MAINUV1 = false;
  45238. _this.MAINUV2 = false;
  45239. _this.UV1 = false;
  45240. _this.UV2 = false;
  45241. _this.ALBEDO = false;
  45242. _this.ALBEDODIRECTUV = 0;
  45243. _this.VERTEXCOLOR = false;
  45244. _this.AMBIENT = false;
  45245. _this.AMBIENTDIRECTUV = 0;
  45246. _this.AMBIENTINGRAYSCALE = false;
  45247. _this.OPACITY = false;
  45248. _this.VERTEXALPHA = false;
  45249. _this.OPACITYDIRECTUV = 0;
  45250. _this.OPACITYRGB = false;
  45251. _this.ALPHATEST = false;
  45252. _this.DEPTHPREPASS = false;
  45253. _this.ALPHABLEND = false;
  45254. _this.ALPHAFROMALBEDO = false;
  45255. _this.ALPHATESTVALUE = "0.5";
  45256. _this.SPECULAROVERALPHA = false;
  45257. _this.RADIANCEOVERALPHA = false;
  45258. _this.ALPHAFRESNEL = false;
  45259. _this.LINEARALPHAFRESNEL = false;
  45260. _this.PREMULTIPLYALPHA = false;
  45261. _this.EMISSIVE = false;
  45262. _this.EMISSIVEDIRECTUV = 0;
  45263. _this.REFLECTIVITY = false;
  45264. _this.REFLECTIVITYDIRECTUV = 0;
  45265. _this.SPECULARTERM = false;
  45266. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45267. _this.MICROSURFACEAUTOMATIC = false;
  45268. _this.LODBASEDMICROSFURACE = false;
  45269. _this.MICROSURFACEMAP = false;
  45270. _this.MICROSURFACEMAPDIRECTUV = 0;
  45271. _this.METALLICWORKFLOW = false;
  45272. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45273. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45274. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45275. _this.AOSTOREINMETALMAPRED = false;
  45276. _this.ENVIRONMENTBRDF = false;
  45277. _this.NORMAL = false;
  45278. _this.TANGENT = false;
  45279. _this.BUMP = false;
  45280. _this.BUMPDIRECTUV = 0;
  45281. _this.OBJECTSPACE_NORMALMAP = false;
  45282. _this.PARALLAX = false;
  45283. _this.PARALLAXOCCLUSION = false;
  45284. _this.NORMALXYSCALE = true;
  45285. _this.LIGHTMAP = false;
  45286. _this.LIGHTMAPDIRECTUV = 0;
  45287. _this.USELIGHTMAPASSHADOWMAP = false;
  45288. _this.GAMMALIGHTMAP = false;
  45289. _this.REFLECTION = false;
  45290. _this.REFLECTIONMAP_3D = false;
  45291. _this.REFLECTIONMAP_SPHERICAL = false;
  45292. _this.REFLECTIONMAP_PLANAR = false;
  45293. _this.REFLECTIONMAP_CUBIC = false;
  45294. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45295. _this.REFLECTIONMAP_PROJECTION = false;
  45296. _this.REFLECTIONMAP_SKYBOX = false;
  45297. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45298. _this.REFLECTIONMAP_EXPLICIT = false;
  45299. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45300. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45301. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45302. _this.INVERTCUBICMAP = false;
  45303. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45304. _this.USESPHERICALINVERTEX = false;
  45305. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45306. _this.LODINREFLECTIONALPHA = false;
  45307. _this.GAMMAREFLECTION = false;
  45308. _this.RGBDREFLECTION = false;
  45309. _this.RADIANCEOCCLUSION = false;
  45310. _this.HORIZONOCCLUSION = false;
  45311. _this.REFRACTION = false;
  45312. _this.REFRACTIONMAP_3D = false;
  45313. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45314. _this.LODINREFRACTIONALPHA = false;
  45315. _this.GAMMAREFRACTION = false;
  45316. _this.RGBDREFRACTION = false;
  45317. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45318. _this.INSTANCES = false;
  45319. _this.NUM_BONE_INFLUENCERS = 0;
  45320. _this.BonesPerMesh = 0;
  45321. _this.NONUNIFORMSCALING = false;
  45322. _this.MORPHTARGETS = false;
  45323. _this.MORPHTARGETS_NORMAL = false;
  45324. _this.MORPHTARGETS_TANGENT = false;
  45325. _this.NUM_MORPH_INFLUENCERS = 0;
  45326. _this.IMAGEPROCESSING = false;
  45327. _this.VIGNETTE = false;
  45328. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45329. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45330. _this.TONEMAPPING = false;
  45331. _this.TONEMAPPING_ACES = false;
  45332. _this.CONTRAST = false;
  45333. _this.COLORCURVES = false;
  45334. _this.COLORGRADING = false;
  45335. _this.COLORGRADING3D = false;
  45336. _this.SAMPLER3DGREENDEPTH = false;
  45337. _this.SAMPLER3DBGRMAP = false;
  45338. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45339. _this.EXPOSURE = false;
  45340. _this.USEPHYSICALLIGHTFALLOFF = false;
  45341. _this.USEGLTFLIGHTFALLOFF = false;
  45342. _this.TWOSIDEDLIGHTING = false;
  45343. _this.SHADOWFLOAT = false;
  45344. _this.CLIPPLANE = false;
  45345. _this.CLIPPLANE2 = false;
  45346. _this.CLIPPLANE3 = false;
  45347. _this.CLIPPLANE4 = false;
  45348. _this.POINTSIZE = false;
  45349. _this.FOG = false;
  45350. _this.LOGARITHMICDEPTH = false;
  45351. _this.FORCENORMALFORWARD = false;
  45352. _this.SPECULARAA = false;
  45353. _this.UNLIT = false;
  45354. _this.rebuild();
  45355. return _this;
  45356. }
  45357. /**
  45358. * Resets the PBR Material defines.
  45359. */
  45360. PBRMaterialDefines.prototype.reset = function () {
  45361. _super.prototype.reset.call(this);
  45362. this.ALPHATESTVALUE = "0.5";
  45363. this.PBR = true;
  45364. };
  45365. return PBRMaterialDefines;
  45366. }(BABYLON.MaterialDefines));
  45367. /**
  45368. * The Physically based material base class of BJS.
  45369. *
  45370. * This offers the main features of a standard PBR material.
  45371. * For more information, please refer to the documentation :
  45372. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45373. */
  45374. var PBRBaseMaterial = /** @class */ (function (_super) {
  45375. __extends(PBRBaseMaterial, _super);
  45376. /**
  45377. * Instantiates a new PBRMaterial instance.
  45378. *
  45379. * @param name The material name
  45380. * @param scene The scene the material will be use in.
  45381. */
  45382. function PBRBaseMaterial(name, scene) {
  45383. var _this = _super.call(this, name, scene) || this;
  45384. /**
  45385. * Intensity of the direct lights e.g. the four lights available in your scene.
  45386. * This impacts both the direct diffuse and specular highlights.
  45387. */
  45388. _this._directIntensity = 1.0;
  45389. /**
  45390. * Intensity of the emissive part of the material.
  45391. * This helps controlling the emissive effect without modifying the emissive color.
  45392. */
  45393. _this._emissiveIntensity = 1.0;
  45394. /**
  45395. * Intensity of the environment e.g. how much the environment will light the object
  45396. * either through harmonics for rough material or through the refelction for shiny ones.
  45397. */
  45398. _this._environmentIntensity = 1.0;
  45399. /**
  45400. * This is a special control allowing the reduction of the specular highlights coming from the
  45401. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45402. */
  45403. _this._specularIntensity = 1.0;
  45404. /**
  45405. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45406. */
  45407. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45408. /**
  45409. * Debug Control allowing disabling the bump map on this material.
  45410. */
  45411. _this._disableBumpMap = false;
  45412. /**
  45413. * AKA Occlusion Texture Intensity in other nomenclature.
  45414. */
  45415. _this._ambientTextureStrength = 1.0;
  45416. /**
  45417. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45418. * 1 means it completely occludes it
  45419. * 0 mean it has no impact
  45420. */
  45421. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45422. /**
  45423. * The color of a material in ambient lighting.
  45424. */
  45425. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45426. /**
  45427. * AKA Diffuse Color in other nomenclature.
  45428. */
  45429. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45430. /**
  45431. * AKA Specular Color in other nomenclature.
  45432. */
  45433. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45434. /**
  45435. * The color applied when light is reflected from a material.
  45436. */
  45437. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45438. /**
  45439. * The color applied when light is emitted from a material.
  45440. */
  45441. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45442. /**
  45443. * AKA Glossiness in other nomenclature.
  45444. */
  45445. _this._microSurface = 0.9;
  45446. /**
  45447. * source material index of refraction (IOR)' / 'destination material IOR.
  45448. */
  45449. _this._indexOfRefraction = 0.66;
  45450. /**
  45451. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45452. */
  45453. _this._invertRefractionY = false;
  45454. /**
  45455. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45456. * Materials half opaque for instance using refraction could benefit from this control.
  45457. */
  45458. _this._linkRefractionWithTransparency = false;
  45459. /**
  45460. * Specifies that the material will use the light map as a show map.
  45461. */
  45462. _this._useLightmapAsShadowmap = false;
  45463. /**
  45464. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45465. * makes the reflect vector face the model (under horizon).
  45466. */
  45467. _this._useHorizonOcclusion = true;
  45468. /**
  45469. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45470. * too much the area relying on ambient texture to define their ambient occlusion.
  45471. */
  45472. _this._useRadianceOcclusion = true;
  45473. /**
  45474. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45475. */
  45476. _this._useAlphaFromAlbedoTexture = false;
  45477. /**
  45478. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45479. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45480. */
  45481. _this._useSpecularOverAlpha = true;
  45482. /**
  45483. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45484. */
  45485. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45486. /**
  45487. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45488. */
  45489. _this._useRoughnessFromMetallicTextureAlpha = true;
  45490. /**
  45491. * Specifies if the metallic texture contains the roughness information in its green channel.
  45492. */
  45493. _this._useRoughnessFromMetallicTextureGreen = false;
  45494. /**
  45495. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45496. */
  45497. _this._useMetallnessFromMetallicTextureBlue = false;
  45498. /**
  45499. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45500. */
  45501. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45502. /**
  45503. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45504. */
  45505. _this._useAmbientInGrayScale = false;
  45506. /**
  45507. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45508. * The material will try to infer what glossiness each pixel should be.
  45509. */
  45510. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45511. /**
  45512. * Defines the falloff type used in this material.
  45513. * It by default is Physical.
  45514. */
  45515. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45516. /**
  45517. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45518. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45519. */
  45520. _this._useRadianceOverAlpha = true;
  45521. /**
  45522. * Allows using an object space normal map (instead of tangent space).
  45523. */
  45524. _this._useObjectSpaceNormalMap = false;
  45525. /**
  45526. * Allows using the bump map in parallax mode.
  45527. */
  45528. _this._useParallax = false;
  45529. /**
  45530. * Allows using the bump map in parallax occlusion mode.
  45531. */
  45532. _this._useParallaxOcclusion = false;
  45533. /**
  45534. * Controls the scale bias of the parallax mode.
  45535. */
  45536. _this._parallaxScaleBias = 0.05;
  45537. /**
  45538. * If sets to true, disables all the lights affecting the material.
  45539. */
  45540. _this._disableLighting = false;
  45541. /**
  45542. * Number of Simultaneous lights allowed on the material.
  45543. */
  45544. _this._maxSimultaneousLights = 4;
  45545. /**
  45546. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45547. */
  45548. _this._invertNormalMapX = false;
  45549. /**
  45550. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45551. */
  45552. _this._invertNormalMapY = false;
  45553. /**
  45554. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45555. */
  45556. _this._twoSidedLighting = false;
  45557. /**
  45558. * Defines the alpha limits in alpha test mode.
  45559. */
  45560. _this._alphaCutOff = 0.4;
  45561. /**
  45562. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45563. */
  45564. _this._forceAlphaTest = false;
  45565. /**
  45566. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45567. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45568. */
  45569. _this._useAlphaFresnel = false;
  45570. /**
  45571. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45572. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45573. */
  45574. _this._useLinearAlphaFresnel = false;
  45575. /**
  45576. * The transparency mode of the material.
  45577. */
  45578. _this._transparencyMode = null;
  45579. /**
  45580. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45581. * from cos thetav and roughness:
  45582. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45583. */
  45584. _this._environmentBRDFTexture = null;
  45585. /**
  45586. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45587. */
  45588. _this._forceIrradianceInFragment = false;
  45589. /**
  45590. * Force normal to face away from face.
  45591. */
  45592. _this._forceNormalForward = false;
  45593. /**
  45594. * Enables specular anti aliasing in the PBR shader.
  45595. * It will both interacts on the Geometry for analytical and IBL lighting.
  45596. * It also prefilter the roughness map based on the bump values.
  45597. */
  45598. _this._enableSpecularAntiAliasing = false;
  45599. /**
  45600. * Stores the available render targets.
  45601. */
  45602. _this._renderTargets = new BABYLON.SmartArray(16);
  45603. /**
  45604. * Sets the global ambient color for the material used in lighting calculations.
  45605. */
  45606. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45607. /**
  45608. * If set to true, no lighting calculations will be applied.
  45609. */
  45610. _this._unlit = false;
  45611. // Setup the default processing configuration to the scene.
  45612. _this._attachImageProcessingConfiguration(null);
  45613. _this.getRenderTargetTextures = function () {
  45614. _this._renderTargets.reset();
  45615. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45616. _this._renderTargets.push(_this._reflectionTexture);
  45617. }
  45618. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45619. _this._renderTargets.push(_this._refractionTexture);
  45620. }
  45621. return _this._renderTargets;
  45622. };
  45623. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45624. return _this;
  45625. }
  45626. /**
  45627. * Attaches a new image processing configuration to the PBR Material.
  45628. * @param configuration
  45629. */
  45630. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45631. var _this = this;
  45632. if (configuration === this._imageProcessingConfiguration) {
  45633. return;
  45634. }
  45635. // Detaches observer.
  45636. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45637. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45638. }
  45639. // Pick the scene configuration if needed.
  45640. if (!configuration) {
  45641. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45642. }
  45643. else {
  45644. this._imageProcessingConfiguration = configuration;
  45645. }
  45646. // Attaches observer.
  45647. if (this._imageProcessingConfiguration) {
  45648. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45649. _this._markAllSubMeshesAsImageProcessingDirty();
  45650. });
  45651. }
  45652. };
  45653. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45654. /**
  45655. * Gets a boolean indicating that current material needs to register RTT
  45656. */
  45657. get: function () {
  45658. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45659. return true;
  45660. }
  45661. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45662. return true;
  45663. }
  45664. return false;
  45665. },
  45666. enumerable: true,
  45667. configurable: true
  45668. });
  45669. /**
  45670. * Gets the name of the material class.
  45671. */
  45672. PBRBaseMaterial.prototype.getClassName = function () {
  45673. return "PBRBaseMaterial";
  45674. };
  45675. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45676. /**
  45677. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45678. */
  45679. get: function () {
  45680. return this._useLogarithmicDepth;
  45681. },
  45682. /**
  45683. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45684. */
  45685. set: function (value) {
  45686. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45687. },
  45688. enumerable: true,
  45689. configurable: true
  45690. });
  45691. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45692. /**
  45693. * Gets the current transparency mode.
  45694. */
  45695. get: function () {
  45696. return this._transparencyMode;
  45697. },
  45698. /**
  45699. * Sets the transparency mode of the material.
  45700. *
  45701. * | Value | Type | Description |
  45702. * | ----- | ----------------------------------- | ----------- |
  45703. * | 0 | OPAQUE | |
  45704. * | 1 | ALPHATEST | |
  45705. * | 2 | ALPHABLEND | |
  45706. * | 3 | ALPHATESTANDBLEND | |
  45707. *
  45708. */
  45709. set: function (value) {
  45710. if (this._transparencyMode === value) {
  45711. return;
  45712. }
  45713. this._transparencyMode = value;
  45714. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45715. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45716. },
  45717. enumerable: true,
  45718. configurable: true
  45719. });
  45720. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45721. /**
  45722. * Returns true if alpha blending should be disabled.
  45723. */
  45724. get: function () {
  45725. return (this._linkRefractionWithTransparency ||
  45726. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45727. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45728. },
  45729. enumerable: true,
  45730. configurable: true
  45731. });
  45732. /**
  45733. * Specifies whether or not this material should be rendered in alpha blend mode.
  45734. */
  45735. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45736. if (this._disableAlphaBlending) {
  45737. return false;
  45738. }
  45739. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45740. };
  45741. /**
  45742. * Specifies if the mesh will require alpha blending.
  45743. * @param mesh - BJS mesh.
  45744. */
  45745. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45746. if (this._disableAlphaBlending) {
  45747. return false;
  45748. }
  45749. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  45750. };
  45751. /**
  45752. * Specifies whether or not this material should be rendered in alpha test mode.
  45753. */
  45754. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  45755. if (this._forceAlphaTest) {
  45756. return true;
  45757. }
  45758. if (this._linkRefractionWithTransparency) {
  45759. return false;
  45760. }
  45761. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45762. };
  45763. /**
  45764. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  45765. */
  45766. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  45767. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  45768. };
  45769. /**
  45770. * Gets the texture used for the alpha test.
  45771. */
  45772. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  45773. return this._albedoTexture;
  45774. };
  45775. /**
  45776. * Specifies that the submesh is ready to be used.
  45777. * @param mesh - BJS mesh.
  45778. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  45779. * @param useInstances - Specifies that instances should be used.
  45780. * @returns - boolean indicating that the submesh is ready or not.
  45781. */
  45782. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  45783. if (subMesh.effect && this.isFrozen) {
  45784. if (this._wasPreviouslyReady) {
  45785. return true;
  45786. }
  45787. }
  45788. if (!subMesh._materialDefines) {
  45789. subMesh._materialDefines = new PBRMaterialDefines();
  45790. }
  45791. var defines = subMesh._materialDefines;
  45792. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  45793. if (defines._renderId === this.getScene().getRenderId()) {
  45794. return true;
  45795. }
  45796. }
  45797. var scene = this.getScene();
  45798. var engine = scene.getEngine();
  45799. if (defines._areTexturesDirty) {
  45800. if (scene.texturesEnabled) {
  45801. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45802. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  45803. return false;
  45804. }
  45805. }
  45806. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45807. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  45808. return false;
  45809. }
  45810. }
  45811. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45812. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  45813. return false;
  45814. }
  45815. }
  45816. var reflectionTexture = this._getReflectionTexture();
  45817. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45818. if (!reflectionTexture.isReadyOrNotBlocking()) {
  45819. return false;
  45820. }
  45821. }
  45822. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45823. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  45824. return false;
  45825. }
  45826. }
  45827. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45828. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  45829. return false;
  45830. }
  45831. }
  45832. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45833. if (this._metallicTexture) {
  45834. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  45835. return false;
  45836. }
  45837. }
  45838. else if (this._reflectivityTexture) {
  45839. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  45840. return false;
  45841. }
  45842. }
  45843. if (this._microSurfaceTexture) {
  45844. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  45845. return false;
  45846. }
  45847. }
  45848. }
  45849. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45850. // Bump texture cannot be not blocking.
  45851. if (!this._bumpTexture.isReady()) {
  45852. return false;
  45853. }
  45854. }
  45855. var refractionTexture = this._getRefractionTexture();
  45856. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45857. if (!refractionTexture.isReadyOrNotBlocking()) {
  45858. return false;
  45859. }
  45860. }
  45861. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45862. // This is blocking.
  45863. if (!this._environmentBRDFTexture.isReady()) {
  45864. return false;
  45865. }
  45866. }
  45867. }
  45868. }
  45869. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  45870. if (!this._imageProcessingConfiguration.isReady()) {
  45871. return false;
  45872. }
  45873. }
  45874. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  45875. mesh.createNormals(true);
  45876. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  45877. }
  45878. var previousEffect = subMesh.effect;
  45879. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  45880. if (effect) {
  45881. // Use previous effect while new one is compiling
  45882. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  45883. effect = previousEffect;
  45884. defines.markAsUnprocessed();
  45885. }
  45886. else {
  45887. scene.resetCachedMaterial();
  45888. subMesh.setEffect(effect, defines);
  45889. this.buildUniformLayout();
  45890. }
  45891. }
  45892. if (!subMesh.effect || !subMesh.effect.isReady()) {
  45893. return false;
  45894. }
  45895. defines._renderId = scene.getRenderId();
  45896. this._wasPreviouslyReady = true;
  45897. return true;
  45898. };
  45899. /**
  45900. * Specifies if the material uses metallic roughness workflow.
  45901. * @returns boolean specifiying if the material uses metallic roughness workflow.
  45902. */
  45903. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  45904. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  45905. return true;
  45906. }
  45907. return false;
  45908. };
  45909. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  45910. if (onCompiled === void 0) { onCompiled = null; }
  45911. if (onError === void 0) { onError = null; }
  45912. if (useInstances === void 0) { useInstances = null; }
  45913. if (useClipPlane === void 0) { useClipPlane = null; }
  45914. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  45915. if (!defines.isDirty) {
  45916. return null;
  45917. }
  45918. defines.markAsProcessed();
  45919. var scene = this.getScene();
  45920. var engine = scene.getEngine();
  45921. // Fallbacks
  45922. var fallbacks = new BABYLON.EffectFallbacks();
  45923. var fallbackRank = 0;
  45924. if (defines.USESPHERICALINVERTEX) {
  45925. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  45926. }
  45927. if (defines.FOG) {
  45928. fallbacks.addFallback(fallbackRank, "FOG");
  45929. }
  45930. if (defines.SPECULARAA) {
  45931. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  45932. }
  45933. if (defines.POINTSIZE) {
  45934. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  45935. }
  45936. if (defines.LOGARITHMICDEPTH) {
  45937. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  45938. }
  45939. if (defines.PARALLAX) {
  45940. fallbacks.addFallback(fallbackRank, "PARALLAX");
  45941. }
  45942. if (defines.PARALLAXOCCLUSION) {
  45943. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  45944. }
  45945. if (defines.ENVIRONMENTBRDF) {
  45946. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  45947. }
  45948. if (defines.TANGENT) {
  45949. fallbacks.addFallback(fallbackRank++, "TANGENT");
  45950. }
  45951. if (defines.BUMP) {
  45952. fallbacks.addFallback(fallbackRank++, "BUMP");
  45953. }
  45954. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  45955. if (defines.SPECULARTERM) {
  45956. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  45957. }
  45958. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  45959. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  45960. }
  45961. if (defines.LIGHTMAP) {
  45962. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  45963. }
  45964. if (defines.NORMAL) {
  45965. fallbacks.addFallback(fallbackRank++, "NORMAL");
  45966. }
  45967. if (defines.AMBIENT) {
  45968. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  45969. }
  45970. if (defines.EMISSIVE) {
  45971. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  45972. }
  45973. if (defines.VERTEXCOLOR) {
  45974. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  45975. }
  45976. if (defines.NUM_BONE_INFLUENCERS > 0) {
  45977. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  45978. }
  45979. if (defines.MORPHTARGETS) {
  45980. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  45981. }
  45982. //Attributes
  45983. var attribs = [BABYLON.VertexBuffer.PositionKind];
  45984. if (defines.NORMAL) {
  45985. attribs.push(BABYLON.VertexBuffer.NormalKind);
  45986. }
  45987. if (defines.TANGENT) {
  45988. attribs.push(BABYLON.VertexBuffer.TangentKind);
  45989. }
  45990. if (defines.UV1) {
  45991. attribs.push(BABYLON.VertexBuffer.UVKind);
  45992. }
  45993. if (defines.UV2) {
  45994. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  45995. }
  45996. if (defines.VERTEXCOLOR) {
  45997. attribs.push(BABYLON.VertexBuffer.ColorKind);
  45998. }
  45999. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46000. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46001. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46002. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46003. "vFogInfos", "vFogColor", "pointSize",
  46004. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46005. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46006. "mBones",
  46007. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46008. "vLightingIntensity",
  46009. "logarithmicDepthConstant",
  46010. "vSphericalX", "vSphericalY", "vSphericalZ",
  46011. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46012. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46013. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46014. "vTangentSpaceParams"
  46015. ];
  46016. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46017. "bumpSampler", "lightmapSampler", "opacitySampler",
  46018. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46019. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46020. "microSurfaceSampler", "environmentBrdfSampler"];
  46021. var uniformBuffers = ["Material", "Scene"];
  46022. if (BABYLON.ImageProcessingConfiguration) {
  46023. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46024. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46025. }
  46026. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46027. uniformsNames: uniforms,
  46028. uniformBuffersNames: uniformBuffers,
  46029. samplers: samplers,
  46030. defines: defines,
  46031. maxSimultaneousLights: this._maxSimultaneousLights
  46032. });
  46033. var join = defines.toString();
  46034. return engine.createEffect("pbr", {
  46035. attributes: attribs,
  46036. uniformsNames: uniforms,
  46037. uniformBuffersNames: uniformBuffers,
  46038. samplers: samplers,
  46039. defines: join,
  46040. fallbacks: fallbacks,
  46041. onCompiled: onCompiled,
  46042. onError: onError,
  46043. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46044. }, engine);
  46045. };
  46046. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46047. if (useInstances === void 0) { useInstances = null; }
  46048. if (useClipPlane === void 0) { useClipPlane = null; }
  46049. var scene = this.getScene();
  46050. var engine = scene.getEngine();
  46051. // Lights
  46052. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46053. defines._needNormals = true;
  46054. // Textures
  46055. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46056. if (defines._areTexturesDirty) {
  46057. defines._needUVs = false;
  46058. if (scene.texturesEnabled) {
  46059. if (scene.getEngine().getCaps().textureLOD) {
  46060. defines.LODBASEDMICROSFURACE = true;
  46061. }
  46062. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46063. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46064. }
  46065. else {
  46066. defines.ALBEDO = false;
  46067. }
  46068. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46069. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46070. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46071. }
  46072. else {
  46073. defines.AMBIENT = false;
  46074. }
  46075. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46076. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46077. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46078. }
  46079. else {
  46080. defines.OPACITY = false;
  46081. }
  46082. var reflectionTexture = this._getReflectionTexture();
  46083. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46084. defines.REFLECTION = true;
  46085. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46086. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46087. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46088. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46089. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46090. defines.INVERTCUBICMAP = true;
  46091. }
  46092. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46093. switch (reflectionTexture.coordinatesMode) {
  46094. case BABYLON.Texture.EXPLICIT_MODE:
  46095. defines.REFLECTIONMAP_EXPLICIT = true;
  46096. break;
  46097. case BABYLON.Texture.PLANAR_MODE:
  46098. defines.REFLECTIONMAP_PLANAR = true;
  46099. break;
  46100. case BABYLON.Texture.PROJECTION_MODE:
  46101. defines.REFLECTIONMAP_PROJECTION = true;
  46102. break;
  46103. case BABYLON.Texture.SKYBOX_MODE:
  46104. defines.REFLECTIONMAP_SKYBOX = true;
  46105. break;
  46106. case BABYLON.Texture.SPHERICAL_MODE:
  46107. defines.REFLECTIONMAP_SPHERICAL = true;
  46108. break;
  46109. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46110. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46111. break;
  46112. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46113. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46114. break;
  46115. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46116. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46117. break;
  46118. case BABYLON.Texture.CUBIC_MODE:
  46119. case BABYLON.Texture.INVCUBIC_MODE:
  46120. default:
  46121. defines.REFLECTIONMAP_CUBIC = true;
  46122. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46123. break;
  46124. }
  46125. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46126. if (reflectionTexture.sphericalPolynomial) {
  46127. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46128. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46129. defines.USESPHERICALINVERTEX = false;
  46130. }
  46131. else {
  46132. defines.USESPHERICALINVERTEX = true;
  46133. }
  46134. }
  46135. }
  46136. else {
  46137. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46138. }
  46139. }
  46140. else {
  46141. defines.REFLECTION = false;
  46142. defines.REFLECTIONMAP_3D = false;
  46143. defines.REFLECTIONMAP_SPHERICAL = false;
  46144. defines.REFLECTIONMAP_PLANAR = false;
  46145. defines.REFLECTIONMAP_CUBIC = false;
  46146. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46147. defines.REFLECTIONMAP_PROJECTION = false;
  46148. defines.REFLECTIONMAP_SKYBOX = false;
  46149. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46150. defines.REFLECTIONMAP_EXPLICIT = false;
  46151. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46152. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46153. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46154. defines.INVERTCUBICMAP = false;
  46155. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46156. defines.USESPHERICALINVERTEX = false;
  46157. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46158. defines.LODINREFLECTIONALPHA = false;
  46159. defines.GAMMAREFLECTION = false;
  46160. defines.RGBDREFLECTION = false;
  46161. }
  46162. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46163. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46164. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46165. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46166. }
  46167. else {
  46168. defines.LIGHTMAP = false;
  46169. }
  46170. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46171. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46172. }
  46173. else {
  46174. defines.EMISSIVE = false;
  46175. }
  46176. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46177. if (this._metallicTexture) {
  46178. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46179. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46180. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46181. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46182. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46183. }
  46184. else if (this._reflectivityTexture) {
  46185. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46186. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46187. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46188. }
  46189. else {
  46190. defines.REFLECTIVITY = false;
  46191. }
  46192. if (this._microSurfaceTexture) {
  46193. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46194. }
  46195. else {
  46196. defines.MICROSURFACEMAP = false;
  46197. }
  46198. }
  46199. else {
  46200. defines.REFLECTIVITY = false;
  46201. defines.MICROSURFACEMAP = false;
  46202. }
  46203. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46204. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46205. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46206. defines.PARALLAX = true;
  46207. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46208. }
  46209. else {
  46210. defines.PARALLAX = false;
  46211. }
  46212. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46213. }
  46214. else {
  46215. defines.BUMP = false;
  46216. }
  46217. var refractionTexture = this._getRefractionTexture();
  46218. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46219. defines.REFRACTION = true;
  46220. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46221. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46222. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46223. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46224. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46225. if (this._linkRefractionWithTransparency) {
  46226. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46227. }
  46228. }
  46229. else {
  46230. defines.REFRACTION = false;
  46231. }
  46232. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46233. defines.ENVIRONMENTBRDF = true;
  46234. }
  46235. else {
  46236. defines.ENVIRONMENTBRDF = false;
  46237. }
  46238. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46239. defines.ALPHAFROMALBEDO = true;
  46240. }
  46241. else {
  46242. defines.ALPHAFROMALBEDO = false;
  46243. }
  46244. }
  46245. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46246. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46247. defines.USEPHYSICALLIGHTFALLOFF = false;
  46248. defines.USEGLTFLIGHTFALLOFF = false;
  46249. }
  46250. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46251. defines.USEPHYSICALLIGHTFALLOFF = false;
  46252. defines.USEGLTFLIGHTFALLOFF = true;
  46253. }
  46254. else {
  46255. defines.USEPHYSICALLIGHTFALLOFF = true;
  46256. defines.USEGLTFLIGHTFALLOFF = false;
  46257. }
  46258. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46259. if (!this.backFaceCulling && this._twoSidedLighting) {
  46260. defines.TWOSIDEDLIGHTING = true;
  46261. }
  46262. else {
  46263. defines.TWOSIDEDLIGHTING = false;
  46264. }
  46265. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46266. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46267. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46268. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46269. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46270. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46271. }
  46272. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46273. this._imageProcessingConfiguration.prepareDefines(defines);
  46274. }
  46275. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46276. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46277. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46278. // Misc.
  46279. if (defines._areMiscDirty) {
  46280. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46281. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46282. }
  46283. // Values that need to be evaluated on every frame
  46284. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46285. // Attribs
  46286. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46287. };
  46288. /**
  46289. * Force shader compilation
  46290. */
  46291. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46292. var _this = this;
  46293. var localOptions = __assign({ clipPlane: false }, options);
  46294. var defines = new PBRMaterialDefines();
  46295. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46296. if (effect.isReady()) {
  46297. if (onCompiled) {
  46298. onCompiled(this);
  46299. }
  46300. }
  46301. else {
  46302. effect.onCompileObservable.add(function () {
  46303. if (onCompiled) {
  46304. onCompiled(_this);
  46305. }
  46306. });
  46307. }
  46308. };
  46309. /**
  46310. * Initializes the uniform buffer layout for the shader.
  46311. */
  46312. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46313. // Order is important !
  46314. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46315. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46316. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46317. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46318. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46319. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46320. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46321. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46322. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46323. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46324. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46325. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46326. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46327. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46328. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46329. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46330. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46331. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46332. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46333. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46334. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46335. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46336. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46337. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46338. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46339. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46340. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46341. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46342. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46343. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46344. this._uniformBuffer.addUniform("pointSize", 1);
  46345. this._uniformBuffer.create();
  46346. };
  46347. /**
  46348. * Unbinds the textures.
  46349. */
  46350. PBRBaseMaterial.prototype.unbind = function () {
  46351. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46352. this._uniformBuffer.setTexture("reflectionSampler", null);
  46353. }
  46354. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46355. this._uniformBuffer.setTexture("refractionSampler", null);
  46356. }
  46357. _super.prototype.unbind.call(this);
  46358. };
  46359. /**
  46360. * Binds the submesh data.
  46361. * @param world - The world matrix.
  46362. * @param mesh - The BJS mesh.
  46363. * @param subMesh - A submesh of the BJS mesh.
  46364. */
  46365. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46366. var scene = this.getScene();
  46367. var defines = subMesh._materialDefines;
  46368. if (!defines) {
  46369. return;
  46370. }
  46371. var effect = subMesh.effect;
  46372. if (!effect) {
  46373. return;
  46374. }
  46375. this._activeEffect = effect;
  46376. // Matrices
  46377. this.bindOnlyWorldMatrix(world);
  46378. // Normal Matrix
  46379. if (defines.OBJECTSPACE_NORMALMAP) {
  46380. world.toNormalMatrix(this._normalMatrix);
  46381. this.bindOnlyNormalMatrix(this._normalMatrix);
  46382. }
  46383. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46384. // Bones
  46385. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46386. var reflectionTexture = null;
  46387. if (mustRebind) {
  46388. this._uniformBuffer.bindToEffect(effect, "Material");
  46389. this.bindViewProjection(effect);
  46390. reflectionTexture = this._getReflectionTexture();
  46391. var refractionTexture = this._getRefractionTexture();
  46392. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46393. // Texture uniforms
  46394. if (scene.texturesEnabled) {
  46395. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46396. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46397. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46398. }
  46399. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46400. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46401. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46402. }
  46403. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46404. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46405. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46406. }
  46407. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46408. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46409. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46410. if (reflectionTexture.boundingBoxSize) {
  46411. var cubeTexture = reflectionTexture;
  46412. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46413. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46414. }
  46415. var polynomials = reflectionTexture.sphericalPolynomial;
  46416. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46417. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46418. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46419. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46420. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46421. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46422. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46423. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46424. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46425. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46426. }
  46427. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46428. }
  46429. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46430. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46431. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46432. }
  46433. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46434. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46435. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46436. }
  46437. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46438. if (this._metallicTexture) {
  46439. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46440. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46441. }
  46442. else if (this._reflectivityTexture) {
  46443. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46444. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46445. }
  46446. if (this._microSurfaceTexture) {
  46447. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46448. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46449. }
  46450. }
  46451. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46452. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46453. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46454. if (scene._mirroredCameraPosition) {
  46455. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46456. }
  46457. else {
  46458. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46459. }
  46460. }
  46461. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46462. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46463. var depth = 1.0;
  46464. if (!refractionTexture.isCube) {
  46465. if (refractionTexture.depth) {
  46466. depth = refractionTexture.depth;
  46467. }
  46468. }
  46469. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46470. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46471. }
  46472. }
  46473. // Point size
  46474. if (this.pointsCloud) {
  46475. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46476. }
  46477. // Colors
  46478. if (defines.METALLICWORKFLOW) {
  46479. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46480. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46481. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46482. }
  46483. else {
  46484. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46485. }
  46486. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46487. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46488. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46489. // Misc
  46490. this._lightingInfos.x = this._directIntensity;
  46491. this._lightingInfos.y = this._emissiveIntensity;
  46492. this._lightingInfos.z = this._environmentIntensity;
  46493. this._lightingInfos.w = this._specularIntensity;
  46494. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46495. }
  46496. // Textures
  46497. if (scene.texturesEnabled) {
  46498. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46499. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46500. }
  46501. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46502. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46503. }
  46504. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46505. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46506. }
  46507. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46508. if (defines.LODBASEDMICROSFURACE) {
  46509. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46510. }
  46511. else {
  46512. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46513. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46514. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46515. }
  46516. }
  46517. if (defines.ENVIRONMENTBRDF) {
  46518. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46519. }
  46520. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46521. if (defines.LODBASEDMICROSFURACE) {
  46522. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46523. }
  46524. else {
  46525. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46526. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46527. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46528. }
  46529. }
  46530. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46531. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46532. }
  46533. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46534. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46535. }
  46536. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46537. if (this._metallicTexture) {
  46538. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46539. }
  46540. else if (this._reflectivityTexture) {
  46541. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46542. }
  46543. if (this._microSurfaceTexture) {
  46544. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46545. }
  46546. }
  46547. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46548. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46549. }
  46550. }
  46551. // Clip plane
  46552. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46553. // Colors
  46554. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46555. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46556. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46557. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46558. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46559. }
  46560. if (mustRebind || !this.isFrozen) {
  46561. // Lights
  46562. if (scene.lightsEnabled && !this._disableLighting) {
  46563. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46564. }
  46565. // View
  46566. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46567. this.bindView(effect);
  46568. }
  46569. // Fog
  46570. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46571. // Morph targets
  46572. if (defines.NUM_MORPH_INFLUENCERS) {
  46573. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46574. }
  46575. // image processing
  46576. this._imageProcessingConfiguration.bind(this._activeEffect);
  46577. // Log. depth
  46578. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46579. }
  46580. this._uniformBuffer.update();
  46581. this._afterBind(mesh, this._activeEffect);
  46582. };
  46583. /**
  46584. * Returns the animatable textures.
  46585. * @returns - Array of animatable textures.
  46586. */
  46587. PBRBaseMaterial.prototype.getAnimatables = function () {
  46588. var results = [];
  46589. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46590. results.push(this._albedoTexture);
  46591. }
  46592. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46593. results.push(this._ambientTexture);
  46594. }
  46595. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46596. results.push(this._opacityTexture);
  46597. }
  46598. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46599. results.push(this._reflectionTexture);
  46600. }
  46601. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46602. results.push(this._emissiveTexture);
  46603. }
  46604. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46605. results.push(this._metallicTexture);
  46606. }
  46607. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46608. results.push(this._reflectivityTexture);
  46609. }
  46610. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46611. results.push(this._bumpTexture);
  46612. }
  46613. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46614. results.push(this._lightmapTexture);
  46615. }
  46616. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46617. results.push(this._refractionTexture);
  46618. }
  46619. return results;
  46620. };
  46621. /**
  46622. * Returns the texture used for reflections.
  46623. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46624. */
  46625. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46626. if (this._reflectionTexture) {
  46627. return this._reflectionTexture;
  46628. }
  46629. return this.getScene().environmentTexture;
  46630. };
  46631. /**
  46632. * Returns the texture used for refraction or null if none is used.
  46633. * @returns - Refection texture if present. If no refraction texture and refraction
  46634. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46635. */
  46636. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46637. if (this._refractionTexture) {
  46638. return this._refractionTexture;
  46639. }
  46640. if (this._linkRefractionWithTransparency) {
  46641. return this.getScene().environmentTexture;
  46642. }
  46643. return null;
  46644. };
  46645. /**
  46646. * Disposes the resources of the material.
  46647. * @param forceDisposeEffect - Forces the disposal of effects.
  46648. * @param forceDisposeTextures - Forces the disposal of all textures.
  46649. */
  46650. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46651. if (forceDisposeTextures) {
  46652. if (this._albedoTexture) {
  46653. this._albedoTexture.dispose();
  46654. }
  46655. if (this._ambientTexture) {
  46656. this._ambientTexture.dispose();
  46657. }
  46658. if (this._opacityTexture) {
  46659. this._opacityTexture.dispose();
  46660. }
  46661. if (this._reflectionTexture) {
  46662. this._reflectionTexture.dispose();
  46663. }
  46664. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46665. this._environmentBRDFTexture.dispose();
  46666. }
  46667. if (this._emissiveTexture) {
  46668. this._emissiveTexture.dispose();
  46669. }
  46670. if (this._metallicTexture) {
  46671. this._metallicTexture.dispose();
  46672. }
  46673. if (this._reflectivityTexture) {
  46674. this._reflectivityTexture.dispose();
  46675. }
  46676. if (this._bumpTexture) {
  46677. this._bumpTexture.dispose();
  46678. }
  46679. if (this._lightmapTexture) {
  46680. this._lightmapTexture.dispose();
  46681. }
  46682. if (this._refractionTexture) {
  46683. this._refractionTexture.dispose();
  46684. }
  46685. }
  46686. this._renderTargets.dispose();
  46687. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46688. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46689. }
  46690. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46691. };
  46692. /**
  46693. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46694. */
  46695. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46696. /**
  46697. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46698. * to enhance interoperability with other engines.
  46699. */
  46700. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46701. /**
  46702. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46703. * to enhance interoperability with other materials.
  46704. */
  46705. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46706. /**
  46707. * Stores the reflectivity values based on metallic roughness workflow.
  46708. */
  46709. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46710. __decorate([
  46711. BABYLON.serializeAsImageProcessingConfiguration()
  46712. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46713. __decorate([
  46714. BABYLON.serialize()
  46715. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46716. __decorate([
  46717. BABYLON.serialize()
  46718. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46719. return PBRBaseMaterial;
  46720. }(BABYLON.PushMaterial));
  46721. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46722. })(BABYLON || (BABYLON = {}));
  46723. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46724. var BABYLON;
  46725. (function (BABYLON) {
  46726. /**
  46727. * The Physically based simple base material of BJS.
  46728. *
  46729. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46730. * It is used as the base class for both the specGloss and metalRough conventions.
  46731. */
  46732. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46733. __extends(PBRBaseSimpleMaterial, _super);
  46734. /**
  46735. * Instantiates a new PBRMaterial instance.
  46736. *
  46737. * @param name The material name
  46738. * @param scene The scene the material will be use in.
  46739. */
  46740. function PBRBaseSimpleMaterial(name, scene) {
  46741. var _this = _super.call(this, name, scene) || this;
  46742. /**
  46743. * Number of Simultaneous lights allowed on the material.
  46744. */
  46745. _this.maxSimultaneousLights = 4;
  46746. /**
  46747. * If sets to true, disables all the lights affecting the material.
  46748. */
  46749. _this.disableLighting = false;
  46750. /**
  46751. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  46752. */
  46753. _this.invertNormalMapX = false;
  46754. /**
  46755. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  46756. */
  46757. _this.invertNormalMapY = false;
  46758. /**
  46759. * Emissivie color used to self-illuminate the model.
  46760. */
  46761. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46762. /**
  46763. * Occlusion Channel Strenght.
  46764. */
  46765. _this.occlusionStrength = 1.0;
  46766. /**
  46767. * If true, the light map contains occlusion information instead of lighting info.
  46768. */
  46769. _this.useLightmapAsShadowmap = false;
  46770. _this._useAlphaFromAlbedoTexture = true;
  46771. _this._useAmbientInGrayScale = true;
  46772. return _this;
  46773. }
  46774. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  46775. /**
  46776. * Gets the current double sided mode.
  46777. */
  46778. get: function () {
  46779. return this._twoSidedLighting;
  46780. },
  46781. /**
  46782. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46783. */
  46784. set: function (value) {
  46785. if (this._twoSidedLighting === value) {
  46786. return;
  46787. }
  46788. this._twoSidedLighting = value;
  46789. this.backFaceCulling = !value;
  46790. this._markAllSubMeshesAsTexturesDirty();
  46791. },
  46792. enumerable: true,
  46793. configurable: true
  46794. });
  46795. /**
  46796. * Return the active textures of the material.
  46797. */
  46798. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  46799. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46800. if (this.environmentTexture) {
  46801. activeTextures.push(this.environmentTexture);
  46802. }
  46803. if (this.normalTexture) {
  46804. activeTextures.push(this.normalTexture);
  46805. }
  46806. if (this.emissiveTexture) {
  46807. activeTextures.push(this.emissiveTexture);
  46808. }
  46809. if (this.occlusionTexture) {
  46810. activeTextures.push(this.occlusionTexture);
  46811. }
  46812. if (this.lightmapTexture) {
  46813. activeTextures.push(this.lightmapTexture);
  46814. }
  46815. return activeTextures;
  46816. };
  46817. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  46818. if (_super.prototype.hasTexture.call(this, texture)) {
  46819. return true;
  46820. }
  46821. if (this.lightmapTexture === texture) {
  46822. return true;
  46823. }
  46824. return false;
  46825. };
  46826. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  46827. return "PBRBaseSimpleMaterial";
  46828. };
  46829. __decorate([
  46830. BABYLON.serialize(),
  46831. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46832. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  46833. __decorate([
  46834. BABYLON.serialize(),
  46835. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46836. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  46837. __decorate([
  46838. BABYLON.serializeAsTexture(),
  46839. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  46840. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  46841. __decorate([
  46842. BABYLON.serialize(),
  46843. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46844. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  46845. __decorate([
  46846. BABYLON.serialize(),
  46847. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46848. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  46849. __decorate([
  46850. BABYLON.serializeAsTexture(),
  46851. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  46852. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  46853. __decorate([
  46854. BABYLON.serializeAsColor3("emissive"),
  46855. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46856. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  46857. __decorate([
  46858. BABYLON.serializeAsTexture(),
  46859. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46860. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  46861. __decorate([
  46862. BABYLON.serialize(),
  46863. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  46864. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  46865. __decorate([
  46866. BABYLON.serializeAsTexture(),
  46867. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  46868. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  46869. __decorate([
  46870. BABYLON.serialize(),
  46871. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  46872. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  46873. __decorate([
  46874. BABYLON.serialize()
  46875. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  46876. __decorate([
  46877. BABYLON.serializeAsTexture(),
  46878. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  46879. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  46880. __decorate([
  46881. BABYLON.serialize(),
  46882. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46883. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  46884. return PBRBaseSimpleMaterial;
  46885. }(BABYLON.PBRBaseMaterial));
  46886. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  46887. })(BABYLON || (BABYLON = {}));
  46888. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  46889. var BABYLON;
  46890. (function (BABYLON) {
  46891. /**
  46892. * The Physically based material of BJS.
  46893. *
  46894. * This offers the main features of a standard PBR material.
  46895. * For more information, please refer to the documentation :
  46896. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46897. */
  46898. var PBRMaterial = /** @class */ (function (_super) {
  46899. __extends(PBRMaterial, _super);
  46900. /**
  46901. * Instantiates a new PBRMaterial instance.
  46902. *
  46903. * @param name The material name
  46904. * @param scene The scene the material will be use in.
  46905. */
  46906. function PBRMaterial(name, scene) {
  46907. var _this = _super.call(this, name, scene) || this;
  46908. /**
  46909. * Intensity of the direct lights e.g. the four lights available in your scene.
  46910. * This impacts both the direct diffuse and specular highlights.
  46911. */
  46912. _this.directIntensity = 1.0;
  46913. /**
  46914. * Intensity of the emissive part of the material.
  46915. * This helps controlling the emissive effect without modifying the emissive color.
  46916. */
  46917. _this.emissiveIntensity = 1.0;
  46918. /**
  46919. * Intensity of the environment e.g. how much the environment will light the object
  46920. * either through harmonics for rough material or through the refelction for shiny ones.
  46921. */
  46922. _this.environmentIntensity = 1.0;
  46923. /**
  46924. * This is a special control allowing the reduction of the specular highlights coming from the
  46925. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46926. */
  46927. _this.specularIntensity = 1.0;
  46928. /**
  46929. * Debug Control allowing disabling the bump map on this material.
  46930. */
  46931. _this.disableBumpMap = false;
  46932. /**
  46933. * AKA Occlusion Texture Intensity in other nomenclature.
  46934. */
  46935. _this.ambientTextureStrength = 1.0;
  46936. /**
  46937. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46938. * 1 means it completely occludes it
  46939. * 0 mean it has no impact
  46940. */
  46941. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46942. /**
  46943. * The color of a material in ambient lighting.
  46944. */
  46945. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  46946. /**
  46947. * AKA Diffuse Color in other nomenclature.
  46948. */
  46949. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  46950. /**
  46951. * AKA Specular Color in other nomenclature.
  46952. */
  46953. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46954. /**
  46955. * The color reflected from the material.
  46956. */
  46957. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  46958. /**
  46959. * The color emitted from the material.
  46960. */
  46961. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46962. /**
  46963. * AKA Glossiness in other nomenclature.
  46964. */
  46965. _this.microSurface = 1.0;
  46966. /**
  46967. * source material index of refraction (IOR)' / 'destination material IOR.
  46968. */
  46969. _this.indexOfRefraction = 0.66;
  46970. /**
  46971. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  46972. */
  46973. _this.invertRefractionY = false;
  46974. /**
  46975. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46976. * Materials half opaque for instance using refraction could benefit from this control.
  46977. */
  46978. _this.linkRefractionWithTransparency = false;
  46979. /**
  46980. * If true, the light map contains occlusion information instead of lighting info.
  46981. */
  46982. _this.useLightmapAsShadowmap = false;
  46983. /**
  46984. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46985. */
  46986. _this.useAlphaFromAlbedoTexture = false;
  46987. /**
  46988. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46989. */
  46990. _this.forceAlphaTest = false;
  46991. /**
  46992. * Defines the alpha limits in alpha test mode.
  46993. */
  46994. _this.alphaCutOff = 0.4;
  46995. /**
  46996. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  46997. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46998. */
  46999. _this.useSpecularOverAlpha = true;
  47000. /**
  47001. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47002. */
  47003. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47004. /**
  47005. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47006. */
  47007. _this.useRoughnessFromMetallicTextureAlpha = true;
  47008. /**
  47009. * Specifies if the metallic texture contains the roughness information in its green channel.
  47010. */
  47011. _this.useRoughnessFromMetallicTextureGreen = false;
  47012. /**
  47013. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47014. */
  47015. _this.useMetallnessFromMetallicTextureBlue = false;
  47016. /**
  47017. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47018. */
  47019. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47020. /**
  47021. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47022. */
  47023. _this.useAmbientInGrayScale = false;
  47024. /**
  47025. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47026. * The material will try to infer what glossiness each pixel should be.
  47027. */
  47028. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47029. /**
  47030. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47031. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47032. */
  47033. _this.useRadianceOverAlpha = true;
  47034. /**
  47035. * Allows using an object space normal map (instead of tangent space).
  47036. */
  47037. _this.useObjectSpaceNormalMap = false;
  47038. /**
  47039. * Allows using the bump map in parallax mode.
  47040. */
  47041. _this.useParallax = false;
  47042. /**
  47043. * Allows using the bump map in parallax occlusion mode.
  47044. */
  47045. _this.useParallaxOcclusion = false;
  47046. /**
  47047. * Controls the scale bias of the parallax mode.
  47048. */
  47049. _this.parallaxScaleBias = 0.05;
  47050. /**
  47051. * If sets to true, disables all the lights affecting the material.
  47052. */
  47053. _this.disableLighting = false;
  47054. /**
  47055. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47056. */
  47057. _this.forceIrradianceInFragment = false;
  47058. /**
  47059. * Number of Simultaneous lights allowed on the material.
  47060. */
  47061. _this.maxSimultaneousLights = 4;
  47062. /**
  47063. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47064. */
  47065. _this.invertNormalMapX = false;
  47066. /**
  47067. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47068. */
  47069. _this.invertNormalMapY = false;
  47070. /**
  47071. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47072. */
  47073. _this.twoSidedLighting = false;
  47074. /**
  47075. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47076. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47077. */
  47078. _this.useAlphaFresnel = false;
  47079. /**
  47080. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47081. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47082. */
  47083. _this.useLinearAlphaFresnel = false;
  47084. /**
  47085. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47086. * And/Or occlude the blended part.
  47087. */
  47088. _this.environmentBRDFTexture = null;
  47089. /**
  47090. * Force normal to face away from face.
  47091. */
  47092. _this.forceNormalForward = false;
  47093. /**
  47094. * Enables specular anti aliasing in the PBR shader.
  47095. * It will both interacts on the Geometry for analytical and IBL lighting.
  47096. * It also prefilter the roughness map based on the bump values.
  47097. */
  47098. _this.enableSpecularAntiAliasing = false;
  47099. /**
  47100. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47101. * makes the reflect vector face the model (under horizon).
  47102. */
  47103. _this.useHorizonOcclusion = true;
  47104. /**
  47105. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47106. * too much the area relying on ambient texture to define their ambient occlusion.
  47107. */
  47108. _this.useRadianceOcclusion = true;
  47109. /**
  47110. * If set to true, no lighting calculations will be applied.
  47111. */
  47112. _this.unlit = false;
  47113. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47114. return _this;
  47115. }
  47116. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47117. /**
  47118. * BJS is using an harcoded light falloff based on a manually sets up range.
  47119. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47120. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47121. */
  47122. get: function () {
  47123. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47124. },
  47125. /**
  47126. * BJS is using an harcoded light falloff based on a manually sets up range.
  47127. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47128. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47129. */
  47130. set: function (value) {
  47131. if (value !== this.usePhysicalLightFalloff) {
  47132. // Ensure the effect will be rebuilt.
  47133. this._markAllSubMeshesAsTexturesDirty();
  47134. if (value) {
  47135. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47136. }
  47137. else {
  47138. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47139. }
  47140. }
  47141. },
  47142. enumerable: true,
  47143. configurable: true
  47144. });
  47145. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47146. /**
  47147. * In order to support the falloff compatibility with gltf, a special mode has been added
  47148. * to reproduce the gltf light falloff.
  47149. */
  47150. get: function () {
  47151. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47152. },
  47153. /**
  47154. * In order to support the falloff compatibility with gltf, a special mode has been added
  47155. * to reproduce the gltf light falloff.
  47156. */
  47157. set: function (value) {
  47158. if (value !== this.useGLTFLightFalloff) {
  47159. // Ensure the effect will be rebuilt.
  47160. this._markAllSubMeshesAsTexturesDirty();
  47161. if (value) {
  47162. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47163. }
  47164. else {
  47165. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47166. }
  47167. }
  47168. },
  47169. enumerable: true,
  47170. configurable: true
  47171. });
  47172. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47173. /**
  47174. * Gets the image processing configuration used either in this material.
  47175. */
  47176. get: function () {
  47177. return this._imageProcessingConfiguration;
  47178. },
  47179. /**
  47180. * Sets the Default image processing configuration used either in the this material.
  47181. *
  47182. * If sets to null, the scene one is in use.
  47183. */
  47184. set: function (value) {
  47185. this._attachImageProcessingConfiguration(value);
  47186. // Ensure the effect will be rebuilt.
  47187. this._markAllSubMeshesAsTexturesDirty();
  47188. },
  47189. enumerable: true,
  47190. configurable: true
  47191. });
  47192. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47193. /**
  47194. * Gets wether the color curves effect is enabled.
  47195. */
  47196. get: function () {
  47197. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47198. },
  47199. /**
  47200. * Sets wether the color curves effect is enabled.
  47201. */
  47202. set: function (value) {
  47203. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47204. },
  47205. enumerable: true,
  47206. configurable: true
  47207. });
  47208. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47209. /**
  47210. * Gets wether the color grading effect is enabled.
  47211. */
  47212. get: function () {
  47213. return this.imageProcessingConfiguration.colorGradingEnabled;
  47214. },
  47215. /**
  47216. * Gets wether the color grading effect is enabled.
  47217. */
  47218. set: function (value) {
  47219. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47220. },
  47221. enumerable: true,
  47222. configurable: true
  47223. });
  47224. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47225. /**
  47226. * Gets wether tonemapping is enabled or not.
  47227. */
  47228. get: function () {
  47229. return this._imageProcessingConfiguration.toneMappingEnabled;
  47230. },
  47231. /**
  47232. * Sets wether tonemapping is enabled or not
  47233. */
  47234. set: function (value) {
  47235. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47236. },
  47237. enumerable: true,
  47238. configurable: true
  47239. });
  47240. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47241. /**
  47242. * The camera exposure used on this material.
  47243. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47244. * This corresponds to a photographic exposure.
  47245. */
  47246. get: function () {
  47247. return this._imageProcessingConfiguration.exposure;
  47248. },
  47249. /**
  47250. * The camera exposure used on this material.
  47251. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47252. * This corresponds to a photographic exposure.
  47253. */
  47254. set: function (value) {
  47255. this._imageProcessingConfiguration.exposure = value;
  47256. },
  47257. enumerable: true,
  47258. configurable: true
  47259. });
  47260. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47261. /**
  47262. * Gets The camera contrast used on this material.
  47263. */
  47264. get: function () {
  47265. return this._imageProcessingConfiguration.contrast;
  47266. },
  47267. /**
  47268. * Sets The camera contrast used on this material.
  47269. */
  47270. set: function (value) {
  47271. this._imageProcessingConfiguration.contrast = value;
  47272. },
  47273. enumerable: true,
  47274. configurable: true
  47275. });
  47276. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47277. /**
  47278. * Gets the Color Grading 2D Lookup Texture.
  47279. */
  47280. get: function () {
  47281. return this._imageProcessingConfiguration.colorGradingTexture;
  47282. },
  47283. /**
  47284. * Sets the Color Grading 2D Lookup Texture.
  47285. */
  47286. set: function (value) {
  47287. this._imageProcessingConfiguration.colorGradingTexture = value;
  47288. },
  47289. enumerable: true,
  47290. configurable: true
  47291. });
  47292. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47293. /**
  47294. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47295. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47296. * 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;
  47297. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47298. */
  47299. get: function () {
  47300. return this._imageProcessingConfiguration.colorCurves;
  47301. },
  47302. /**
  47303. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47304. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47305. * 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;
  47306. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47307. */
  47308. set: function (value) {
  47309. this._imageProcessingConfiguration.colorCurves = value;
  47310. },
  47311. enumerable: true,
  47312. configurable: true
  47313. });
  47314. /**
  47315. * Returns the name of this material class.
  47316. */
  47317. PBRMaterial.prototype.getClassName = function () {
  47318. return "PBRMaterial";
  47319. };
  47320. /**
  47321. * Returns an array of the actively used textures.
  47322. * @returns - Array of BaseTextures
  47323. */
  47324. PBRMaterial.prototype.getActiveTextures = function () {
  47325. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47326. if (this._albedoTexture) {
  47327. activeTextures.push(this._albedoTexture);
  47328. }
  47329. if (this._ambientTexture) {
  47330. activeTextures.push(this._ambientTexture);
  47331. }
  47332. if (this._opacityTexture) {
  47333. activeTextures.push(this._opacityTexture);
  47334. }
  47335. if (this._reflectionTexture) {
  47336. activeTextures.push(this._reflectionTexture);
  47337. }
  47338. if (this._emissiveTexture) {
  47339. activeTextures.push(this._emissiveTexture);
  47340. }
  47341. if (this._reflectivityTexture) {
  47342. activeTextures.push(this._reflectivityTexture);
  47343. }
  47344. if (this._metallicTexture) {
  47345. activeTextures.push(this._metallicTexture);
  47346. }
  47347. if (this._microSurfaceTexture) {
  47348. activeTextures.push(this._microSurfaceTexture);
  47349. }
  47350. if (this._bumpTexture) {
  47351. activeTextures.push(this._bumpTexture);
  47352. }
  47353. if (this._lightmapTexture) {
  47354. activeTextures.push(this._lightmapTexture);
  47355. }
  47356. if (this._refractionTexture) {
  47357. activeTextures.push(this._refractionTexture);
  47358. }
  47359. return activeTextures;
  47360. };
  47361. /**
  47362. * Checks to see if a texture is used in the material.
  47363. * @param texture - Base texture to use.
  47364. * @returns - Boolean specifying if a texture is used in the material.
  47365. */
  47366. PBRMaterial.prototype.hasTexture = function (texture) {
  47367. if (_super.prototype.hasTexture.call(this, texture)) {
  47368. return true;
  47369. }
  47370. if (this._albedoTexture === texture) {
  47371. return true;
  47372. }
  47373. if (this._ambientTexture === texture) {
  47374. return true;
  47375. }
  47376. if (this._opacityTexture === texture) {
  47377. return true;
  47378. }
  47379. if (this._reflectionTexture === texture) {
  47380. return true;
  47381. }
  47382. if (this._reflectivityTexture === texture) {
  47383. return true;
  47384. }
  47385. if (this._metallicTexture === texture) {
  47386. return true;
  47387. }
  47388. if (this._microSurfaceTexture === texture) {
  47389. return true;
  47390. }
  47391. if (this._bumpTexture === texture) {
  47392. return true;
  47393. }
  47394. if (this._lightmapTexture === texture) {
  47395. return true;
  47396. }
  47397. if (this._refractionTexture === texture) {
  47398. return true;
  47399. }
  47400. return false;
  47401. };
  47402. /**
  47403. * Makes a duplicate of the current material.
  47404. * @param name - name to use for the new material.
  47405. */
  47406. PBRMaterial.prototype.clone = function (name) {
  47407. var _this = this;
  47408. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47409. clone.id = name;
  47410. clone.name = name;
  47411. return clone;
  47412. };
  47413. /**
  47414. * Serializes this PBR Material.
  47415. * @returns - An object with the serialized material.
  47416. */
  47417. PBRMaterial.prototype.serialize = function () {
  47418. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47419. serializationObject.customType = "BABYLON.PBRMaterial";
  47420. return serializationObject;
  47421. };
  47422. // Statics
  47423. /**
  47424. * Parses a PBR Material from a serialized object.
  47425. * @param source - Serialized object.
  47426. * @param scene - BJS scene instance.
  47427. * @param rootUrl - url for the scene object
  47428. * @returns - PBRMaterial
  47429. */
  47430. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47431. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47432. };
  47433. /**
  47434. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47435. */
  47436. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47437. /**
  47438. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47439. */
  47440. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47441. /**
  47442. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47443. */
  47444. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47445. /**
  47446. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47447. * They are also discarded below the alpha cutoff threshold to improve performances.
  47448. */
  47449. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47450. /**
  47451. * Defines the default value of how much AO map is occluding the analytical lights
  47452. * (point spot...).
  47453. */
  47454. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47455. __decorate([
  47456. BABYLON.serialize(),
  47457. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47458. ], PBRMaterial.prototype, "directIntensity", void 0);
  47459. __decorate([
  47460. BABYLON.serialize(),
  47461. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47462. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47463. __decorate([
  47464. BABYLON.serialize(),
  47465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47466. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47467. __decorate([
  47468. BABYLON.serialize(),
  47469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47470. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47471. __decorate([
  47472. BABYLON.serialize(),
  47473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47474. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47475. __decorate([
  47476. BABYLON.serializeAsTexture(),
  47477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47478. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47479. __decorate([
  47480. BABYLON.serializeAsTexture(),
  47481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47482. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47483. __decorate([
  47484. BABYLON.serialize(),
  47485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47486. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47487. __decorate([
  47488. BABYLON.serialize(),
  47489. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47490. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47491. __decorate([
  47492. BABYLON.serializeAsTexture(),
  47493. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47494. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47495. __decorate([
  47496. BABYLON.serializeAsTexture(),
  47497. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47498. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47499. __decorate([
  47500. BABYLON.serializeAsTexture(),
  47501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47502. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47503. __decorate([
  47504. BABYLON.serializeAsTexture(),
  47505. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47506. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47507. __decorate([
  47508. BABYLON.serializeAsTexture(),
  47509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47510. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47511. __decorate([
  47512. BABYLON.serialize(),
  47513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47514. ], PBRMaterial.prototype, "metallic", void 0);
  47515. __decorate([
  47516. BABYLON.serialize(),
  47517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47518. ], PBRMaterial.prototype, "roughness", void 0);
  47519. __decorate([
  47520. BABYLON.serializeAsTexture(),
  47521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47522. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47523. __decorate([
  47524. BABYLON.serializeAsTexture(),
  47525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47526. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47527. __decorate([
  47528. BABYLON.serializeAsTexture(),
  47529. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47530. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47531. __decorate([
  47532. BABYLON.serializeAsTexture(),
  47533. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47534. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47535. __decorate([
  47536. BABYLON.serializeAsColor3("ambient"),
  47537. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47538. ], PBRMaterial.prototype, "ambientColor", void 0);
  47539. __decorate([
  47540. BABYLON.serializeAsColor3("albedo"),
  47541. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47542. ], PBRMaterial.prototype, "albedoColor", void 0);
  47543. __decorate([
  47544. BABYLON.serializeAsColor3("reflectivity"),
  47545. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47546. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47547. __decorate([
  47548. BABYLON.serializeAsColor3("reflection"),
  47549. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47550. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47551. __decorate([
  47552. BABYLON.serializeAsColor3("emissive"),
  47553. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47554. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47555. __decorate([
  47556. BABYLON.serialize(),
  47557. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47558. ], PBRMaterial.prototype, "microSurface", void 0);
  47559. __decorate([
  47560. BABYLON.serialize(),
  47561. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47562. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47563. __decorate([
  47564. BABYLON.serialize(),
  47565. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47566. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47567. __decorate([
  47568. BABYLON.serialize(),
  47569. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47570. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47571. __decorate([
  47572. BABYLON.serialize(),
  47573. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47574. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47575. __decorate([
  47576. BABYLON.serialize(),
  47577. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47578. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47579. __decorate([
  47580. BABYLON.serialize(),
  47581. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47582. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47583. __decorate([
  47584. BABYLON.serialize(),
  47585. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47586. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47587. __decorate([
  47588. BABYLON.serialize(),
  47589. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47590. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47591. __decorate([
  47592. BABYLON.serialize(),
  47593. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47594. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47595. __decorate([
  47596. BABYLON.serialize(),
  47597. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47598. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47599. __decorate([
  47600. BABYLON.serialize(),
  47601. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47602. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47603. __decorate([
  47604. BABYLON.serialize(),
  47605. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47606. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47607. __decorate([
  47608. BABYLON.serialize(),
  47609. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47610. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47611. __decorate([
  47612. BABYLON.serialize(),
  47613. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47614. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47615. __decorate([
  47616. BABYLON.serialize(),
  47617. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47618. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47619. __decorate([
  47620. BABYLON.serialize()
  47621. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47622. __decorate([
  47623. BABYLON.serialize()
  47624. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47625. __decorate([
  47626. BABYLON.serialize(),
  47627. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47628. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47629. __decorate([
  47630. BABYLON.serialize(),
  47631. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47632. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47633. __decorate([
  47634. BABYLON.serialize(),
  47635. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47636. ], PBRMaterial.prototype, "useParallax", void 0);
  47637. __decorate([
  47638. BABYLON.serialize(),
  47639. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47640. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47641. __decorate([
  47642. BABYLON.serialize(),
  47643. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47644. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47645. __decorate([
  47646. BABYLON.serialize(),
  47647. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47648. ], PBRMaterial.prototype, "disableLighting", void 0);
  47649. __decorate([
  47650. BABYLON.serialize(),
  47651. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47652. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47653. __decorate([
  47654. BABYLON.serialize(),
  47655. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47656. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47657. __decorate([
  47658. BABYLON.serialize(),
  47659. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47660. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47661. __decorate([
  47662. BABYLON.serialize(),
  47663. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47664. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47665. __decorate([
  47666. BABYLON.serialize(),
  47667. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47668. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47669. __decorate([
  47670. BABYLON.serialize(),
  47671. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47672. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47673. __decorate([
  47674. BABYLON.serialize(),
  47675. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47676. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47677. __decorate([
  47678. BABYLON.serializeAsTexture(),
  47679. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47680. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47681. __decorate([
  47682. BABYLON.serialize(),
  47683. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47684. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47685. __decorate([
  47686. BABYLON.serialize(),
  47687. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47688. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47689. __decorate([
  47690. BABYLON.serialize(),
  47691. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47692. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47693. __decorate([
  47694. BABYLON.serialize(),
  47695. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47696. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47697. __decorate([
  47698. BABYLON.serialize(),
  47699. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47700. ], PBRMaterial.prototype, "unlit", void 0);
  47701. return PBRMaterial;
  47702. }(BABYLON.PBRBaseMaterial));
  47703. BABYLON.PBRMaterial = PBRMaterial;
  47704. })(BABYLON || (BABYLON = {}));
  47705. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47706. var BABYLON;
  47707. (function (BABYLON) {
  47708. /**
  47709. * The PBR material of BJS following the metal roughness convention.
  47710. *
  47711. * This fits to the PBR convention in the GLTF definition:
  47712. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47713. */
  47714. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47715. __extends(PBRMetallicRoughnessMaterial, _super);
  47716. /**
  47717. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47718. *
  47719. * @param name The material name
  47720. * @param scene The scene the material will be use in.
  47721. */
  47722. function PBRMetallicRoughnessMaterial(name, scene) {
  47723. var _this = _super.call(this, name, scene) || this;
  47724. _this._useRoughnessFromMetallicTextureAlpha = false;
  47725. _this._useRoughnessFromMetallicTextureGreen = true;
  47726. _this._useMetallnessFromMetallicTextureBlue = true;
  47727. _this.metallic = 1.0;
  47728. _this.roughness = 1.0;
  47729. return _this;
  47730. }
  47731. /**
  47732. * Return the currrent class name of the material.
  47733. */
  47734. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47735. return "PBRMetallicRoughnessMaterial";
  47736. };
  47737. /**
  47738. * Return the active textures of the material.
  47739. */
  47740. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47741. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47742. if (this.baseTexture) {
  47743. activeTextures.push(this.baseTexture);
  47744. }
  47745. if (this.metallicRoughnessTexture) {
  47746. activeTextures.push(this.metallicRoughnessTexture);
  47747. }
  47748. return activeTextures;
  47749. };
  47750. /**
  47751. * Checks to see if a texture is used in the material.
  47752. * @param texture - Base texture to use.
  47753. * @returns - Boolean specifying if a texture is used in the material.
  47754. */
  47755. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  47756. if (_super.prototype.hasTexture.call(this, texture)) {
  47757. return true;
  47758. }
  47759. if (this.baseTexture === texture) {
  47760. return true;
  47761. }
  47762. if (this.metallicRoughnessTexture === texture) {
  47763. return true;
  47764. }
  47765. return false;
  47766. };
  47767. /**
  47768. * Makes a duplicate of the current material.
  47769. * @param name - name to use for the new material.
  47770. */
  47771. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  47772. var _this = this;
  47773. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  47774. clone.id = name;
  47775. clone.name = name;
  47776. return clone;
  47777. };
  47778. /**
  47779. * Serialize the material to a parsable JSON object.
  47780. */
  47781. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  47782. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47783. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  47784. return serializationObject;
  47785. };
  47786. /**
  47787. * Parses a JSON object correponding to the serialize function.
  47788. */
  47789. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  47790. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  47791. };
  47792. __decorate([
  47793. BABYLON.serializeAsColor3(),
  47794. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47795. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  47796. __decorate([
  47797. BABYLON.serializeAsTexture(),
  47798. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47799. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  47800. __decorate([
  47801. BABYLON.serialize(),
  47802. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47803. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  47804. __decorate([
  47805. BABYLON.serialize(),
  47806. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47807. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  47808. __decorate([
  47809. BABYLON.serializeAsTexture(),
  47810. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  47811. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  47812. return PBRMetallicRoughnessMaterial;
  47813. }(BABYLON.PBRBaseSimpleMaterial));
  47814. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  47815. })(BABYLON || (BABYLON = {}));
  47816. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  47817. var BABYLON;
  47818. (function (BABYLON) {
  47819. /**
  47820. * The PBR material of BJS following the specular glossiness convention.
  47821. *
  47822. * This fits to the PBR convention in the GLTF definition:
  47823. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  47824. */
  47825. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  47826. __extends(PBRSpecularGlossinessMaterial, _super);
  47827. /**
  47828. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  47829. *
  47830. * @param name The material name
  47831. * @param scene The scene the material will be use in.
  47832. */
  47833. function PBRSpecularGlossinessMaterial(name, scene) {
  47834. var _this = _super.call(this, name, scene) || this;
  47835. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  47836. return _this;
  47837. }
  47838. /**
  47839. * Return the currrent class name of the material.
  47840. */
  47841. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  47842. return "PBRSpecularGlossinessMaterial";
  47843. };
  47844. /**
  47845. * Return the active textures of the material.
  47846. */
  47847. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  47848. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47849. if (this.diffuseTexture) {
  47850. activeTextures.push(this.diffuseTexture);
  47851. }
  47852. if (this.specularGlossinessTexture) {
  47853. activeTextures.push(this.specularGlossinessTexture);
  47854. }
  47855. return activeTextures;
  47856. };
  47857. /**
  47858. * Checks to see if a texture is used in the material.
  47859. * @param texture - Base texture to use.
  47860. * @returns - Boolean specifying if a texture is used in the material.
  47861. */
  47862. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  47863. if (_super.prototype.hasTexture.call(this, texture)) {
  47864. return true;
  47865. }
  47866. if (this.diffuseTexture === texture) {
  47867. return true;
  47868. }
  47869. if (this.specularGlossinessTexture === texture) {
  47870. return true;
  47871. }
  47872. return false;
  47873. };
  47874. /**
  47875. * Makes a duplicate of the current material.
  47876. * @param name - name to use for the new material.
  47877. */
  47878. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  47879. var _this = this;
  47880. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  47881. clone.id = name;
  47882. clone.name = name;
  47883. return clone;
  47884. };
  47885. /**
  47886. * Serialize the material to a parsable JSON object.
  47887. */
  47888. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  47889. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47890. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  47891. return serializationObject;
  47892. };
  47893. /**
  47894. * Parses a JSON object correponding to the serialize function.
  47895. */
  47896. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  47897. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  47898. };
  47899. __decorate([
  47900. BABYLON.serializeAsColor3("diffuse"),
  47901. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47902. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  47903. __decorate([
  47904. BABYLON.serializeAsTexture(),
  47905. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47906. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  47907. __decorate([
  47908. BABYLON.serializeAsColor3("specular"),
  47909. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  47910. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  47911. __decorate([
  47912. BABYLON.serialize(),
  47913. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  47914. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  47915. __decorate([
  47916. BABYLON.serializeAsTexture(),
  47917. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  47918. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  47919. return PBRSpecularGlossinessMaterial;
  47920. }(BABYLON.PBRBaseSimpleMaterial));
  47921. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  47922. })(BABYLON || (BABYLON = {}));
  47923. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  47924. var BABYLON;
  47925. (function (BABYLON) {
  47926. /**
  47927. * @ignore
  47928. * This is a list of all the different input types that are available in the application.
  47929. * Fo instance: ArcRotateCameraGamepadInput...
  47930. */
  47931. BABYLON.CameraInputTypes = {};
  47932. /**
  47933. * This represents the input manager used within a camera.
  47934. * It helps dealing with all the different kind of input attached to a camera.
  47935. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47936. */
  47937. var CameraInputsManager = /** @class */ (function () {
  47938. /**
  47939. * Instantiate a new Camera Input Manager.
  47940. * @param camera Defines the camera the input manager blongs to
  47941. */
  47942. function CameraInputsManager(camera) {
  47943. this.attached = {};
  47944. this.camera = camera;
  47945. this.checkInputs = function () { };
  47946. }
  47947. /**
  47948. * Add an input method to a camera
  47949. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  47950. * @param input camera input method
  47951. */
  47952. CameraInputsManager.prototype.add = function (input) {
  47953. var type = input.getSimpleName();
  47954. if (this.attached[type]) {
  47955. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  47956. return;
  47957. }
  47958. this.attached[type] = input;
  47959. input.camera = this.camera;
  47960. //for checkInputs, we are dynamically creating a function
  47961. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  47962. if (input.checkInputs) {
  47963. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  47964. }
  47965. if (this.attachedElement) {
  47966. input.attachControl(this.attachedElement);
  47967. }
  47968. };
  47969. /**
  47970. * Remove a specific input method from a camera
  47971. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  47972. * @param inputToRemove camera input method
  47973. */
  47974. CameraInputsManager.prototype.remove = function (inputToRemove) {
  47975. for (var cam in this.attached) {
  47976. var input = this.attached[cam];
  47977. if (input === inputToRemove) {
  47978. input.detachControl(this.attachedElement);
  47979. input.camera = null;
  47980. delete this.attached[cam];
  47981. this.rebuildInputCheck();
  47982. }
  47983. }
  47984. };
  47985. /**
  47986. * Remove a specific input type from a camera
  47987. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  47988. * @param inputType the type of the input to remove
  47989. */
  47990. CameraInputsManager.prototype.removeByType = function (inputType) {
  47991. for (var cam in this.attached) {
  47992. var input = this.attached[cam];
  47993. if (input.getClassName() === inputType) {
  47994. input.detachControl(this.attachedElement);
  47995. input.camera = null;
  47996. delete this.attached[cam];
  47997. this.rebuildInputCheck();
  47998. }
  47999. }
  48000. };
  48001. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48002. var current = this.checkInputs;
  48003. return function () {
  48004. current();
  48005. fn();
  48006. };
  48007. };
  48008. /**
  48009. * Attach the input controls to the currently attached dom element to listen the events from.
  48010. * @param input Defines the input to attach
  48011. */
  48012. CameraInputsManager.prototype.attachInput = function (input) {
  48013. if (this.attachedElement) {
  48014. input.attachControl(this.attachedElement, this.noPreventDefault);
  48015. }
  48016. };
  48017. /**
  48018. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48019. * @param element Defines the dom element to collect the events from
  48020. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48021. */
  48022. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48023. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48024. if (this.attachedElement) {
  48025. return;
  48026. }
  48027. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48028. this.attachedElement = element;
  48029. this.noPreventDefault = noPreventDefault;
  48030. for (var cam in this.attached) {
  48031. this.attached[cam].attachControl(element, noPreventDefault);
  48032. }
  48033. };
  48034. /**
  48035. * Detach the current manager inputs controls from a specific dom element.
  48036. * @param element Defines the dom element to collect the events from
  48037. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48038. */
  48039. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48040. if (disconnect === void 0) { disconnect = false; }
  48041. if (this.attachedElement !== element) {
  48042. return;
  48043. }
  48044. for (var cam in this.attached) {
  48045. this.attached[cam].detachControl(element);
  48046. if (disconnect) {
  48047. this.attached[cam].camera = null;
  48048. }
  48049. }
  48050. this.attachedElement = null;
  48051. };
  48052. /**
  48053. * Rebuild the dynamic inputCheck function from the current list of
  48054. * defined inputs in the manager.
  48055. */
  48056. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48057. this.checkInputs = function () { };
  48058. for (var cam in this.attached) {
  48059. var input = this.attached[cam];
  48060. if (input.checkInputs) {
  48061. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48062. }
  48063. }
  48064. };
  48065. /**
  48066. * Remove all attached input methods from a camera
  48067. */
  48068. CameraInputsManager.prototype.clear = function () {
  48069. if (this.attachedElement) {
  48070. this.detachElement(this.attachedElement, true);
  48071. }
  48072. this.attached = {};
  48073. this.attachedElement = null;
  48074. this.checkInputs = function () { };
  48075. };
  48076. /**
  48077. * Serialize the current input manager attached to a camera.
  48078. * This ensures than once parsed,
  48079. * the input associated to the camera will be identical to the current ones
  48080. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48081. */
  48082. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48083. var inputs = {};
  48084. for (var cam in this.attached) {
  48085. var input = this.attached[cam];
  48086. var res = BABYLON.SerializationHelper.Serialize(input);
  48087. inputs[input.getClassName()] = res;
  48088. }
  48089. serializedCamera.inputsmgr = inputs;
  48090. };
  48091. /**
  48092. * Parses an input manager serialized JSON to restore the previous list of inputs
  48093. * and states associated to a camera.
  48094. * @param parsedCamera Defines the JSON to parse
  48095. */
  48096. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48097. var parsedInputs = parsedCamera.inputsmgr;
  48098. if (parsedInputs) {
  48099. this.clear();
  48100. for (var n in parsedInputs) {
  48101. var construct = BABYLON.CameraInputTypes[n];
  48102. if (construct) {
  48103. var parsedinput = parsedInputs[n];
  48104. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48105. this.add(input);
  48106. }
  48107. }
  48108. }
  48109. else {
  48110. //2016-03-08 this part is for managing backward compatibility
  48111. for (var n in this.attached) {
  48112. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48113. if (construct) {
  48114. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48115. this.remove(this.attached[n]);
  48116. this.add(input);
  48117. }
  48118. }
  48119. }
  48120. };
  48121. return CameraInputsManager;
  48122. }());
  48123. BABYLON.CameraInputsManager = CameraInputsManager;
  48124. })(BABYLON || (BABYLON = {}));
  48125. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48126. var BABYLON;
  48127. (function (BABYLON) {
  48128. /**
  48129. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48130. * This is the base of the follow, arc rotate cameras and Free camera
  48131. * @see http://doc.babylonjs.com/features/cameras
  48132. */
  48133. var TargetCamera = /** @class */ (function (_super) {
  48134. __extends(TargetCamera, _super);
  48135. /**
  48136. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48137. * This is the base of the follow, arc rotate cameras and Free camera
  48138. * @see http://doc.babylonjs.com/features/cameras
  48139. * @param name Defines the name of the camera in the scene
  48140. * @param position Defines the start position of the camera in the scene
  48141. * @param scene Defines the scene the camera belongs to
  48142. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48143. */
  48144. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48145. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48146. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48147. /**
  48148. * Define the current direction the camera is moving to
  48149. */
  48150. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48151. /**
  48152. * Define the current rotation the camera is rotating to
  48153. */
  48154. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48155. /**
  48156. * Define the current rotation of the camera
  48157. */
  48158. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48159. /**
  48160. * Define the current speed of the camera
  48161. */
  48162. _this.speed = 2.0;
  48163. /**
  48164. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48165. * around all axis.
  48166. */
  48167. _this.noRotationConstraint = false;
  48168. /**
  48169. * Define the current target of the camera as an object or a position.
  48170. */
  48171. _this.lockedTarget = null;
  48172. /** @hidden */
  48173. _this._currentTarget = BABYLON.Vector3.Zero();
  48174. /** @hidden */
  48175. _this._viewMatrix = BABYLON.Matrix.Zero();
  48176. /** @hidden */
  48177. _this._camMatrix = BABYLON.Matrix.Zero();
  48178. /** @hidden */
  48179. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48180. /** @hidden */
  48181. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48182. /** @hidden */
  48183. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48184. /** @hidden */
  48185. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48186. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48187. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48188. _this._defaultUp = BABYLON.Vector3.Up();
  48189. _this._cachedRotationZ = 0;
  48190. _this._cachedQuaternionRotationZ = 0;
  48191. return _this;
  48192. }
  48193. /**
  48194. * Gets the position in front of the camera at a given distance.
  48195. * @param distance The distance from the camera we want the position to be
  48196. * @returns the position
  48197. */
  48198. TargetCamera.prototype.getFrontPosition = function (distance) {
  48199. this.getWorldMatrix();
  48200. var direction = this.getTarget().subtract(this.position);
  48201. direction.normalize();
  48202. direction.scaleInPlace(distance);
  48203. return this.globalPosition.add(direction);
  48204. };
  48205. /** @hidden */
  48206. TargetCamera.prototype._getLockedTargetPosition = function () {
  48207. if (!this.lockedTarget) {
  48208. return null;
  48209. }
  48210. if (this.lockedTarget.absolutePosition) {
  48211. this.lockedTarget.computeWorldMatrix();
  48212. }
  48213. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48214. };
  48215. /**
  48216. * Store current camera state of the camera (fov, position, rotation, etc..)
  48217. * @returns the camera
  48218. */
  48219. TargetCamera.prototype.storeState = function () {
  48220. this._storedPosition = this.position.clone();
  48221. this._storedRotation = this.rotation.clone();
  48222. if (this.rotationQuaternion) {
  48223. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48224. }
  48225. return _super.prototype.storeState.call(this);
  48226. };
  48227. /**
  48228. * Restored camera state. You must call storeState() first
  48229. * @returns whether it was successful or not
  48230. * @hidden
  48231. */
  48232. TargetCamera.prototype._restoreStateValues = function () {
  48233. if (!_super.prototype._restoreStateValues.call(this)) {
  48234. return false;
  48235. }
  48236. this.position = this._storedPosition.clone();
  48237. this.rotation = this._storedRotation.clone();
  48238. if (this.rotationQuaternion) {
  48239. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48240. }
  48241. this.cameraDirection.copyFromFloats(0, 0, 0);
  48242. this.cameraRotation.copyFromFloats(0, 0);
  48243. return true;
  48244. };
  48245. /** @hidden */
  48246. TargetCamera.prototype._initCache = function () {
  48247. _super.prototype._initCache.call(this);
  48248. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48249. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48250. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48251. };
  48252. /** @hidden */
  48253. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48254. if (!ignoreParentClass) {
  48255. _super.prototype._updateCache.call(this);
  48256. }
  48257. var lockedTargetPosition = this._getLockedTargetPosition();
  48258. if (!lockedTargetPosition) {
  48259. this._cache.lockedTarget = null;
  48260. }
  48261. else {
  48262. if (!this._cache.lockedTarget) {
  48263. this._cache.lockedTarget = lockedTargetPosition.clone();
  48264. }
  48265. else {
  48266. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48267. }
  48268. }
  48269. this._cache.rotation.copyFrom(this.rotation);
  48270. if (this.rotationQuaternion) {
  48271. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48272. }
  48273. };
  48274. // Synchronized
  48275. /** @hidden */
  48276. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48277. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48278. return false;
  48279. }
  48280. var lockedTargetPosition = this._getLockedTargetPosition();
  48281. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48282. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48283. };
  48284. // Methods
  48285. /** @hidden */
  48286. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48287. var engine = this.getEngine();
  48288. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48289. };
  48290. // Target
  48291. /** @hidden */
  48292. TargetCamera.prototype.setTarget = function (target) {
  48293. this.upVector.normalize();
  48294. if (this.position.z === target.z) {
  48295. this.position.z += BABYLON.Epsilon;
  48296. }
  48297. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48298. this._camMatrix.invert();
  48299. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48300. var vDir = target.subtract(this.position);
  48301. if (vDir.x >= 0.0) {
  48302. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48303. }
  48304. else {
  48305. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48306. }
  48307. this.rotation.z = 0;
  48308. if (isNaN(this.rotation.x)) {
  48309. this.rotation.x = 0;
  48310. }
  48311. if (isNaN(this.rotation.y)) {
  48312. this.rotation.y = 0;
  48313. }
  48314. if (isNaN(this.rotation.z)) {
  48315. this.rotation.z = 0;
  48316. }
  48317. if (this.rotationQuaternion) {
  48318. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48319. }
  48320. };
  48321. /**
  48322. * Return the current target position of the camera. This value is expressed in local space.
  48323. * @returns the target position
  48324. */
  48325. TargetCamera.prototype.getTarget = function () {
  48326. return this._currentTarget;
  48327. };
  48328. /** @hidden */
  48329. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48330. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48331. };
  48332. /** @hidden */
  48333. TargetCamera.prototype._updatePosition = function () {
  48334. if (this.parent) {
  48335. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48336. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48337. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48338. return;
  48339. }
  48340. this.position.addInPlace(this.cameraDirection);
  48341. };
  48342. /** @hidden */
  48343. TargetCamera.prototype._checkInputs = function () {
  48344. var needToMove = this._decideIfNeedsToMove();
  48345. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48346. // Move
  48347. if (needToMove) {
  48348. this._updatePosition();
  48349. }
  48350. // Rotate
  48351. if (needToRotate) {
  48352. this.rotation.x += this.cameraRotation.x;
  48353. this.rotation.y += this.cameraRotation.y;
  48354. //rotate, if quaternion is set and rotation was used
  48355. if (this.rotationQuaternion) {
  48356. var len = this.rotation.lengthSquared();
  48357. if (len) {
  48358. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48359. }
  48360. }
  48361. if (!this.noRotationConstraint) {
  48362. var limit = (Math.PI / 2) * 0.95;
  48363. if (this.rotation.x > limit) {
  48364. this.rotation.x = limit;
  48365. }
  48366. if (this.rotation.x < -limit) {
  48367. this.rotation.x = -limit;
  48368. }
  48369. }
  48370. }
  48371. // Inertia
  48372. if (needToMove) {
  48373. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48374. this.cameraDirection.x = 0;
  48375. }
  48376. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48377. this.cameraDirection.y = 0;
  48378. }
  48379. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48380. this.cameraDirection.z = 0;
  48381. }
  48382. this.cameraDirection.scaleInPlace(this.inertia);
  48383. }
  48384. if (needToRotate) {
  48385. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48386. this.cameraRotation.x = 0;
  48387. }
  48388. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48389. this.cameraRotation.y = 0;
  48390. }
  48391. this.cameraRotation.scaleInPlace(this.inertia);
  48392. }
  48393. _super.prototype._checkInputs.call(this);
  48394. };
  48395. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48396. if (this.rotationQuaternion) {
  48397. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48398. }
  48399. else {
  48400. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48401. }
  48402. };
  48403. /**
  48404. * 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)
  48405. * @returns the current camera
  48406. */
  48407. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48408. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48409. return this;
  48410. };
  48411. /** @hidden */
  48412. TargetCamera.prototype._getViewMatrix = function () {
  48413. if (this.lockedTarget) {
  48414. this.setTarget(this._getLockedTargetPosition());
  48415. }
  48416. // Compute
  48417. this._updateCameraRotationMatrix();
  48418. // Apply the changed rotation to the upVector
  48419. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48420. this._rotateUpVectorWithCameraRotationMatrix();
  48421. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48422. }
  48423. else if (this._cachedRotationZ != this.rotation.z) {
  48424. this._rotateUpVectorWithCameraRotationMatrix();
  48425. this._cachedRotationZ = this.rotation.z;
  48426. }
  48427. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48428. // Computing target and final matrix
  48429. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48430. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48431. return this._viewMatrix;
  48432. };
  48433. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48434. if (this.parent) {
  48435. var parentWorldMatrix = this.parent.getWorldMatrix();
  48436. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48437. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48438. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48439. this._markSyncedWithParent();
  48440. }
  48441. else {
  48442. this._globalPosition.copyFrom(position);
  48443. this._globalCurrentTarget.copyFrom(target);
  48444. this._globalCurrentUpVector.copyFrom(up);
  48445. }
  48446. if (this.getScene().useRightHandedSystem) {
  48447. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48448. }
  48449. else {
  48450. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48451. }
  48452. };
  48453. /**
  48454. * @hidden
  48455. */
  48456. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48457. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48458. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48459. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48460. if (!this.rotationQuaternion) {
  48461. this.rotationQuaternion = new BABYLON.Quaternion();
  48462. }
  48463. rigCamera._cameraRigParams = {};
  48464. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48465. }
  48466. return rigCamera;
  48467. }
  48468. return null;
  48469. };
  48470. /**
  48471. * @hidden
  48472. */
  48473. TargetCamera.prototype._updateRigCameras = function () {
  48474. var camLeft = this._rigCameras[0];
  48475. var camRight = this._rigCameras[1];
  48476. switch (this.cameraRigMode) {
  48477. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48478. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48479. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48480. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48481. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48482. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48483. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48484. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48485. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48486. camLeft.setTarget(this.getTarget());
  48487. camRight.setTarget(this.getTarget());
  48488. break;
  48489. case BABYLON.Camera.RIG_MODE_VR:
  48490. if (camLeft.rotationQuaternion) {
  48491. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48492. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48493. }
  48494. else {
  48495. camLeft.rotation.copyFrom(this.rotation);
  48496. camRight.rotation.copyFrom(this.rotation);
  48497. }
  48498. camLeft.position.copyFrom(this.position);
  48499. camRight.position.copyFrom(this.position);
  48500. break;
  48501. }
  48502. _super.prototype._updateRigCameras.call(this);
  48503. };
  48504. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48505. if (!this._rigCamTransformMatrix) {
  48506. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48507. }
  48508. var target = this.getTarget();
  48509. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48510. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48511. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48512. };
  48513. /**
  48514. * Gets the current object class name.
  48515. * @return the class name
  48516. */
  48517. TargetCamera.prototype.getClassName = function () {
  48518. return "TargetCamera";
  48519. };
  48520. __decorate([
  48521. BABYLON.serializeAsVector3()
  48522. ], TargetCamera.prototype, "rotation", void 0);
  48523. __decorate([
  48524. BABYLON.serialize()
  48525. ], TargetCamera.prototype, "speed", void 0);
  48526. __decorate([
  48527. BABYLON.serializeAsMeshReference("lockedTargetId")
  48528. ], TargetCamera.prototype, "lockedTarget", void 0);
  48529. return TargetCamera;
  48530. }(BABYLON.Camera));
  48531. BABYLON.TargetCamera = TargetCamera;
  48532. })(BABYLON || (BABYLON = {}));
  48533. //# sourceMappingURL=babylon.targetCamera.js.map
  48534. var BABYLON;
  48535. (function (BABYLON) {
  48536. /**
  48537. * Manage the mouse inputs to control the movement of a free camera.
  48538. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48539. */
  48540. var FreeCameraMouseInput = /** @class */ (function () {
  48541. /**
  48542. * Manage the mouse inputs to control the movement of a free camera.
  48543. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48544. * @param touchEnabled Defines if touch is enabled or not
  48545. */
  48546. function FreeCameraMouseInput(
  48547. /**
  48548. * Define if touch is enabled in the mouse input
  48549. */
  48550. touchEnabled) {
  48551. if (touchEnabled === void 0) { touchEnabled = true; }
  48552. this.touchEnabled = touchEnabled;
  48553. /**
  48554. * Defines the buttons associated with the input to handle camera move.
  48555. */
  48556. this.buttons = [0, 1, 2];
  48557. /**
  48558. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48559. */
  48560. this.angularSensibility = 2000.0;
  48561. this.previousPosition = null;
  48562. }
  48563. /**
  48564. * Attach the input controls to a specific dom element to get the input from.
  48565. * @param element Defines the element the controls should be listened from
  48566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48567. */
  48568. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48569. var _this = this;
  48570. var engine = this.camera.getEngine();
  48571. if (!this._pointerInput) {
  48572. this._pointerInput = function (p, s) {
  48573. var evt = p.event;
  48574. if (engine.isInVRExclusivePointerMode) {
  48575. return;
  48576. }
  48577. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48578. return;
  48579. }
  48580. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48581. return;
  48582. }
  48583. var srcElement = (evt.srcElement || evt.target);
  48584. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48585. try {
  48586. srcElement.setPointerCapture(evt.pointerId);
  48587. }
  48588. catch (e) {
  48589. //Nothing to do with the error. Execution will continue.
  48590. }
  48591. _this.previousPosition = {
  48592. x: evt.clientX,
  48593. y: evt.clientY
  48594. };
  48595. if (!noPreventDefault) {
  48596. evt.preventDefault();
  48597. element.focus();
  48598. }
  48599. }
  48600. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48601. try {
  48602. srcElement.releasePointerCapture(evt.pointerId);
  48603. }
  48604. catch (e) {
  48605. //Nothing to do with the error.
  48606. }
  48607. _this.previousPosition = null;
  48608. if (!noPreventDefault) {
  48609. evt.preventDefault();
  48610. }
  48611. }
  48612. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48613. if (!_this.previousPosition || engine.isPointerLock) {
  48614. return;
  48615. }
  48616. var offsetX = evt.clientX - _this.previousPosition.x;
  48617. if (_this.camera.getScene().useRightHandedSystem) {
  48618. offsetX *= -1;
  48619. }
  48620. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48621. offsetX *= -1;
  48622. }
  48623. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48624. var offsetY = evt.clientY - _this.previousPosition.y;
  48625. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48626. _this.previousPosition = {
  48627. x: evt.clientX,
  48628. y: evt.clientY
  48629. };
  48630. if (!noPreventDefault) {
  48631. evt.preventDefault();
  48632. }
  48633. }
  48634. };
  48635. }
  48636. this._onMouseMove = function (evt) {
  48637. if (!engine.isPointerLock) {
  48638. return;
  48639. }
  48640. if (engine.isInVRExclusivePointerMode) {
  48641. return;
  48642. }
  48643. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48644. if (_this.camera.getScene().useRightHandedSystem) {
  48645. offsetX *= -1;
  48646. }
  48647. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48648. offsetX *= -1;
  48649. }
  48650. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48651. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48652. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48653. _this.previousPosition = null;
  48654. if (!noPreventDefault) {
  48655. evt.preventDefault();
  48656. }
  48657. };
  48658. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48659. element.addEventListener("mousemove", this._onMouseMove, false);
  48660. };
  48661. /**
  48662. * Detach the current controls from the specified dom element.
  48663. * @param element Defines the element to stop listening the inputs from
  48664. */
  48665. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48666. if (this._observer && element) {
  48667. this.camera.getScene().onPointerObservable.remove(this._observer);
  48668. if (this._onMouseMove) {
  48669. element.removeEventListener("mousemove", this._onMouseMove);
  48670. }
  48671. this._observer = null;
  48672. this._onMouseMove = null;
  48673. this.previousPosition = null;
  48674. }
  48675. };
  48676. /**
  48677. * Gets the class name of the current intput.
  48678. * @returns the class name
  48679. */
  48680. FreeCameraMouseInput.prototype.getClassName = function () {
  48681. return "FreeCameraMouseInput";
  48682. };
  48683. /**
  48684. * Get the friendly name associated with the input class.
  48685. * @returns the input friendly name
  48686. */
  48687. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48688. return "mouse";
  48689. };
  48690. __decorate([
  48691. BABYLON.serialize()
  48692. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48693. __decorate([
  48694. BABYLON.serialize()
  48695. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48696. return FreeCameraMouseInput;
  48697. }());
  48698. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48699. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48700. })(BABYLON || (BABYLON = {}));
  48701. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48702. var BABYLON;
  48703. (function (BABYLON) {
  48704. /**
  48705. * Manage the keyboard inputs to control the movement of a free camera.
  48706. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48707. */
  48708. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48709. function FreeCameraKeyboardMoveInput() {
  48710. /**
  48711. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48712. */
  48713. this.keysUp = [38];
  48714. /**
  48715. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48716. */
  48717. this.keysDown = [40];
  48718. /**
  48719. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48720. */
  48721. this.keysLeft = [37];
  48722. /**
  48723. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48724. */
  48725. this.keysRight = [39];
  48726. this._keys = new Array();
  48727. }
  48728. /**
  48729. * Attach the input controls to a specific dom element to get the input from.
  48730. * @param element Defines the element the controls should be listened from
  48731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48732. */
  48733. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48734. var _this = this;
  48735. if (this._onCanvasBlurObserver) {
  48736. return;
  48737. }
  48738. this._scene = this.camera.getScene();
  48739. this._engine = this._scene.getEngine();
  48740. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48741. _this._keys = [];
  48742. });
  48743. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48744. var evt = info.event;
  48745. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48746. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48747. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48748. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48749. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48750. var index = _this._keys.indexOf(evt.keyCode);
  48751. if (index === -1) {
  48752. _this._keys.push(evt.keyCode);
  48753. }
  48754. if (!noPreventDefault) {
  48755. evt.preventDefault();
  48756. }
  48757. }
  48758. }
  48759. else {
  48760. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48761. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48762. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48763. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48764. var index = _this._keys.indexOf(evt.keyCode);
  48765. if (index >= 0) {
  48766. _this._keys.splice(index, 1);
  48767. }
  48768. if (!noPreventDefault) {
  48769. evt.preventDefault();
  48770. }
  48771. }
  48772. }
  48773. });
  48774. };
  48775. /**
  48776. * Detach the current controls from the specified dom element.
  48777. * @param element Defines the element to stop listening the inputs from
  48778. */
  48779. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  48780. if (this._scene) {
  48781. if (this._onKeyboardObserver) {
  48782. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  48783. }
  48784. if (this._onCanvasBlurObserver) {
  48785. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  48786. }
  48787. this._onKeyboardObserver = null;
  48788. this._onCanvasBlurObserver = null;
  48789. }
  48790. this._keys = [];
  48791. };
  48792. /**
  48793. * Update the current camera state depending on the inputs that have been used this frame.
  48794. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  48795. */
  48796. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  48797. if (this._onKeyboardObserver) {
  48798. var camera = this.camera;
  48799. // Keyboard
  48800. for (var index = 0; index < this._keys.length; index++) {
  48801. var keyCode = this._keys[index];
  48802. var speed = camera._computeLocalCameraSpeed();
  48803. if (this.keysLeft.indexOf(keyCode) !== -1) {
  48804. camera._localDirection.copyFromFloats(-speed, 0, 0);
  48805. }
  48806. else if (this.keysUp.indexOf(keyCode) !== -1) {
  48807. camera._localDirection.copyFromFloats(0, 0, speed);
  48808. }
  48809. else if (this.keysRight.indexOf(keyCode) !== -1) {
  48810. camera._localDirection.copyFromFloats(speed, 0, 0);
  48811. }
  48812. else if (this.keysDown.indexOf(keyCode) !== -1) {
  48813. camera._localDirection.copyFromFloats(0, 0, -speed);
  48814. }
  48815. if (camera.getScene().useRightHandedSystem) {
  48816. camera._localDirection.z *= -1;
  48817. }
  48818. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  48819. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  48820. camera.cameraDirection.addInPlace(camera._transformedDirection);
  48821. }
  48822. }
  48823. };
  48824. /**
  48825. * Gets the class name of the current intput.
  48826. * @returns the class name
  48827. */
  48828. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  48829. return "FreeCameraKeyboardMoveInput";
  48830. };
  48831. /** @hidden */
  48832. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  48833. this._keys = [];
  48834. };
  48835. /**
  48836. * Get the friendly name associated with the input class.
  48837. * @returns the input friendly name
  48838. */
  48839. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  48840. return "keyboard";
  48841. };
  48842. __decorate([
  48843. BABYLON.serialize()
  48844. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  48845. __decorate([
  48846. BABYLON.serialize()
  48847. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  48848. __decorate([
  48849. BABYLON.serialize()
  48850. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  48851. __decorate([
  48852. BABYLON.serialize()
  48853. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  48854. return FreeCameraKeyboardMoveInput;
  48855. }());
  48856. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  48857. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  48858. })(BABYLON || (BABYLON = {}));
  48859. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  48860. var BABYLON;
  48861. (function (BABYLON) {
  48862. /**
  48863. * Default Inputs manager for the FreeCamera.
  48864. * It groups all the default supported inputs for ease of use.
  48865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48866. */
  48867. var FreeCameraInputsManager = /** @class */ (function (_super) {
  48868. __extends(FreeCameraInputsManager, _super);
  48869. /**
  48870. * Instantiates a new FreeCameraInputsManager.
  48871. * @param camera Defines the camera the inputs belong to
  48872. */
  48873. function FreeCameraInputsManager(camera) {
  48874. return _super.call(this, camera) || this;
  48875. }
  48876. /**
  48877. * Add keyboard input support to the input manager.
  48878. * @returns the current input manager
  48879. */
  48880. FreeCameraInputsManager.prototype.addKeyboard = function () {
  48881. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  48882. return this;
  48883. };
  48884. /**
  48885. * Add mouse input support to the input manager.
  48886. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  48887. * @returns the current input manager
  48888. */
  48889. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  48890. if (touchEnabled === void 0) { touchEnabled = true; }
  48891. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  48892. return this;
  48893. };
  48894. /**
  48895. * Add orientation input support to the input manager.
  48896. * @returns the current input manager
  48897. */
  48898. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  48899. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  48900. return this;
  48901. };
  48902. /**
  48903. * Add touch input support to the input manager.
  48904. * @returns the current input manager
  48905. */
  48906. FreeCameraInputsManager.prototype.addTouch = function () {
  48907. this.add(new BABYLON.FreeCameraTouchInput());
  48908. return this;
  48909. };
  48910. /**
  48911. * Add virtual joystick input support to the input manager.
  48912. * @returns the current input manager
  48913. */
  48914. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  48915. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  48916. return this;
  48917. };
  48918. return FreeCameraInputsManager;
  48919. }(BABYLON.CameraInputsManager));
  48920. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  48921. })(BABYLON || (BABYLON = {}));
  48922. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  48923. var BABYLON;
  48924. (function (BABYLON) {
  48925. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  48926. // Forcing to use the Universal camera
  48927. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  48928. });
  48929. /**
  48930. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48931. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  48932. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48933. */
  48934. var FreeCamera = /** @class */ (function (_super) {
  48935. __extends(FreeCamera, _super);
  48936. /**
  48937. * Instantiates a Free Camera.
  48938. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  48939. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  48940. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  48941. * @param name Define the name of the camera in the scene
  48942. * @param position Define the start position of the camera in the scene
  48943. * @param scene Define the scene the camera belongs to
  48944. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48945. */
  48946. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48947. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48948. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48949. /**
  48950. * Define the collision ellipsoid of the camera.
  48951. * This is helpful to simulate a camera body like the player body around the camera
  48952. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  48953. */
  48954. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  48955. /**
  48956. * Define an offset for the position of the ellipsoid around the camera.
  48957. * This can be helpful to determine the center of the body near the gravity center of the body
  48958. * instead of its head.
  48959. */
  48960. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  48961. /**
  48962. * Enable or disable collisions of the camera with the rest of the scene objects.
  48963. */
  48964. _this.checkCollisions = false;
  48965. /**
  48966. * Enable or disable gravity on the camera.
  48967. */
  48968. _this.applyGravity = false;
  48969. _this._needMoveForGravity = false;
  48970. _this._oldPosition = BABYLON.Vector3.Zero();
  48971. _this._diffPosition = BABYLON.Vector3.Zero();
  48972. _this._newPosition = BABYLON.Vector3.Zero();
  48973. // Collisions
  48974. _this._collisionMask = -1;
  48975. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48976. if (collidedMesh === void 0) { collidedMesh = null; }
  48977. //TODO move this to the collision coordinator!
  48978. if (_this.getScene().workerCollisions) {
  48979. newPosition.multiplyInPlace(_this._collider._radius);
  48980. }
  48981. var updatePosition = function (newPos) {
  48982. _this._newPosition.copyFrom(newPos);
  48983. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  48984. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  48985. _this.position.addInPlace(_this._diffPosition);
  48986. if (_this.onCollide && collidedMesh) {
  48987. _this.onCollide(collidedMesh);
  48988. }
  48989. }
  48990. };
  48991. updatePosition(newPosition);
  48992. };
  48993. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  48994. _this.inputs.addKeyboard().addMouse();
  48995. return _this;
  48996. }
  48997. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  48998. /**
  48999. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49000. * Higher values reduce sensitivity.
  49001. */
  49002. get: function () {
  49003. var mouse = this.inputs.attached["mouse"];
  49004. if (mouse) {
  49005. return mouse.angularSensibility;
  49006. }
  49007. return 0;
  49008. },
  49009. /**
  49010. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49011. * Higher values reduce sensitivity.
  49012. */
  49013. set: function (value) {
  49014. var mouse = this.inputs.attached["mouse"];
  49015. if (mouse) {
  49016. mouse.angularSensibility = value;
  49017. }
  49018. },
  49019. enumerable: true,
  49020. configurable: true
  49021. });
  49022. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49023. /**
  49024. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49025. */
  49026. get: function () {
  49027. var keyboard = this.inputs.attached["keyboard"];
  49028. if (keyboard) {
  49029. return keyboard.keysUp;
  49030. }
  49031. return [];
  49032. },
  49033. set: function (value) {
  49034. var keyboard = this.inputs.attached["keyboard"];
  49035. if (keyboard) {
  49036. keyboard.keysUp = value;
  49037. }
  49038. },
  49039. enumerable: true,
  49040. configurable: true
  49041. });
  49042. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49043. /**
  49044. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49045. */
  49046. get: function () {
  49047. var keyboard = this.inputs.attached["keyboard"];
  49048. if (keyboard) {
  49049. return keyboard.keysDown;
  49050. }
  49051. return [];
  49052. },
  49053. set: function (value) {
  49054. var keyboard = this.inputs.attached["keyboard"];
  49055. if (keyboard) {
  49056. keyboard.keysDown = value;
  49057. }
  49058. },
  49059. enumerable: true,
  49060. configurable: true
  49061. });
  49062. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49063. /**
  49064. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49065. */
  49066. get: function () {
  49067. var keyboard = this.inputs.attached["keyboard"];
  49068. if (keyboard) {
  49069. return keyboard.keysLeft;
  49070. }
  49071. return [];
  49072. },
  49073. set: function (value) {
  49074. var keyboard = this.inputs.attached["keyboard"];
  49075. if (keyboard) {
  49076. keyboard.keysLeft = value;
  49077. }
  49078. },
  49079. enumerable: true,
  49080. configurable: true
  49081. });
  49082. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49083. /**
  49084. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49085. */
  49086. get: function () {
  49087. var keyboard = this.inputs.attached["keyboard"];
  49088. if (keyboard) {
  49089. return keyboard.keysRight;
  49090. }
  49091. return [];
  49092. },
  49093. set: function (value) {
  49094. var keyboard = this.inputs.attached["keyboard"];
  49095. if (keyboard) {
  49096. keyboard.keysRight = value;
  49097. }
  49098. },
  49099. enumerable: true,
  49100. configurable: true
  49101. });
  49102. /**
  49103. * Attached controls to the current camera.
  49104. * @param element Defines the element the controls should be listened from
  49105. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49106. */
  49107. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49108. this.inputs.attachElement(element, noPreventDefault);
  49109. };
  49110. /**
  49111. * Detach the current controls from the camera.
  49112. * The camera will stop reacting to inputs.
  49113. * @param element Defines the element to stop listening the inputs from
  49114. */
  49115. FreeCamera.prototype.detachControl = function (element) {
  49116. this.inputs.detachElement(element);
  49117. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49118. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49119. };
  49120. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49121. /**
  49122. * Define a collision mask to limit the list of object the camera can collide with
  49123. */
  49124. get: function () {
  49125. return this._collisionMask;
  49126. },
  49127. set: function (mask) {
  49128. this._collisionMask = !isNaN(mask) ? mask : -1;
  49129. },
  49130. enumerable: true,
  49131. configurable: true
  49132. });
  49133. /** @hidden */
  49134. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49135. var globalPosition;
  49136. if (this.parent) {
  49137. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49138. }
  49139. else {
  49140. globalPosition = this.position;
  49141. }
  49142. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49143. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49144. if (!this._collider) {
  49145. this._collider = new BABYLON.Collider();
  49146. }
  49147. this._collider._radius = this.ellipsoid;
  49148. this._collider.collisionMask = this._collisionMask;
  49149. //no need for clone, as long as gravity is not on.
  49150. var actualDisplacement = displacement;
  49151. //add gravity to the direction to prevent the dual-collision checking
  49152. if (this.applyGravity) {
  49153. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49154. actualDisplacement = displacement.add(this.getScene().gravity);
  49155. }
  49156. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49157. };
  49158. /** @hidden */
  49159. FreeCamera.prototype._checkInputs = function () {
  49160. if (!this._localDirection) {
  49161. this._localDirection = BABYLON.Vector3.Zero();
  49162. this._transformedDirection = BABYLON.Vector3.Zero();
  49163. }
  49164. this.inputs.checkInputs();
  49165. _super.prototype._checkInputs.call(this);
  49166. };
  49167. /** @hidden */
  49168. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49169. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49170. };
  49171. /** @hidden */
  49172. FreeCamera.prototype._updatePosition = function () {
  49173. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49174. this._collideWithWorld(this.cameraDirection);
  49175. }
  49176. else {
  49177. _super.prototype._updatePosition.call(this);
  49178. }
  49179. };
  49180. /**
  49181. * Destroy the camera and release the current resources hold by it.
  49182. */
  49183. FreeCamera.prototype.dispose = function () {
  49184. this.inputs.clear();
  49185. _super.prototype.dispose.call(this);
  49186. };
  49187. /**
  49188. * Gets the current object class name.
  49189. * @return the class name
  49190. */
  49191. FreeCamera.prototype.getClassName = function () {
  49192. return "FreeCamera";
  49193. };
  49194. __decorate([
  49195. BABYLON.serializeAsVector3()
  49196. ], FreeCamera.prototype, "ellipsoid", void 0);
  49197. __decorate([
  49198. BABYLON.serializeAsVector3()
  49199. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49200. __decorate([
  49201. BABYLON.serialize()
  49202. ], FreeCamera.prototype, "checkCollisions", void 0);
  49203. __decorate([
  49204. BABYLON.serialize()
  49205. ], FreeCamera.prototype, "applyGravity", void 0);
  49206. return FreeCamera;
  49207. }(BABYLON.TargetCamera));
  49208. BABYLON.FreeCamera = FreeCamera;
  49209. })(BABYLON || (BABYLON = {}));
  49210. //# sourceMappingURL=babylon.freeCamera.js.map
  49211. var BABYLON;
  49212. (function (BABYLON) {
  49213. /**
  49214. * Listen to mouse events to control the camera.
  49215. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49216. */
  49217. var FlyCameraMouseInput = /** @class */ (function () {
  49218. /**
  49219. * Listen to mouse events to control the camera.
  49220. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49222. */
  49223. function FlyCameraMouseInput(touchEnabled) {
  49224. if (touchEnabled === void 0) { touchEnabled = true; }
  49225. /**
  49226. * Defines the buttons associated with the input to handle camera rotation.
  49227. */
  49228. this.buttons = [0, 1, 2];
  49229. /**
  49230. * Assign buttons for Yaw control.
  49231. */
  49232. this.buttonsYaw = [-1, 0, 1];
  49233. /**
  49234. * Assign buttons for Pitch control.
  49235. */
  49236. this.buttonsPitch = [-1, 0, 1];
  49237. /**
  49238. * Assign buttons for Roll control.
  49239. */
  49240. this.buttonsRoll = [2];
  49241. /**
  49242. * Detect if any button is being pressed while mouse is moved.
  49243. * -1 = Mouse locked.
  49244. * 0 = Left button.
  49245. * 1 = Middle Button.
  49246. * 2 = Right Button.
  49247. */
  49248. this.activeButton = -1;
  49249. /**
  49250. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49251. * Higher values reduce its sensitivity.
  49252. */
  49253. this.angularSensibility = 1000.0;
  49254. this.previousPosition = null;
  49255. }
  49256. /**
  49257. * Attach the mouse control to the HTML DOM element.
  49258. * @param element Defines the element that listens to the input events.
  49259. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49260. */
  49261. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49262. var _this = this;
  49263. this.element = element;
  49264. this.noPreventDefault = noPreventDefault;
  49265. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49266. _this._pointerInput(p, s);
  49267. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49268. // Correct Roll by rate, if enabled.
  49269. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49270. if (_this.camera.rollCorrect) {
  49271. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49272. }
  49273. });
  49274. // Helper function to keep 'this'.
  49275. this._mousemoveCallback = function (e) {
  49276. _this._onMouseMove(e);
  49277. };
  49278. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49279. };
  49280. /**
  49281. * Detach the current controls from the specified dom element.
  49282. * @param element Defines the element to stop listening the inputs from
  49283. */
  49284. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49285. if (this._observer && element) {
  49286. this.camera.getScene().onPointerObservable.remove(this._observer);
  49287. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49288. if (this._mousemoveCallback) {
  49289. element.removeEventListener("mousemove", this._mousemoveCallback);
  49290. }
  49291. this._observer = null;
  49292. this._rollObserver = null;
  49293. this.previousPosition = null;
  49294. this.noPreventDefault = undefined;
  49295. }
  49296. };
  49297. /**
  49298. * Gets the class name of the current input.
  49299. * @returns the class name.
  49300. */
  49301. FlyCameraMouseInput.prototype.getClassName = function () {
  49302. return "FlyCameraMouseInput";
  49303. };
  49304. /**
  49305. * Get the friendly name associated with the input class.
  49306. * @returns the input's friendly name.
  49307. */
  49308. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49309. return "mouse";
  49310. };
  49311. // Track mouse movement, when the pointer is not locked.
  49312. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49313. var e = p.event;
  49314. var camera = this.camera;
  49315. var engine = camera.getEngine();
  49316. if (engine.isInVRExclusivePointerMode) {
  49317. return;
  49318. }
  49319. if (!this.touchEnabled && e.pointerType === "touch") {
  49320. return;
  49321. }
  49322. // Mouse is moved but an unknown mouse button is pressed.
  49323. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49324. return;
  49325. }
  49326. var srcElement = (e.srcElement || e.target);
  49327. // Mouse down.
  49328. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49329. try {
  49330. srcElement.setPointerCapture(e.pointerId);
  49331. }
  49332. catch (e) {
  49333. // Nothing to do with the error. Execution continues.
  49334. }
  49335. this.previousPosition = {
  49336. x: e.clientX,
  49337. y: e.clientY
  49338. };
  49339. this.activeButton = e.button;
  49340. if (!this.noPreventDefault) {
  49341. e.preventDefault();
  49342. this.element.focus();
  49343. }
  49344. }
  49345. else
  49346. // Mouse up.
  49347. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49348. try {
  49349. srcElement.releasePointerCapture(e.pointerId);
  49350. }
  49351. catch (e) {
  49352. // Nothing to do with the error. Execution continues.
  49353. }
  49354. this.activeButton = -1;
  49355. this.previousPosition = null;
  49356. if (!this.noPreventDefault) {
  49357. e.preventDefault();
  49358. }
  49359. }
  49360. else
  49361. // Mouse move.
  49362. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49363. if (!this.previousPosition || engine.isPointerLock) {
  49364. return;
  49365. }
  49366. var offsetX = e.clientX - this.previousPosition.x;
  49367. var offsetY = e.clientY - this.previousPosition.y;
  49368. this.rotateCamera(offsetX, offsetY);
  49369. this.previousPosition = {
  49370. x: e.clientX,
  49371. y: e.clientY
  49372. };
  49373. if (!this.noPreventDefault) {
  49374. e.preventDefault();
  49375. }
  49376. }
  49377. };
  49378. // Track mouse movement, when pointer is locked.
  49379. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49380. var camera = this.camera;
  49381. var engine = camera.getEngine();
  49382. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49383. return;
  49384. }
  49385. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49386. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49387. this.rotateCamera(offsetX, offsetY);
  49388. this.previousPosition = null;
  49389. if (!this.noPreventDefault) {
  49390. e.preventDefault();
  49391. }
  49392. };
  49393. /**
  49394. * Rotate camera by mouse offset.
  49395. */
  49396. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49397. var _this = this;
  49398. var camera = this.camera;
  49399. var scene = this.camera.getScene();
  49400. if (scene.useRightHandedSystem) {
  49401. offsetX *= -1;
  49402. }
  49403. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49404. offsetX *= -1;
  49405. }
  49406. var x = offsetX / this.angularSensibility;
  49407. var y = offsetY / this.angularSensibility;
  49408. // Initialize to current rotation.
  49409. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49410. var rotationChange;
  49411. // Pitch.
  49412. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49413. // Apply change in Radians to vector Angle.
  49414. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49415. // Apply Pitch to quaternion.
  49416. currentRotation.multiplyInPlace(rotationChange);
  49417. }
  49418. // Yaw.
  49419. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49420. // Apply change in Radians to vector Angle.
  49421. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49422. // Apply Yaw to quaternion.
  49423. currentRotation.multiplyInPlace(rotationChange);
  49424. // Add Roll, if banked turning is enabled, within Roll limit.
  49425. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49426. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49427. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49428. // Apply change in Radians to vector Angle.
  49429. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49430. // Apply Yaw to quaternion.
  49431. currentRotation.multiplyInPlace(rotationChange);
  49432. }
  49433. }
  49434. // Roll.
  49435. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49436. // Apply change in Radians to vector Angle.
  49437. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49438. // Track Rolling.
  49439. camera._trackRoll -= x;
  49440. // Apply Pitch to quaternion.
  49441. currentRotation.multiplyInPlace(rotationChange);
  49442. }
  49443. // Apply rotationQuaternion to Euler camera.rotation.
  49444. currentRotation.toEulerAnglesToRef(camera.rotation);
  49445. };
  49446. __decorate([
  49447. BABYLON.serialize()
  49448. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49449. __decorate([
  49450. BABYLON.serialize()
  49451. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49452. return FlyCameraMouseInput;
  49453. }());
  49454. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49455. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49456. })(BABYLON || (BABYLON = {}));
  49457. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49458. var BABYLON;
  49459. (function (BABYLON) {
  49460. /**
  49461. * Listen to keyboard events to control the camera.
  49462. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49463. */
  49464. var FlyCameraKeyboardInput = /** @class */ (function () {
  49465. function FlyCameraKeyboardInput() {
  49466. /**
  49467. * The list of keyboard keys used to control the forward move of the camera.
  49468. */
  49469. this.keysForward = [87];
  49470. /**
  49471. * The list of keyboard keys used to control the backward move of the camera.
  49472. */
  49473. this.keysBackward = [83];
  49474. /**
  49475. * The list of keyboard keys used to control the forward move of the camera.
  49476. */
  49477. this.keysUp = [69];
  49478. /**
  49479. * The list of keyboard keys used to control the backward move of the camera.
  49480. */
  49481. this.keysDown = [81];
  49482. /**
  49483. * The list of keyboard keys used to control the right strafe move of the camera.
  49484. */
  49485. this.keysRight = [68];
  49486. /**
  49487. * The list of keyboard keys used to control the left strafe move of the camera.
  49488. */
  49489. this.keysLeft = [65];
  49490. this._keys = new Array();
  49491. }
  49492. /**
  49493. * Attach the input controls to a specific dom element to get the input from.
  49494. * @param element Defines the element the controls should be listened from
  49495. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49496. */
  49497. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49498. var _this = this;
  49499. if (this._onCanvasBlurObserver) {
  49500. return;
  49501. }
  49502. this._scene = this.camera.getScene();
  49503. this._engine = this._scene.getEngine();
  49504. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49505. _this._keys = [];
  49506. });
  49507. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49508. var evt = info.event;
  49509. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49510. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49511. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49512. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49513. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49514. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49515. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49516. var index = _this._keys.indexOf(evt.keyCode);
  49517. if (index === -1) {
  49518. _this._keys.push(evt.keyCode);
  49519. }
  49520. if (!noPreventDefault) {
  49521. evt.preventDefault();
  49522. }
  49523. }
  49524. }
  49525. else {
  49526. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49527. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49528. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49529. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49530. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49531. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49532. var index = _this._keys.indexOf(evt.keyCode);
  49533. if (index >= 0) {
  49534. _this._keys.splice(index, 1);
  49535. }
  49536. if (!noPreventDefault) {
  49537. evt.preventDefault();
  49538. }
  49539. }
  49540. }
  49541. });
  49542. };
  49543. /**
  49544. * Detach the current controls from the specified dom element.
  49545. * @param element Defines the element to stop listening the inputs from
  49546. */
  49547. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49548. if (this._scene) {
  49549. if (this._onKeyboardObserver) {
  49550. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49551. }
  49552. if (this._onCanvasBlurObserver) {
  49553. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49554. }
  49555. this._onKeyboardObserver = null;
  49556. this._onCanvasBlurObserver = null;
  49557. }
  49558. this._keys = [];
  49559. };
  49560. /**
  49561. * Gets the class name of the current intput.
  49562. * @returns the class name
  49563. */
  49564. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49565. return "FlyCameraKeyboardInput";
  49566. };
  49567. /** @hidden */
  49568. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49569. this._keys = [];
  49570. };
  49571. /**
  49572. * Get the friendly name associated with the input class.
  49573. * @returns the input friendly name
  49574. */
  49575. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49576. return "keyboard";
  49577. };
  49578. /**
  49579. * Update the current camera state depending on the inputs that have been used this frame.
  49580. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49581. */
  49582. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49583. if (this._onKeyboardObserver) {
  49584. var camera = this.camera;
  49585. // Keyboard
  49586. for (var index = 0; index < this._keys.length; index++) {
  49587. var keyCode = this._keys[index];
  49588. var speed = camera._computeLocalCameraSpeed();
  49589. if (this.keysForward.indexOf(keyCode) !== -1) {
  49590. camera._localDirection.copyFromFloats(0, 0, speed);
  49591. }
  49592. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49593. camera._localDirection.copyFromFloats(0, 0, -speed);
  49594. }
  49595. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49596. camera._localDirection.copyFromFloats(0, speed, 0);
  49597. }
  49598. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49599. camera._localDirection.copyFromFloats(0, -speed, 0);
  49600. }
  49601. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49602. camera._localDirection.copyFromFloats(speed, 0, 0);
  49603. }
  49604. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49605. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49606. }
  49607. if (camera.getScene().useRightHandedSystem) {
  49608. camera._localDirection.z *= -1;
  49609. }
  49610. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49611. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49612. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49613. }
  49614. }
  49615. };
  49616. __decorate([
  49617. BABYLON.serialize()
  49618. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49619. __decorate([
  49620. BABYLON.serialize()
  49621. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49622. __decorate([
  49623. BABYLON.serialize()
  49624. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49625. __decorate([
  49626. BABYLON.serialize()
  49627. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49628. __decorate([
  49629. BABYLON.serialize()
  49630. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49631. __decorate([
  49632. BABYLON.serialize()
  49633. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49634. return FlyCameraKeyboardInput;
  49635. }());
  49636. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49637. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49638. })(BABYLON || (BABYLON = {}));
  49639. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49640. var BABYLON;
  49641. (function (BABYLON) {
  49642. /**
  49643. * Default Inputs manager for the FlyCamera.
  49644. * It groups all the default supported inputs for ease of use.
  49645. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49646. */
  49647. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49648. __extends(FlyCameraInputsManager, _super);
  49649. /**
  49650. * Instantiates a new FlyCameraInputsManager.
  49651. * @param camera Defines the camera the inputs belong to.
  49652. */
  49653. function FlyCameraInputsManager(camera) {
  49654. return _super.call(this, camera) || this;
  49655. }
  49656. /**
  49657. * Add keyboard input support to the input manager.
  49658. * @returns the new FlyCameraKeyboardMoveInput().
  49659. */
  49660. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49661. this.add(new BABYLON.FlyCameraKeyboardInput());
  49662. return this;
  49663. };
  49664. /**
  49665. * Add mouse input support to the input manager.
  49666. * @param touchEnabled Enable touch screen support.
  49667. * @returns the new FlyCameraMouseInput().
  49668. */
  49669. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49670. if (touchEnabled === void 0) { touchEnabled = true; }
  49671. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49672. return this;
  49673. };
  49674. return FlyCameraInputsManager;
  49675. }(BABYLON.CameraInputsManager));
  49676. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49677. })(BABYLON || (BABYLON = {}));
  49678. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49679. var BABYLON;
  49680. (function (BABYLON) {
  49681. /**
  49682. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49683. * such as in a 3D Space Shooter or a Flight Simulator.
  49684. */
  49685. var FlyCamera = /** @class */ (function (_super) {
  49686. __extends(FlyCamera, _super);
  49687. /**
  49688. * Instantiates a FlyCamera.
  49689. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49690. * such as in a 3D Space Shooter or a Flight Simulator.
  49691. * @param name Define the name of the camera in the scene.
  49692. * @param position Define the starting position of the camera in the scene.
  49693. * @param scene Define the scene the camera belongs to.
  49694. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49695. */
  49696. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49697. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49698. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49699. /**
  49700. * Define the collision ellipsoid of the camera.
  49701. * This is helpful for simulating a camera body, like a player's body.
  49702. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49703. */
  49704. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49705. /**
  49706. * Define an offset for the position of the ellipsoid around the camera.
  49707. * This can be helpful if the camera is attached away from the player's body center,
  49708. * such as at its head.
  49709. */
  49710. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49711. /**
  49712. * Enable or disable collisions of the camera with the rest of the scene objects.
  49713. */
  49714. _this.checkCollisions = false;
  49715. /**
  49716. * Enable or disable gravity on the camera.
  49717. */
  49718. _this.applyGravity = false;
  49719. /**
  49720. * Define the current direction the camera is moving to.
  49721. */
  49722. _this.cameraDirection = BABYLON.Vector3.Zero();
  49723. /**
  49724. * Track Roll to maintain the wanted Rolling when looking around.
  49725. */
  49726. _this._trackRoll = 0;
  49727. /**
  49728. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49729. */
  49730. _this.rollCorrect = 100;
  49731. /**
  49732. * Mimic a banked turn, Rolling the camera when Yawing.
  49733. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49734. */
  49735. _this.bankedTurn = false;
  49736. /**
  49737. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49738. */
  49739. _this.bankedTurnLimit = Math.PI / 2;
  49740. /**
  49741. * Value of 0 disables the banked Roll.
  49742. * Value of 1 is equal to the Yaw angle in radians.
  49743. */
  49744. _this.bankedTurnMultiplier = 1;
  49745. _this._needMoveForGravity = false;
  49746. _this._oldPosition = BABYLON.Vector3.Zero();
  49747. _this._diffPosition = BABYLON.Vector3.Zero();
  49748. _this._newPosition = BABYLON.Vector3.Zero();
  49749. // Collisions.
  49750. _this._collisionMask = -1;
  49751. /** @hidden */
  49752. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49753. if (collidedMesh === void 0) { collidedMesh = null; }
  49754. // TODO Move this to the collision coordinator!
  49755. if (_this.getScene().workerCollisions) {
  49756. newPosition.multiplyInPlace(_this._collider._radius);
  49757. }
  49758. var updatePosition = function (newPos) {
  49759. _this._newPosition.copyFrom(newPos);
  49760. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49761. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49762. _this.position.addInPlace(_this._diffPosition);
  49763. if (_this.onCollide && collidedMesh) {
  49764. _this.onCollide(collidedMesh);
  49765. }
  49766. }
  49767. };
  49768. updatePosition(newPosition);
  49769. };
  49770. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  49771. _this.inputs.addKeyboard().addMouse();
  49772. return _this;
  49773. }
  49774. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  49775. /**
  49776. * Gets the input sensibility for mouse input.
  49777. * Higher values reduce sensitivity.
  49778. */
  49779. get: function () {
  49780. var mouse = this.inputs.attached["mouse"];
  49781. if (mouse) {
  49782. return mouse.angularSensibility;
  49783. }
  49784. return 0;
  49785. },
  49786. /**
  49787. * Sets the input sensibility for a mouse input.
  49788. * Higher values reduce sensitivity.
  49789. */
  49790. set: function (value) {
  49791. var mouse = this.inputs.attached["mouse"];
  49792. if (mouse) {
  49793. mouse.angularSensibility = value;
  49794. }
  49795. },
  49796. enumerable: true,
  49797. configurable: true
  49798. });
  49799. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  49800. /**
  49801. * Get the keys for camera movement forward.
  49802. */
  49803. get: function () {
  49804. var keyboard = this.inputs.attached["keyboard"];
  49805. if (keyboard) {
  49806. return keyboard.keysForward;
  49807. }
  49808. return [];
  49809. },
  49810. /**
  49811. * Set the keys for camera movement forward.
  49812. */
  49813. set: function (value) {
  49814. var keyboard = this.inputs.attached["keyboard"];
  49815. if (keyboard) {
  49816. keyboard.keysForward = value;
  49817. }
  49818. },
  49819. enumerable: true,
  49820. configurable: true
  49821. });
  49822. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  49823. /**
  49824. * Get the keys for camera movement backward.
  49825. */
  49826. get: function () {
  49827. var keyboard = this.inputs.attached["keyboard"];
  49828. if (keyboard) {
  49829. return keyboard.keysBackward;
  49830. }
  49831. return [];
  49832. },
  49833. set: function (value) {
  49834. var keyboard = this.inputs.attached["keyboard"];
  49835. if (keyboard) {
  49836. keyboard.keysBackward = value;
  49837. }
  49838. },
  49839. enumerable: true,
  49840. configurable: true
  49841. });
  49842. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  49843. /**
  49844. * Get the keys for camera movement up.
  49845. */
  49846. get: function () {
  49847. var keyboard = this.inputs.attached["keyboard"];
  49848. if (keyboard) {
  49849. return keyboard.keysUp;
  49850. }
  49851. return [];
  49852. },
  49853. /**
  49854. * Set the keys for camera movement up.
  49855. */
  49856. set: function (value) {
  49857. var keyboard = this.inputs.attached["keyboard"];
  49858. if (keyboard) {
  49859. keyboard.keysUp = value;
  49860. }
  49861. },
  49862. enumerable: true,
  49863. configurable: true
  49864. });
  49865. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  49866. /**
  49867. * Get the keys for camera movement down.
  49868. */
  49869. get: function () {
  49870. var keyboard = this.inputs.attached["keyboard"];
  49871. if (keyboard) {
  49872. return keyboard.keysDown;
  49873. }
  49874. return [];
  49875. },
  49876. /**
  49877. * Set the keys for camera movement down.
  49878. */
  49879. set: function (value) {
  49880. var keyboard = this.inputs.attached["keyboard"];
  49881. if (keyboard) {
  49882. keyboard.keysDown = value;
  49883. }
  49884. },
  49885. enumerable: true,
  49886. configurable: true
  49887. });
  49888. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  49889. /**
  49890. * Get the keys for camera movement left.
  49891. */
  49892. get: function () {
  49893. var keyboard = this.inputs.attached["keyboard"];
  49894. if (keyboard) {
  49895. return keyboard.keysLeft;
  49896. }
  49897. return [];
  49898. },
  49899. /**
  49900. * Set the keys for camera movement left.
  49901. */
  49902. set: function (value) {
  49903. var keyboard = this.inputs.attached["keyboard"];
  49904. if (keyboard) {
  49905. keyboard.keysLeft = value;
  49906. }
  49907. },
  49908. enumerable: true,
  49909. configurable: true
  49910. });
  49911. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  49912. /**
  49913. * Set the keys for camera movement right.
  49914. */
  49915. get: function () {
  49916. var keyboard = this.inputs.attached["keyboard"];
  49917. if (keyboard) {
  49918. return keyboard.keysRight;
  49919. }
  49920. return [];
  49921. },
  49922. /**
  49923. * Set the keys for camera movement right.
  49924. */
  49925. set: function (value) {
  49926. var keyboard = this.inputs.attached["keyboard"];
  49927. if (keyboard) {
  49928. keyboard.keysRight = value;
  49929. }
  49930. },
  49931. enumerable: true,
  49932. configurable: true
  49933. });
  49934. /**
  49935. * Attach a control to the HTML DOM element.
  49936. * @param element Defines the element that listens to the input events.
  49937. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  49938. */
  49939. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  49940. this.inputs.attachElement(element, noPreventDefault);
  49941. };
  49942. /**
  49943. * Detach a control from the HTML DOM element.
  49944. * The camera will stop reacting to that input.
  49945. * @param element Defines the element that listens to the input events.
  49946. */
  49947. FlyCamera.prototype.detachControl = function (element) {
  49948. this.inputs.detachElement(element);
  49949. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49950. };
  49951. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  49952. /**
  49953. * Get the mask that the camera ignores in collision events.
  49954. */
  49955. get: function () {
  49956. return this._collisionMask;
  49957. },
  49958. /**
  49959. * Set the mask that the camera ignores in collision events.
  49960. */
  49961. set: function (mask) {
  49962. this._collisionMask = !isNaN(mask) ? mask : -1;
  49963. },
  49964. enumerable: true,
  49965. configurable: true
  49966. });
  49967. /** @hidden */
  49968. FlyCamera.prototype._collideWithWorld = function (displacement) {
  49969. var globalPosition;
  49970. if (this.parent) {
  49971. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49972. }
  49973. else {
  49974. globalPosition = this.position;
  49975. }
  49976. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49977. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49978. if (!this._collider) {
  49979. this._collider = new BABYLON.Collider();
  49980. }
  49981. this._collider._radius = this.ellipsoid;
  49982. this._collider.collisionMask = this._collisionMask;
  49983. // No need for clone, as long as gravity is not on.
  49984. var actualDisplacement = displacement;
  49985. // Add gravity to direction to prevent dual-collision checking.
  49986. if (this.applyGravity) {
  49987. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  49988. actualDisplacement = displacement.add(this.getScene().gravity);
  49989. }
  49990. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49991. };
  49992. /** @hidden */
  49993. FlyCamera.prototype._checkInputs = function () {
  49994. if (!this._localDirection) {
  49995. this._localDirection = BABYLON.Vector3.Zero();
  49996. this._transformedDirection = BABYLON.Vector3.Zero();
  49997. }
  49998. this.inputs.checkInputs();
  49999. _super.prototype._checkInputs.call(this);
  50000. };
  50001. /** @hidden */
  50002. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50003. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50004. };
  50005. /** @hidden */
  50006. FlyCamera.prototype._updatePosition = function () {
  50007. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50008. this._collideWithWorld(this.cameraDirection);
  50009. }
  50010. else {
  50011. _super.prototype._updatePosition.call(this);
  50012. }
  50013. };
  50014. /**
  50015. * Restore the Roll to its target value at the rate specified.
  50016. * @param rate - Higher means slower restoring.
  50017. * @hidden
  50018. */
  50019. FlyCamera.prototype.restoreRoll = function (rate) {
  50020. var limit = this._trackRoll; // Target Roll.
  50021. var z = this.rotation.z; // Current Roll.
  50022. var delta = limit - z; // Difference in Roll.
  50023. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50024. // If the difference is noticable, restore the Roll.
  50025. if (Math.abs(delta) >= minRad) {
  50026. // Change Z rotation towards the target Roll.
  50027. this.rotation.z += delta / rate;
  50028. // Match when near enough.
  50029. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50030. this.rotation.z = limit;
  50031. }
  50032. }
  50033. };
  50034. /**
  50035. * Destroy the camera and release the current resources held by it.
  50036. */
  50037. FlyCamera.prototype.dispose = function () {
  50038. this.inputs.clear();
  50039. _super.prototype.dispose.call(this);
  50040. };
  50041. /**
  50042. * Get the current object class name.
  50043. * @returns the class name.
  50044. */
  50045. FlyCamera.prototype.getClassName = function () {
  50046. return "FlyCamera";
  50047. };
  50048. __decorate([
  50049. BABYLON.serializeAsVector3()
  50050. ], FlyCamera.prototype, "ellipsoid", void 0);
  50051. __decorate([
  50052. BABYLON.serializeAsVector3()
  50053. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50054. __decorate([
  50055. BABYLON.serialize()
  50056. ], FlyCamera.prototype, "checkCollisions", void 0);
  50057. __decorate([
  50058. BABYLON.serialize()
  50059. ], FlyCamera.prototype, "applyGravity", void 0);
  50060. return FlyCamera;
  50061. }(BABYLON.TargetCamera));
  50062. BABYLON.FlyCamera = FlyCamera;
  50063. })(BABYLON || (BABYLON = {}));
  50064. //# sourceMappingURL=babylon.flyCamera.js.map
  50065. var BABYLON;
  50066. (function (BABYLON) {
  50067. /**
  50068. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50069. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50070. */
  50071. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50072. function ArcRotateCameraKeyboardMoveInput() {
  50073. /**
  50074. * Defines the list of key codes associated with the up action (increase alpha)
  50075. */
  50076. this.keysUp = [38];
  50077. /**
  50078. * Defines the list of key codes associated with the down action (decrease alpha)
  50079. */
  50080. this.keysDown = [40];
  50081. /**
  50082. * Defines the list of key codes associated with the left action (increase beta)
  50083. */
  50084. this.keysLeft = [37];
  50085. /**
  50086. * Defines the list of key codes associated with the right action (decrease beta)
  50087. */
  50088. this.keysRight = [39];
  50089. /**
  50090. * Defines the list of key codes associated with the reset action.
  50091. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50092. */
  50093. this.keysReset = [220];
  50094. /**
  50095. * Defines the panning sensibility of the inputs.
  50096. * (How fast is the camera paning)
  50097. */
  50098. this.panningSensibility = 50.0;
  50099. /**
  50100. * Defines the zooming sensibility of the inputs.
  50101. * (How fast is the camera zooming)
  50102. */
  50103. this.zoomingSensibility = 25.0;
  50104. /**
  50105. * Defines wether maintaining the alt key down switch the movement mode from
  50106. * orientation to zoom.
  50107. */
  50108. this.useAltToZoom = true;
  50109. /**
  50110. * Rotation speed of the camera
  50111. */
  50112. this.angularSpeed = 0.01;
  50113. this._keys = new Array();
  50114. }
  50115. /**
  50116. * Attach the input controls to a specific dom element to get the input from.
  50117. * @param element Defines the element the controls should be listened from
  50118. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50119. */
  50120. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50121. var _this = this;
  50122. if (this._onCanvasBlurObserver) {
  50123. return;
  50124. }
  50125. this._scene = this.camera.getScene();
  50126. this._engine = this._scene.getEngine();
  50127. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50128. _this._keys = [];
  50129. });
  50130. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50131. var evt = info.event;
  50132. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50133. _this._ctrlPressed = evt.ctrlKey;
  50134. _this._altPressed = evt.altKey;
  50135. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50136. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50137. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50138. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50139. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50140. var index = _this._keys.indexOf(evt.keyCode);
  50141. if (index === -1) {
  50142. _this._keys.push(evt.keyCode);
  50143. }
  50144. if (evt.preventDefault) {
  50145. if (!noPreventDefault) {
  50146. evt.preventDefault();
  50147. }
  50148. }
  50149. }
  50150. }
  50151. else {
  50152. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50153. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50154. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50155. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50156. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50157. var index = _this._keys.indexOf(evt.keyCode);
  50158. if (index >= 0) {
  50159. _this._keys.splice(index, 1);
  50160. }
  50161. if (evt.preventDefault) {
  50162. if (!noPreventDefault) {
  50163. evt.preventDefault();
  50164. }
  50165. }
  50166. }
  50167. }
  50168. });
  50169. };
  50170. /**
  50171. * Detach the current controls from the specified dom element.
  50172. * @param element Defines the element to stop listening the inputs from
  50173. */
  50174. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50175. if (this._scene) {
  50176. if (this._onKeyboardObserver) {
  50177. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50178. }
  50179. if (this._onCanvasBlurObserver) {
  50180. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50181. }
  50182. this._onKeyboardObserver = null;
  50183. this._onCanvasBlurObserver = null;
  50184. }
  50185. this._keys = [];
  50186. };
  50187. /**
  50188. * Update the current camera state depending on the inputs that have been used this frame.
  50189. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50190. */
  50191. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50192. if (this._onKeyboardObserver) {
  50193. var camera = this.camera;
  50194. for (var index = 0; index < this._keys.length; index++) {
  50195. var keyCode = this._keys[index];
  50196. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50197. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50198. camera.inertialPanningX -= 1 / this.panningSensibility;
  50199. }
  50200. else {
  50201. camera.inertialAlphaOffset -= this.angularSpeed;
  50202. }
  50203. }
  50204. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50205. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50206. camera.inertialPanningY += 1 / this.panningSensibility;
  50207. }
  50208. else if (this._altPressed && this.useAltToZoom) {
  50209. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50210. }
  50211. else {
  50212. camera.inertialBetaOffset -= this.angularSpeed;
  50213. }
  50214. }
  50215. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50216. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50217. camera.inertialPanningX += 1 / this.panningSensibility;
  50218. }
  50219. else {
  50220. camera.inertialAlphaOffset += this.angularSpeed;
  50221. }
  50222. }
  50223. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50224. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50225. camera.inertialPanningY -= 1 / this.panningSensibility;
  50226. }
  50227. else if (this._altPressed && this.useAltToZoom) {
  50228. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50229. }
  50230. else {
  50231. camera.inertialBetaOffset += this.angularSpeed;
  50232. }
  50233. }
  50234. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50235. if (camera.useInputToRestoreState) {
  50236. camera.restoreState();
  50237. }
  50238. }
  50239. }
  50240. }
  50241. };
  50242. /**
  50243. * Gets the class name of the current intput.
  50244. * @returns the class name
  50245. */
  50246. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50247. return "ArcRotateCameraKeyboardMoveInput";
  50248. };
  50249. /**
  50250. * Get the friendly name associated with the input class.
  50251. * @returns the input friendly name
  50252. */
  50253. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50254. return "keyboard";
  50255. };
  50256. __decorate([
  50257. BABYLON.serialize()
  50258. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50259. __decorate([
  50260. BABYLON.serialize()
  50261. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50262. __decorate([
  50263. BABYLON.serialize()
  50264. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50265. __decorate([
  50266. BABYLON.serialize()
  50267. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50268. __decorate([
  50269. BABYLON.serialize()
  50270. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50271. __decorate([
  50272. BABYLON.serialize()
  50273. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50274. __decorate([
  50275. BABYLON.serialize()
  50276. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50277. __decorate([
  50278. BABYLON.serialize()
  50279. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50280. __decorate([
  50281. BABYLON.serialize()
  50282. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50283. return ArcRotateCameraKeyboardMoveInput;
  50284. }());
  50285. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50286. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50287. })(BABYLON || (BABYLON = {}));
  50288. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50289. var BABYLON;
  50290. (function (BABYLON) {
  50291. /**
  50292. * Manage the mouse wheel inputs to control an arc rotate camera.
  50293. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50294. */
  50295. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50296. function ArcRotateCameraMouseWheelInput() {
  50297. /**
  50298. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50299. */
  50300. this.wheelPrecision = 3.0;
  50301. /**
  50302. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50303. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50304. */
  50305. this.wheelDeltaPercentage = 0;
  50306. }
  50307. /**
  50308. * Attach the input controls to a specific dom element to get the input from.
  50309. * @param element Defines the element the controls should be listened from
  50310. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50311. */
  50312. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50313. var _this = this;
  50314. this._wheel = function (p, s) {
  50315. //sanity check - this should be a PointerWheel event.
  50316. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50317. return;
  50318. }
  50319. var event = p.event;
  50320. var delta = 0;
  50321. if (event.wheelDelta) {
  50322. if (_this.wheelDeltaPercentage) {
  50323. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50324. if (event.wheelDelta > 0) {
  50325. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50326. }
  50327. else {
  50328. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50329. }
  50330. }
  50331. else {
  50332. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50333. }
  50334. }
  50335. else if (event.detail) {
  50336. delta = -event.detail / _this.wheelPrecision;
  50337. }
  50338. if (delta) {
  50339. _this.camera.inertialRadiusOffset += delta;
  50340. }
  50341. if (event.preventDefault) {
  50342. if (!noPreventDefault) {
  50343. event.preventDefault();
  50344. }
  50345. }
  50346. };
  50347. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50348. };
  50349. /**
  50350. * Detach the current controls from the specified dom element.
  50351. * @param element Defines the element to stop listening the inputs from
  50352. */
  50353. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50354. if (this._observer && element) {
  50355. this.camera.getScene().onPointerObservable.remove(this._observer);
  50356. this._observer = null;
  50357. this._wheel = null;
  50358. }
  50359. };
  50360. /**
  50361. * Gets the class name of the current intput.
  50362. * @returns the class name
  50363. */
  50364. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50365. return "ArcRotateCameraMouseWheelInput";
  50366. };
  50367. /**
  50368. * Get the friendly name associated with the input class.
  50369. * @returns the input friendly name
  50370. */
  50371. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50372. return "mousewheel";
  50373. };
  50374. __decorate([
  50375. BABYLON.serialize()
  50376. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50377. __decorate([
  50378. BABYLON.serialize()
  50379. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50380. return ArcRotateCameraMouseWheelInput;
  50381. }());
  50382. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50383. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50384. })(BABYLON || (BABYLON = {}));
  50385. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50386. var BABYLON;
  50387. (function (BABYLON) {
  50388. /**
  50389. * Manage the pointers inputs to control an arc rotate camera.
  50390. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50391. */
  50392. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50393. function ArcRotateCameraPointersInput() {
  50394. /**
  50395. * Defines the buttons associated with the input to handle camera move.
  50396. */
  50397. this.buttons = [0, 1, 2];
  50398. /**
  50399. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50400. */
  50401. this.angularSensibilityX = 1000.0;
  50402. /**
  50403. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50404. */
  50405. this.angularSensibilityY = 1000.0;
  50406. /**
  50407. * Defines the pointer pinch precision or how fast is the camera zooming.
  50408. */
  50409. this.pinchPrecision = 12.0;
  50410. /**
  50411. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50412. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50413. */
  50414. this.pinchDeltaPercentage = 0;
  50415. /**
  50416. * Defines the pointer panning sensibility or how fast is the camera moving.
  50417. */
  50418. this.panningSensibility = 1000.0;
  50419. /**
  50420. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50421. */
  50422. this.multiTouchPanning = true;
  50423. /**
  50424. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50425. */
  50426. this.multiTouchPanAndZoom = true;
  50427. /**
  50428. * Revers pinch action direction.
  50429. */
  50430. this.pinchInwards = true;
  50431. this._isPanClick = false;
  50432. }
  50433. /**
  50434. * Attach the input controls to a specific dom element to get the input from.
  50435. * @param element Defines the element the controls should be listened from
  50436. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50437. */
  50438. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50439. var _this = this;
  50440. var engine = this.camera.getEngine();
  50441. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50442. var pointA = null;
  50443. var pointB = null;
  50444. var previousPinchSquaredDistance = 0;
  50445. var initialDistance = 0;
  50446. var twoFingerActivityCount = 0;
  50447. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50448. this._pointerInput = function (p, s) {
  50449. var evt = p.event;
  50450. var isTouch = p.event.pointerType === "touch";
  50451. if (engine.isInVRExclusivePointerMode) {
  50452. return;
  50453. }
  50454. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50455. return;
  50456. }
  50457. var srcElement = (evt.srcElement || evt.target);
  50458. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50459. try {
  50460. srcElement.setPointerCapture(evt.pointerId);
  50461. }
  50462. catch (e) {
  50463. //Nothing to do with the error. Execution will continue.
  50464. }
  50465. // Manage panning with pan button click
  50466. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50467. // manage pointers
  50468. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50469. if (pointA === null) {
  50470. pointA = cacheSoloPointer;
  50471. }
  50472. else if (pointB === null) {
  50473. pointB = cacheSoloPointer;
  50474. }
  50475. if (!noPreventDefault) {
  50476. evt.preventDefault();
  50477. element.focus();
  50478. }
  50479. }
  50480. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50481. if (_this.camera.useInputToRestoreState) {
  50482. _this.camera.restoreState();
  50483. }
  50484. }
  50485. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50486. try {
  50487. srcElement.releasePointerCapture(evt.pointerId);
  50488. }
  50489. catch (e) {
  50490. //Nothing to do with the error.
  50491. }
  50492. cacheSoloPointer = null;
  50493. previousPinchSquaredDistance = 0;
  50494. previousMultiTouchPanPosition.isPaning = false;
  50495. previousMultiTouchPanPosition.isPinching = false;
  50496. twoFingerActivityCount = 0;
  50497. initialDistance = 0;
  50498. if (!isTouch) {
  50499. pointB = null; // Mouse and pen are mono pointer
  50500. }
  50501. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50502. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50503. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50504. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50505. if (engine._badOS) {
  50506. pointA = pointB = null;
  50507. }
  50508. else {
  50509. //only remove the impacted pointer in case of multitouch allowing on most
  50510. //platforms switching from rotate to zoom and pan seamlessly.
  50511. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50512. pointA = pointB;
  50513. pointB = null;
  50514. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50515. }
  50516. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50517. pointB = null;
  50518. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50519. }
  50520. else {
  50521. pointA = pointB = null;
  50522. }
  50523. }
  50524. if (!noPreventDefault) {
  50525. evt.preventDefault();
  50526. }
  50527. }
  50528. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50529. if (!noPreventDefault) {
  50530. evt.preventDefault();
  50531. }
  50532. // One button down
  50533. if (pointA && pointB === null && cacheSoloPointer) {
  50534. if (_this.panningSensibility !== 0 &&
  50535. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50536. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50537. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50538. }
  50539. else {
  50540. var offsetX = evt.clientX - cacheSoloPointer.x;
  50541. var offsetY = evt.clientY - cacheSoloPointer.y;
  50542. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50543. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50544. }
  50545. cacheSoloPointer.x = evt.clientX;
  50546. cacheSoloPointer.y = evt.clientY;
  50547. }
  50548. // Two buttons down: pinch/pan
  50549. else if (pointA && pointB) {
  50550. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50551. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50552. ed.x = evt.clientX;
  50553. ed.y = evt.clientY;
  50554. var direction = _this.pinchInwards ? 1 : -1;
  50555. var distX = pointA.x - pointB.x;
  50556. var distY = pointA.y - pointB.y;
  50557. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50558. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50559. if (previousPinchSquaredDistance === 0) {
  50560. initialDistance = pinchDistance;
  50561. previousPinchSquaredDistance = pinchSquaredDistance;
  50562. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50563. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50564. return;
  50565. }
  50566. if (_this.multiTouchPanAndZoom) {
  50567. if (_this.pinchDeltaPercentage) {
  50568. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50569. }
  50570. else {
  50571. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50572. (_this.pinchPrecision *
  50573. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50574. direction);
  50575. }
  50576. if (_this.panningSensibility !== 0) {
  50577. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50578. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50579. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50580. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50581. previousMultiTouchPanPosition.x = pointersCenterX;
  50582. previousMultiTouchPanPosition.y = pointersCenterY;
  50583. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50584. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50585. }
  50586. }
  50587. else {
  50588. twoFingerActivityCount++;
  50589. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50590. if (_this.pinchDeltaPercentage) {
  50591. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50592. }
  50593. else {
  50594. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50595. (_this.pinchPrecision *
  50596. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50597. direction);
  50598. }
  50599. previousMultiTouchPanPosition.isPaning = false;
  50600. previousMultiTouchPanPosition.isPinching = true;
  50601. }
  50602. else {
  50603. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50604. if (!previousMultiTouchPanPosition.isPaning) {
  50605. previousMultiTouchPanPosition.isPaning = true;
  50606. previousMultiTouchPanPosition.isPinching = false;
  50607. previousMultiTouchPanPosition.x = ed.x;
  50608. previousMultiTouchPanPosition.y = ed.y;
  50609. return;
  50610. }
  50611. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50612. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50613. }
  50614. }
  50615. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50616. previousMultiTouchPanPosition.x = ed.x;
  50617. previousMultiTouchPanPosition.y = ed.y;
  50618. }
  50619. }
  50620. previousPinchSquaredDistance = pinchSquaredDistance;
  50621. }
  50622. }
  50623. };
  50624. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50625. this._onContextMenu = function (evt) {
  50626. evt.preventDefault();
  50627. };
  50628. if (!this.camera._useCtrlForPanning) {
  50629. element.addEventListener("contextmenu", this._onContextMenu, false);
  50630. }
  50631. this._onLostFocus = function () {
  50632. //this._keys = [];
  50633. pointA = pointB = null;
  50634. previousPinchSquaredDistance = 0;
  50635. previousMultiTouchPanPosition.isPaning = false;
  50636. previousMultiTouchPanPosition.isPinching = false;
  50637. twoFingerActivityCount = 0;
  50638. cacheSoloPointer = null;
  50639. initialDistance = 0;
  50640. };
  50641. this._onMouseMove = function (evt) {
  50642. if (!engine.isPointerLock) {
  50643. return;
  50644. }
  50645. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50646. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50647. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50648. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50649. if (!noPreventDefault) {
  50650. evt.preventDefault();
  50651. }
  50652. };
  50653. this._onGestureStart = function (e) {
  50654. if (window.MSGesture === undefined) {
  50655. return;
  50656. }
  50657. if (!_this._MSGestureHandler) {
  50658. _this._MSGestureHandler = new MSGesture();
  50659. _this._MSGestureHandler.target = element;
  50660. }
  50661. _this._MSGestureHandler.addPointer(e.pointerId);
  50662. };
  50663. this._onGesture = function (e) {
  50664. _this.camera.radius *= e.scale;
  50665. if (e.preventDefault) {
  50666. if (!noPreventDefault) {
  50667. e.stopPropagation();
  50668. e.preventDefault();
  50669. }
  50670. }
  50671. };
  50672. element.addEventListener("mousemove", this._onMouseMove, false);
  50673. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50674. element.addEventListener("MSGestureChange", this._onGesture, false);
  50675. BABYLON.Tools.RegisterTopRootEvents([
  50676. { name: "blur", handler: this._onLostFocus }
  50677. ]);
  50678. };
  50679. /**
  50680. * Detach the current controls from the specified dom element.
  50681. * @param element Defines the element to stop listening the inputs from
  50682. */
  50683. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50684. if (this._onLostFocus) {
  50685. BABYLON.Tools.UnregisterTopRootEvents([
  50686. { name: "blur", handler: this._onLostFocus }
  50687. ]);
  50688. }
  50689. if (element && this._observer) {
  50690. this.camera.getScene().onPointerObservable.remove(this._observer);
  50691. this._observer = null;
  50692. if (this._onContextMenu) {
  50693. element.removeEventListener("contextmenu", this._onContextMenu);
  50694. }
  50695. if (this._onMouseMove) {
  50696. element.removeEventListener("mousemove", this._onMouseMove);
  50697. }
  50698. if (this._onGestureStart) {
  50699. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50700. }
  50701. if (this._onGesture) {
  50702. element.removeEventListener("MSGestureChange", this._onGesture);
  50703. }
  50704. this._isPanClick = false;
  50705. this.pinchInwards = true;
  50706. this._onMouseMove = null;
  50707. this._onGestureStart = null;
  50708. this._onGesture = null;
  50709. this._MSGestureHandler = null;
  50710. this._onLostFocus = null;
  50711. this._onContextMenu = null;
  50712. }
  50713. };
  50714. /**
  50715. * Gets the class name of the current intput.
  50716. * @returns the class name
  50717. */
  50718. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50719. return "ArcRotateCameraPointersInput";
  50720. };
  50721. /**
  50722. * Get the friendly name associated with the input class.
  50723. * @returns the input friendly name
  50724. */
  50725. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50726. return "pointers";
  50727. };
  50728. __decorate([
  50729. BABYLON.serialize()
  50730. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50731. __decorate([
  50732. BABYLON.serialize()
  50733. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50734. __decorate([
  50735. BABYLON.serialize()
  50736. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50737. __decorate([
  50738. BABYLON.serialize()
  50739. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50740. __decorate([
  50741. BABYLON.serialize()
  50742. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50743. __decorate([
  50744. BABYLON.serialize()
  50745. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  50746. __decorate([
  50747. BABYLON.serialize()
  50748. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  50749. __decorate([
  50750. BABYLON.serialize()
  50751. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  50752. return ArcRotateCameraPointersInput;
  50753. }());
  50754. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  50755. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  50756. })(BABYLON || (BABYLON = {}));
  50757. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  50758. var BABYLON;
  50759. (function (BABYLON) {
  50760. /**
  50761. * Default Inputs manager for the ArcRotateCamera.
  50762. * It groups all the default supported inputs for ease of use.
  50763. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50764. */
  50765. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  50766. __extends(ArcRotateCameraInputsManager, _super);
  50767. /**
  50768. * Instantiates a new ArcRotateCameraInputsManager.
  50769. * @param camera Defines the camera the inputs belong to
  50770. */
  50771. function ArcRotateCameraInputsManager(camera) {
  50772. return _super.call(this, camera) || this;
  50773. }
  50774. /**
  50775. * Add mouse wheel input support to the input manager.
  50776. * @returns the current input manager
  50777. */
  50778. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  50779. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  50780. return this;
  50781. };
  50782. /**
  50783. * Add pointers input support to the input manager.
  50784. * @returns the current input manager
  50785. */
  50786. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  50787. this.add(new BABYLON.ArcRotateCameraPointersInput());
  50788. return this;
  50789. };
  50790. /**
  50791. * Add keyboard input support to the input manager.
  50792. * @returns the current input manager
  50793. */
  50794. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  50795. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  50796. return this;
  50797. };
  50798. /**
  50799. * Add orientation input support to the input manager.
  50800. * @returns the current input manager
  50801. */
  50802. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  50803. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  50804. return this;
  50805. };
  50806. return ArcRotateCameraInputsManager;
  50807. }(BABYLON.CameraInputsManager));
  50808. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  50809. })(BABYLON || (BABYLON = {}));
  50810. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  50811. var BABYLON;
  50812. (function (BABYLON) {
  50813. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  50814. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  50815. });
  50816. /**
  50817. * This represents an orbital type of camera.
  50818. *
  50819. * 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.
  50820. * 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.
  50821. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  50822. */
  50823. var ArcRotateCamera = /** @class */ (function (_super) {
  50824. __extends(ArcRotateCamera, _super);
  50825. /**
  50826. * Instantiates a new ArcRotateCamera in a given scene
  50827. * @param name Defines the name of the camera
  50828. * @param alpha Defines the camera rotation along the logitudinal axis
  50829. * @param beta Defines the camera rotation along the latitudinal axis
  50830. * @param radius Defines the camera distance from its target
  50831. * @param target Defines the camera target
  50832. * @param scene Defines the scene the camera belongs to
  50833. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  50834. */
  50835. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  50836. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50837. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  50838. /**
  50839. * Current inertia value on the longitudinal axis.
  50840. * The bigger this number the longer it will take for the camera to stop.
  50841. */
  50842. _this.inertialAlphaOffset = 0;
  50843. /**
  50844. * Current inertia value on the latitudinal axis.
  50845. * The bigger this number the longer it will take for the camera to stop.
  50846. */
  50847. _this.inertialBetaOffset = 0;
  50848. /**
  50849. * Current inertia value on the radius axis.
  50850. * The bigger this number the longer it will take for the camera to stop.
  50851. */
  50852. _this.inertialRadiusOffset = 0;
  50853. /**
  50854. * Minimum allowed angle on the longitudinal axis.
  50855. * This can help limiting how the Camera is able to move in the scene.
  50856. */
  50857. _this.lowerAlphaLimit = null;
  50858. /**
  50859. * Maximum allowed angle on the longitudinal axis.
  50860. * This can help limiting how the Camera is able to move in the scene.
  50861. */
  50862. _this.upperAlphaLimit = null;
  50863. /**
  50864. * Minimum allowed angle on the latitudinal axis.
  50865. * This can help limiting how the Camera is able to move in the scene.
  50866. */
  50867. _this.lowerBetaLimit = 0.01;
  50868. /**
  50869. * Maximum allowed angle on the latitudinal axis.
  50870. * This can help limiting how the Camera is able to move in the scene.
  50871. */
  50872. _this.upperBetaLimit = Math.PI;
  50873. /**
  50874. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  50875. * This can help limiting how the Camera is able to move in the scene.
  50876. */
  50877. _this.lowerRadiusLimit = null;
  50878. /**
  50879. * Maximum allowed distance of the camera to the target (The camera can not get further).
  50880. * This can help limiting how the Camera is able to move in the scene.
  50881. */
  50882. _this.upperRadiusLimit = null;
  50883. /**
  50884. * Defines the current inertia value used during panning of the camera along the X axis.
  50885. */
  50886. _this.inertialPanningX = 0;
  50887. /**
  50888. * Defines the current inertia value used during panning of the camera along the Y axis.
  50889. */
  50890. _this.inertialPanningY = 0;
  50891. /**
  50892. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  50893. * Basically if your fingers moves away from more than this distance you will be considered
  50894. * in pinch mode.
  50895. */
  50896. _this.pinchToPanMaxDistance = 20;
  50897. /**
  50898. * Defines the maximum distance the camera can pan.
  50899. * This could help keeping the cammera always in your scene.
  50900. */
  50901. _this.panningDistanceLimit = null;
  50902. /**
  50903. * Defines the target of the camera before paning.
  50904. */
  50905. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  50906. /**
  50907. * Defines the value of the inertia used during panning.
  50908. * 0 would mean stop inertia and one would mean no decelleration at all.
  50909. */
  50910. _this.panningInertia = 0.9;
  50911. //-- end properties for backward compatibility for inputs
  50912. /**
  50913. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  50914. */
  50915. _this.zoomOnFactor = 1;
  50916. /**
  50917. * Defines a screen offset for the camera position.
  50918. */
  50919. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  50920. /**
  50921. * Allows the camera to be completely reversed.
  50922. * If false the camera can not arrive upside down.
  50923. */
  50924. _this.allowUpsideDown = true;
  50925. /**
  50926. * Define if double tap/click is used to restore the previously saved state of the camera.
  50927. */
  50928. _this.useInputToRestoreState = true;
  50929. /** @hidden */
  50930. _this._viewMatrix = new BABYLON.Matrix();
  50931. /**
  50932. * Defines the allowed panning axis.
  50933. */
  50934. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  50935. /**
  50936. * Observable triggered when the mesh target has been changed on the camera.
  50937. */
  50938. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  50939. /**
  50940. * Defines whether the camera should check collision with the objects oh the scene.
  50941. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  50942. */
  50943. _this.checkCollisions = false;
  50944. /**
  50945. * Defines the collision radius of the camera.
  50946. * This simulates a sphere around the camera.
  50947. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50948. */
  50949. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  50950. _this._previousPosition = BABYLON.Vector3.Zero();
  50951. _this._collisionVelocity = BABYLON.Vector3.Zero();
  50952. _this._newPosition = BABYLON.Vector3.Zero();
  50953. _this._computationVector = BABYLON.Vector3.Zero();
  50954. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50955. if (collidedMesh === void 0) { collidedMesh = null; }
  50956. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  50957. newPosition.multiplyInPlace(_this._collider._radius);
  50958. }
  50959. if (!collidedMesh) {
  50960. _this._previousPosition.copyFrom(_this.position);
  50961. }
  50962. else {
  50963. _this.setPosition(newPosition);
  50964. if (_this.onCollide) {
  50965. _this.onCollide(collidedMesh);
  50966. }
  50967. }
  50968. // Recompute because of constraints
  50969. var cosa = Math.cos(_this.alpha);
  50970. var sina = Math.sin(_this.alpha);
  50971. var cosb = Math.cos(_this.beta);
  50972. var sinb = Math.sin(_this.beta);
  50973. if (sinb === 0) {
  50974. sinb = 0.0001;
  50975. }
  50976. var target = _this._getTargetPosition();
  50977. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  50978. target.addToRef(_this._computationVector, _this._newPosition);
  50979. _this.position.copyFrom(_this._newPosition);
  50980. var up = _this.upVector;
  50981. if (_this.allowUpsideDown && _this.beta < 0) {
  50982. up = up.clone();
  50983. up = up.negate();
  50984. }
  50985. _this._computeViewMatrix(_this.position, target, up);
  50986. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  50987. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  50988. _this._collisionTriggered = false;
  50989. };
  50990. _this._target = BABYLON.Vector3.Zero();
  50991. if (target) {
  50992. _this.setTarget(target);
  50993. }
  50994. _this.alpha = alpha;
  50995. _this.beta = beta;
  50996. _this.radius = radius;
  50997. _this.getViewMatrix();
  50998. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  50999. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51000. return _this;
  51001. }
  51002. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51003. /**
  51004. * Defines the target point of the camera.
  51005. * The camera looks towards it form the radius distance.
  51006. */
  51007. get: function () {
  51008. return this._target;
  51009. },
  51010. set: function (value) {
  51011. this.setTarget(value);
  51012. },
  51013. enumerable: true,
  51014. configurable: true
  51015. });
  51016. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51017. //-- begin properties for backward compatibility for inputs
  51018. /**
  51019. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51020. */
  51021. get: function () {
  51022. var pointers = this.inputs.attached["pointers"];
  51023. if (pointers) {
  51024. return pointers.angularSensibilityX;
  51025. }
  51026. return 0;
  51027. },
  51028. set: function (value) {
  51029. var pointers = this.inputs.attached["pointers"];
  51030. if (pointers) {
  51031. pointers.angularSensibilityX = value;
  51032. }
  51033. },
  51034. enumerable: true,
  51035. configurable: true
  51036. });
  51037. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51038. /**
  51039. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51040. */
  51041. get: function () {
  51042. var pointers = this.inputs.attached["pointers"];
  51043. if (pointers) {
  51044. return pointers.angularSensibilityY;
  51045. }
  51046. return 0;
  51047. },
  51048. set: function (value) {
  51049. var pointers = this.inputs.attached["pointers"];
  51050. if (pointers) {
  51051. pointers.angularSensibilityY = value;
  51052. }
  51053. },
  51054. enumerable: true,
  51055. configurable: true
  51056. });
  51057. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51058. /**
  51059. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51060. */
  51061. get: function () {
  51062. var pointers = this.inputs.attached["pointers"];
  51063. if (pointers) {
  51064. return pointers.pinchPrecision;
  51065. }
  51066. return 0;
  51067. },
  51068. set: function (value) {
  51069. var pointers = this.inputs.attached["pointers"];
  51070. if (pointers) {
  51071. pointers.pinchPrecision = value;
  51072. }
  51073. },
  51074. enumerable: true,
  51075. configurable: true
  51076. });
  51077. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51078. /**
  51079. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51080. * It will be used instead of pinchDeltaPrecision if different from 0.
  51081. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51082. */
  51083. get: function () {
  51084. var pointers = this.inputs.attached["pointers"];
  51085. if (pointers) {
  51086. return pointers.pinchDeltaPercentage;
  51087. }
  51088. return 0;
  51089. },
  51090. set: function (value) {
  51091. var pointers = this.inputs.attached["pointers"];
  51092. if (pointers) {
  51093. pointers.pinchDeltaPercentage = value;
  51094. }
  51095. },
  51096. enumerable: true,
  51097. configurable: true
  51098. });
  51099. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51100. /**
  51101. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51102. */
  51103. get: function () {
  51104. var pointers = this.inputs.attached["pointers"];
  51105. if (pointers) {
  51106. return pointers.panningSensibility;
  51107. }
  51108. return 0;
  51109. },
  51110. set: function (value) {
  51111. var pointers = this.inputs.attached["pointers"];
  51112. if (pointers) {
  51113. pointers.panningSensibility = value;
  51114. }
  51115. },
  51116. enumerable: true,
  51117. configurable: true
  51118. });
  51119. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51120. /**
  51121. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51122. */
  51123. get: function () {
  51124. var keyboard = this.inputs.attached["keyboard"];
  51125. if (keyboard) {
  51126. return keyboard.keysUp;
  51127. }
  51128. return [];
  51129. },
  51130. set: function (value) {
  51131. var keyboard = this.inputs.attached["keyboard"];
  51132. if (keyboard) {
  51133. keyboard.keysUp = value;
  51134. }
  51135. },
  51136. enumerable: true,
  51137. configurable: true
  51138. });
  51139. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51140. /**
  51141. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51142. */
  51143. get: function () {
  51144. var keyboard = this.inputs.attached["keyboard"];
  51145. if (keyboard) {
  51146. return keyboard.keysDown;
  51147. }
  51148. return [];
  51149. },
  51150. set: function (value) {
  51151. var keyboard = this.inputs.attached["keyboard"];
  51152. if (keyboard) {
  51153. keyboard.keysDown = value;
  51154. }
  51155. },
  51156. enumerable: true,
  51157. configurable: true
  51158. });
  51159. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51160. /**
  51161. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51162. */
  51163. get: function () {
  51164. var keyboard = this.inputs.attached["keyboard"];
  51165. if (keyboard) {
  51166. return keyboard.keysLeft;
  51167. }
  51168. return [];
  51169. },
  51170. set: function (value) {
  51171. var keyboard = this.inputs.attached["keyboard"];
  51172. if (keyboard) {
  51173. keyboard.keysLeft = value;
  51174. }
  51175. },
  51176. enumerable: true,
  51177. configurable: true
  51178. });
  51179. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51180. /**
  51181. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51182. */
  51183. get: function () {
  51184. var keyboard = this.inputs.attached["keyboard"];
  51185. if (keyboard) {
  51186. return keyboard.keysRight;
  51187. }
  51188. return [];
  51189. },
  51190. set: function (value) {
  51191. var keyboard = this.inputs.attached["keyboard"];
  51192. if (keyboard) {
  51193. keyboard.keysRight = value;
  51194. }
  51195. },
  51196. enumerable: true,
  51197. configurable: true
  51198. });
  51199. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51200. /**
  51201. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51202. */
  51203. get: function () {
  51204. var mousewheel = this.inputs.attached["mousewheel"];
  51205. if (mousewheel) {
  51206. return mousewheel.wheelPrecision;
  51207. }
  51208. return 0;
  51209. },
  51210. set: function (value) {
  51211. var mousewheel = this.inputs.attached["mousewheel"];
  51212. if (mousewheel) {
  51213. mousewheel.wheelPrecision = value;
  51214. }
  51215. },
  51216. enumerable: true,
  51217. configurable: true
  51218. });
  51219. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51220. /**
  51221. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51222. * It will be used instead of pinchDeltaPrecision if different from 0.
  51223. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51224. */
  51225. get: function () {
  51226. var mousewheel = this.inputs.attached["mousewheel"];
  51227. if (mousewheel) {
  51228. return mousewheel.wheelDeltaPercentage;
  51229. }
  51230. return 0;
  51231. },
  51232. set: function (value) {
  51233. var mousewheel = this.inputs.attached["mousewheel"];
  51234. if (mousewheel) {
  51235. mousewheel.wheelDeltaPercentage = value;
  51236. }
  51237. },
  51238. enumerable: true,
  51239. configurable: true
  51240. });
  51241. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51242. /**
  51243. * Gets the bouncing behavior of the camera if it has been enabled.
  51244. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51245. */
  51246. get: function () {
  51247. return this._bouncingBehavior;
  51248. },
  51249. enumerable: true,
  51250. configurable: true
  51251. });
  51252. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51253. /**
  51254. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51255. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51256. */
  51257. get: function () {
  51258. return this._bouncingBehavior != null;
  51259. },
  51260. set: function (value) {
  51261. if (value === this.useBouncingBehavior) {
  51262. return;
  51263. }
  51264. if (value) {
  51265. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51266. this.addBehavior(this._bouncingBehavior);
  51267. }
  51268. else if (this._bouncingBehavior) {
  51269. this.removeBehavior(this._bouncingBehavior);
  51270. this._bouncingBehavior = null;
  51271. }
  51272. },
  51273. enumerable: true,
  51274. configurable: true
  51275. });
  51276. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51277. /**
  51278. * Gets the framing behavior of the camera if it has been enabled.
  51279. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51280. */
  51281. get: function () {
  51282. return this._framingBehavior;
  51283. },
  51284. enumerable: true,
  51285. configurable: true
  51286. });
  51287. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51288. /**
  51289. * Defines if the framing behavior of the camera is enabled on the camera.
  51290. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51291. */
  51292. get: function () {
  51293. return this._framingBehavior != null;
  51294. },
  51295. set: function (value) {
  51296. if (value === this.useFramingBehavior) {
  51297. return;
  51298. }
  51299. if (value) {
  51300. this._framingBehavior = new BABYLON.FramingBehavior();
  51301. this.addBehavior(this._framingBehavior);
  51302. }
  51303. else if (this._framingBehavior) {
  51304. this.removeBehavior(this._framingBehavior);
  51305. this._framingBehavior = null;
  51306. }
  51307. },
  51308. enumerable: true,
  51309. configurable: true
  51310. });
  51311. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51312. /**
  51313. * Gets the auto rotation behavior of the camera if it has been enabled.
  51314. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51315. */
  51316. get: function () {
  51317. return this._autoRotationBehavior;
  51318. },
  51319. enumerable: true,
  51320. configurable: true
  51321. });
  51322. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51323. /**
  51324. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51326. */
  51327. get: function () {
  51328. return this._autoRotationBehavior != null;
  51329. },
  51330. set: function (value) {
  51331. if (value === this.useAutoRotationBehavior) {
  51332. return;
  51333. }
  51334. if (value) {
  51335. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51336. this.addBehavior(this._autoRotationBehavior);
  51337. }
  51338. else if (this._autoRotationBehavior) {
  51339. this.removeBehavior(this._autoRotationBehavior);
  51340. this._autoRotationBehavior = null;
  51341. }
  51342. },
  51343. enumerable: true,
  51344. configurable: true
  51345. });
  51346. // Cache
  51347. /** @hidden */
  51348. ArcRotateCamera.prototype._initCache = function () {
  51349. _super.prototype._initCache.call(this);
  51350. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51351. this._cache.alpha = undefined;
  51352. this._cache.beta = undefined;
  51353. this._cache.radius = undefined;
  51354. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51355. };
  51356. /** @hidden */
  51357. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51358. if (!ignoreParentClass) {
  51359. _super.prototype._updateCache.call(this);
  51360. }
  51361. this._cache._target.copyFrom(this._getTargetPosition());
  51362. this._cache.alpha = this.alpha;
  51363. this._cache.beta = this.beta;
  51364. this._cache.radius = this.radius;
  51365. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51366. };
  51367. ArcRotateCamera.prototype._getTargetPosition = function () {
  51368. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51369. var pos = this._targetHost.getAbsolutePosition();
  51370. if (this._targetBoundingCenter) {
  51371. pos.addToRef(this._targetBoundingCenter, this._target);
  51372. }
  51373. else {
  51374. this._target.copyFrom(pos);
  51375. }
  51376. }
  51377. var lockedTargetPosition = this._getLockedTargetPosition();
  51378. if (lockedTargetPosition) {
  51379. return lockedTargetPosition;
  51380. }
  51381. return this._target;
  51382. };
  51383. /**
  51384. * Stores the current state of the camera (alpha, beta, radius and target)
  51385. * @returns the camera itself
  51386. */
  51387. ArcRotateCamera.prototype.storeState = function () {
  51388. this._storedAlpha = this.alpha;
  51389. this._storedBeta = this.beta;
  51390. this._storedRadius = this.radius;
  51391. this._storedTarget = this._getTargetPosition().clone();
  51392. return _super.prototype.storeState.call(this);
  51393. };
  51394. /**
  51395. * @hidden
  51396. * Restored camera state. You must call storeState() first
  51397. */
  51398. ArcRotateCamera.prototype._restoreStateValues = function () {
  51399. if (!_super.prototype._restoreStateValues.call(this)) {
  51400. return false;
  51401. }
  51402. this.alpha = this._storedAlpha;
  51403. this.beta = this._storedBeta;
  51404. this.radius = this._storedRadius;
  51405. this.setTarget(this._storedTarget.clone());
  51406. this.inertialAlphaOffset = 0;
  51407. this.inertialBetaOffset = 0;
  51408. this.inertialRadiusOffset = 0;
  51409. this.inertialPanningX = 0;
  51410. this.inertialPanningY = 0;
  51411. return true;
  51412. };
  51413. // Synchronized
  51414. /** @hidden */
  51415. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51416. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51417. return false;
  51418. }
  51419. return this._cache._target.equals(this._getTargetPosition())
  51420. && this._cache.alpha === this.alpha
  51421. && this._cache.beta === this.beta
  51422. && this._cache.radius === this.radius
  51423. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51424. };
  51425. /**
  51426. * Attached controls to the current camera.
  51427. * @param element Defines the element the controls should be listened from
  51428. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51429. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51430. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51431. */
  51432. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51433. var _this = this;
  51434. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51435. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51436. this._useCtrlForPanning = useCtrlForPanning;
  51437. this._panningMouseButton = panningMouseButton;
  51438. this.inputs.attachElement(element, noPreventDefault);
  51439. this._reset = function () {
  51440. _this.inertialAlphaOffset = 0;
  51441. _this.inertialBetaOffset = 0;
  51442. _this.inertialRadiusOffset = 0;
  51443. _this.inertialPanningX = 0;
  51444. _this.inertialPanningY = 0;
  51445. };
  51446. };
  51447. /**
  51448. * Detach the current controls from the camera.
  51449. * The camera will stop reacting to inputs.
  51450. * @param element Defines the element to stop listening the inputs from
  51451. */
  51452. ArcRotateCamera.prototype.detachControl = function (element) {
  51453. this.inputs.detachElement(element);
  51454. if (this._reset) {
  51455. this._reset();
  51456. }
  51457. };
  51458. /** @hidden */
  51459. ArcRotateCamera.prototype._checkInputs = function () {
  51460. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51461. if (this._collisionTriggered) {
  51462. return;
  51463. }
  51464. this.inputs.checkInputs();
  51465. // Inertia
  51466. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51467. var inertialAlphaOffset = this.inertialAlphaOffset;
  51468. if (this.beta <= 0) {
  51469. inertialAlphaOffset *= -1;
  51470. }
  51471. if (this.getScene().useRightHandedSystem) {
  51472. inertialAlphaOffset *= -1;
  51473. }
  51474. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51475. inertialAlphaOffset *= -1;
  51476. }
  51477. this.alpha += inertialAlphaOffset;
  51478. this.beta += this.inertialBetaOffset;
  51479. this.radius -= this.inertialRadiusOffset;
  51480. this.inertialAlphaOffset *= this.inertia;
  51481. this.inertialBetaOffset *= this.inertia;
  51482. this.inertialRadiusOffset *= this.inertia;
  51483. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51484. this.inertialAlphaOffset = 0;
  51485. }
  51486. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51487. this.inertialBetaOffset = 0;
  51488. }
  51489. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51490. this.inertialRadiusOffset = 0;
  51491. }
  51492. }
  51493. // Panning inertia
  51494. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51495. if (!this._localDirection) {
  51496. this._localDirection = BABYLON.Vector3.Zero();
  51497. this._transformedDirection = BABYLON.Vector3.Zero();
  51498. }
  51499. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51500. this._localDirection.multiplyInPlace(this.panningAxis);
  51501. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51502. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51503. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51504. if (!this.panningAxis.y) {
  51505. this._transformedDirection.y = 0;
  51506. }
  51507. if (!this._targetHost) {
  51508. if (this.panningDistanceLimit) {
  51509. this._transformedDirection.addInPlace(this._target);
  51510. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51511. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51512. this._target.copyFrom(this._transformedDirection);
  51513. }
  51514. }
  51515. else {
  51516. this._target.addInPlace(this._transformedDirection);
  51517. }
  51518. }
  51519. this.inertialPanningX *= this.panningInertia;
  51520. this.inertialPanningY *= this.panningInertia;
  51521. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51522. this.inertialPanningX = 0;
  51523. }
  51524. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51525. this.inertialPanningY = 0;
  51526. }
  51527. }
  51528. // Limits
  51529. this._checkLimits();
  51530. _super.prototype._checkInputs.call(this);
  51531. };
  51532. ArcRotateCamera.prototype._checkLimits = function () {
  51533. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51534. if (this.allowUpsideDown && this.beta > Math.PI) {
  51535. this.beta = this.beta - (2 * Math.PI);
  51536. }
  51537. }
  51538. else {
  51539. if (this.beta < this.lowerBetaLimit) {
  51540. this.beta = this.lowerBetaLimit;
  51541. }
  51542. }
  51543. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51544. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51545. this.beta = this.beta + (2 * Math.PI);
  51546. }
  51547. }
  51548. else {
  51549. if (this.beta > this.upperBetaLimit) {
  51550. this.beta = this.upperBetaLimit;
  51551. }
  51552. }
  51553. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51554. this.alpha = this.lowerAlphaLimit;
  51555. }
  51556. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51557. this.alpha = this.upperAlphaLimit;
  51558. }
  51559. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51560. this.radius = this.lowerRadiusLimit;
  51561. }
  51562. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51563. this.radius = this.upperRadiusLimit;
  51564. }
  51565. };
  51566. /**
  51567. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51568. */
  51569. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51570. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51571. this.radius = this._computationVector.length();
  51572. if (this.radius === 0) {
  51573. this.radius = 0.0001; // Just to avoid division by zero
  51574. }
  51575. // Alpha
  51576. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51577. if (this._computationVector.z < 0) {
  51578. this.alpha = 2 * Math.PI - this.alpha;
  51579. }
  51580. // Beta
  51581. this.beta = Math.acos(this._computationVector.y / this.radius);
  51582. this._checkLimits();
  51583. };
  51584. /**
  51585. * Use a position to define the current camera related information like aplha, beta and radius
  51586. * @param position Defines the position to set the camera at
  51587. */
  51588. ArcRotateCamera.prototype.setPosition = function (position) {
  51589. if (this.position.equals(position)) {
  51590. return;
  51591. }
  51592. this.position.copyFrom(position);
  51593. this.rebuildAnglesAndRadius();
  51594. };
  51595. /**
  51596. * Defines the target the camera should look at.
  51597. * This will automatically adapt alpha beta and radius to fit within the new target.
  51598. * @param target Defines the new target as a Vector or a mesh
  51599. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51600. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51601. */
  51602. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51603. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51604. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51605. if (target.getBoundingInfo) {
  51606. if (toBoundingCenter) {
  51607. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51608. }
  51609. else {
  51610. this._targetBoundingCenter = null;
  51611. }
  51612. this._targetHost = target;
  51613. this._target = this._getTargetPosition();
  51614. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51615. }
  51616. else {
  51617. var newTarget = target;
  51618. var currentTarget = this._getTargetPosition();
  51619. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51620. return;
  51621. }
  51622. this._targetHost = null;
  51623. this._target = newTarget;
  51624. this._targetBoundingCenter = null;
  51625. this.onMeshTargetChangedObservable.notifyObservers(null);
  51626. }
  51627. this.rebuildAnglesAndRadius();
  51628. };
  51629. /** @hidden */
  51630. ArcRotateCamera.prototype._getViewMatrix = function () {
  51631. // Compute
  51632. var cosa = Math.cos(this.alpha);
  51633. var sina = Math.sin(this.alpha);
  51634. var cosb = Math.cos(this.beta);
  51635. var sinb = Math.sin(this.beta);
  51636. if (sinb === 0) {
  51637. sinb = 0.0001;
  51638. }
  51639. var target = this._getTargetPosition();
  51640. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51641. target.addToRef(this._computationVector, this._newPosition);
  51642. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51643. if (!this._collider) {
  51644. this._collider = new BABYLON.Collider();
  51645. }
  51646. this._collider._radius = this.collisionRadius;
  51647. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51648. this._collisionTriggered = true;
  51649. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51650. }
  51651. else {
  51652. this.position.copyFrom(this._newPosition);
  51653. var up = this.upVector;
  51654. if (this.allowUpsideDown && sinb < 0) {
  51655. up = up.clone();
  51656. up = up.negate();
  51657. }
  51658. this._computeViewMatrix(this.position, target, up);
  51659. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51660. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51661. }
  51662. this._currentTarget = target;
  51663. return this._viewMatrix;
  51664. };
  51665. /**
  51666. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51667. * @param meshes Defines the mesh to zoom on
  51668. * @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)
  51669. */
  51670. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51671. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51672. meshes = meshes || this.getScene().meshes;
  51673. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51674. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51675. this.radius = distance * this.zoomOnFactor;
  51676. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51677. };
  51678. /**
  51679. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51680. * The target will be changed but the radius
  51681. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51682. * @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)
  51683. */
  51684. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51685. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51686. var meshesOrMinMaxVector;
  51687. var distance;
  51688. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51689. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51690. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51691. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51692. }
  51693. else { //minMaxVector and distance
  51694. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51695. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51696. distance = minMaxVectorAndDistance.distance;
  51697. }
  51698. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51699. if (!doNotUpdateMaxZ) {
  51700. this.maxZ = distance * 2;
  51701. }
  51702. };
  51703. /**
  51704. * @override
  51705. * Override Camera.createRigCamera
  51706. */
  51707. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51708. var alphaShift = 0;
  51709. switch (this.cameraRigMode) {
  51710. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51711. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51712. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51713. case BABYLON.Camera.RIG_MODE_VR:
  51714. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51715. break;
  51716. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51717. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51718. break;
  51719. }
  51720. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51721. rigCam._cameraRigParams = {};
  51722. return rigCam;
  51723. };
  51724. /**
  51725. * @hidden
  51726. * @override
  51727. * Override Camera._updateRigCameras
  51728. */
  51729. ArcRotateCamera.prototype._updateRigCameras = function () {
  51730. var camLeft = this._rigCameras[0];
  51731. var camRight = this._rigCameras[1];
  51732. camLeft.beta = camRight.beta = this.beta;
  51733. camLeft.radius = camRight.radius = this.radius;
  51734. switch (this.cameraRigMode) {
  51735. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51736. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51737. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51738. case BABYLON.Camera.RIG_MODE_VR:
  51739. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51740. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51741. break;
  51742. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51743. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51744. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51745. break;
  51746. }
  51747. _super.prototype._updateRigCameras.call(this);
  51748. };
  51749. /**
  51750. * Destroy the camera and release the current resources hold by it.
  51751. */
  51752. ArcRotateCamera.prototype.dispose = function () {
  51753. this.inputs.clear();
  51754. _super.prototype.dispose.call(this);
  51755. };
  51756. /**
  51757. * Gets the current object class name.
  51758. * @return the class name
  51759. */
  51760. ArcRotateCamera.prototype.getClassName = function () {
  51761. return "ArcRotateCamera";
  51762. };
  51763. __decorate([
  51764. BABYLON.serialize()
  51765. ], ArcRotateCamera.prototype, "alpha", void 0);
  51766. __decorate([
  51767. BABYLON.serialize()
  51768. ], ArcRotateCamera.prototype, "beta", void 0);
  51769. __decorate([
  51770. BABYLON.serialize()
  51771. ], ArcRotateCamera.prototype, "radius", void 0);
  51772. __decorate([
  51773. BABYLON.serializeAsVector3("target")
  51774. ], ArcRotateCamera.prototype, "_target", void 0);
  51775. __decorate([
  51776. BABYLON.serialize()
  51777. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  51778. __decorate([
  51779. BABYLON.serialize()
  51780. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  51781. __decorate([
  51782. BABYLON.serialize()
  51783. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  51784. __decorate([
  51785. BABYLON.serialize()
  51786. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  51787. __decorate([
  51788. BABYLON.serialize()
  51789. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  51790. __decorate([
  51791. BABYLON.serialize()
  51792. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  51793. __decorate([
  51794. BABYLON.serialize()
  51795. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  51796. __decorate([
  51797. BABYLON.serialize()
  51798. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  51799. __decorate([
  51800. BABYLON.serialize()
  51801. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  51802. __decorate([
  51803. BABYLON.serialize()
  51804. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  51805. __decorate([
  51806. BABYLON.serialize()
  51807. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  51808. __decorate([
  51809. BABYLON.serialize()
  51810. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  51811. __decorate([
  51812. BABYLON.serialize()
  51813. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  51814. __decorate([
  51815. BABYLON.serializeAsVector3()
  51816. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  51817. __decorate([
  51818. BABYLON.serialize()
  51819. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  51820. __decorate([
  51821. BABYLON.serialize()
  51822. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  51823. __decorate([
  51824. BABYLON.serialize()
  51825. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  51826. __decorate([
  51827. BABYLON.serialize()
  51828. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  51829. __decorate([
  51830. BABYLON.serialize()
  51831. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  51832. return ArcRotateCamera;
  51833. }(BABYLON.TargetCamera));
  51834. BABYLON.ArcRotateCamera = ArcRotateCamera;
  51835. })(BABYLON || (BABYLON = {}));
  51836. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  51837. var BABYLON;
  51838. (function (BABYLON) {
  51839. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  51840. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  51841. });
  51842. /**
  51843. * The HemisphericLight simulates the ambient environment light,
  51844. * so the passed direction is the light reflection direction, not the incoming direction.
  51845. */
  51846. var HemisphericLight = /** @class */ (function (_super) {
  51847. __extends(HemisphericLight, _super);
  51848. /**
  51849. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  51850. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  51851. * The HemisphericLight can't cast shadows.
  51852. * Documentation : http://doc.babylonjs.com/tutorials/lights
  51853. * @param name The friendly name of the light
  51854. * @param direction The direction of the light reflection
  51855. * @param scene The scene the light belongs to
  51856. */
  51857. function HemisphericLight(name, direction, scene) {
  51858. var _this = _super.call(this, name, scene) || this;
  51859. /**
  51860. * The groundColor is the light in the opposite direction to the one specified during creation.
  51861. * 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.
  51862. */
  51863. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  51864. _this.direction = direction || BABYLON.Vector3.Up();
  51865. return _this;
  51866. }
  51867. HemisphericLight.prototype._buildUniformLayout = function () {
  51868. this._uniformBuffer.addUniform("vLightData", 4);
  51869. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  51870. this._uniformBuffer.addUniform("vLightSpecular", 3);
  51871. this._uniformBuffer.addUniform("vLightGround", 3);
  51872. this._uniformBuffer.addUniform("shadowsInfo", 3);
  51873. this._uniformBuffer.addUniform("depthValues", 2);
  51874. this._uniformBuffer.create();
  51875. };
  51876. /**
  51877. * Returns the string "HemisphericLight".
  51878. * @return The class name
  51879. */
  51880. HemisphericLight.prototype.getClassName = function () {
  51881. return "HemisphericLight";
  51882. };
  51883. /**
  51884. * Sets the HemisphericLight direction towards the passed target (Vector3).
  51885. * Returns the updated direction.
  51886. * @param target The target the direction should point to
  51887. * @return The computed direction
  51888. */
  51889. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  51890. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  51891. return this.direction;
  51892. };
  51893. /**
  51894. * Returns the shadow generator associated to the light.
  51895. * @returns Always null for hemispheric lights because it does not support shadows.
  51896. */
  51897. HemisphericLight.prototype.getShadowGenerator = function () {
  51898. return null;
  51899. };
  51900. /**
  51901. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  51902. * @param effect The effect to update
  51903. * @param lightIndex The index of the light in the effect to update
  51904. * @returns The hemispheric light
  51905. */
  51906. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  51907. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  51908. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  51909. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  51910. return this;
  51911. };
  51912. /**
  51913. * Computes the world matrix of the node
  51914. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  51915. * @param useWasUpdatedFlag defines a reserved property
  51916. * @returns the world matrix
  51917. */
  51918. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  51919. if (!this._worldMatrix) {
  51920. this._worldMatrix = BABYLON.Matrix.Identity();
  51921. }
  51922. return this._worldMatrix;
  51923. };
  51924. /**
  51925. * Returns the integer 3.
  51926. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51927. */
  51928. HemisphericLight.prototype.getTypeID = function () {
  51929. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  51930. };
  51931. /**
  51932. * Prepares the list of defines specific to the light type.
  51933. * @param defines the list of defines
  51934. * @param lightIndex defines the index of the light for the effect
  51935. */
  51936. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  51937. defines["HEMILIGHT" + lightIndex] = true;
  51938. };
  51939. __decorate([
  51940. BABYLON.serializeAsColor3()
  51941. ], HemisphericLight.prototype, "groundColor", void 0);
  51942. __decorate([
  51943. BABYLON.serializeAsVector3()
  51944. ], HemisphericLight.prototype, "direction", void 0);
  51945. return HemisphericLight;
  51946. }(BABYLON.Light));
  51947. BABYLON.HemisphericLight = HemisphericLight;
  51948. })(BABYLON || (BABYLON = {}));
  51949. //# sourceMappingURL=babylon.hemisphericLight.js.map
  51950. var BABYLON;
  51951. (function (BABYLON) {
  51952. /**
  51953. * Base implementation IShadowLight
  51954. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  51955. */
  51956. var ShadowLight = /** @class */ (function (_super) {
  51957. __extends(ShadowLight, _super);
  51958. function ShadowLight() {
  51959. var _this = _super !== null && _super.apply(this, arguments) || this;
  51960. _this._needProjectionMatrixCompute = true;
  51961. return _this;
  51962. }
  51963. ShadowLight.prototype._setPosition = function (value) {
  51964. this._position = value;
  51965. };
  51966. Object.defineProperty(ShadowLight.prototype, "position", {
  51967. /**
  51968. * Sets the position the shadow will be casted from. Also use as the light position for both
  51969. * point and spot lights.
  51970. */
  51971. get: function () {
  51972. return this._position;
  51973. },
  51974. /**
  51975. * Sets the position the shadow will be casted from. Also use as the light position for both
  51976. * point and spot lights.
  51977. */
  51978. set: function (value) {
  51979. this._setPosition(value);
  51980. },
  51981. enumerable: true,
  51982. configurable: true
  51983. });
  51984. ShadowLight.prototype._setDirection = function (value) {
  51985. this._direction = value;
  51986. };
  51987. Object.defineProperty(ShadowLight.prototype, "direction", {
  51988. /**
  51989. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  51990. * Also use as the light direction on spot and directional lights.
  51991. */
  51992. get: function () {
  51993. return this._direction;
  51994. },
  51995. /**
  51996. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  51997. * Also use as the light direction on spot and directional lights.
  51998. */
  51999. set: function (value) {
  52000. this._setDirection(value);
  52001. },
  52002. enumerable: true,
  52003. configurable: true
  52004. });
  52005. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52006. /**
  52007. * Gets the shadow projection clipping minimum z value.
  52008. */
  52009. get: function () {
  52010. return this._shadowMinZ;
  52011. },
  52012. /**
  52013. * Sets the shadow projection clipping minimum z value.
  52014. */
  52015. set: function (value) {
  52016. this._shadowMinZ = value;
  52017. this.forceProjectionMatrixCompute();
  52018. },
  52019. enumerable: true,
  52020. configurable: true
  52021. });
  52022. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52023. /**
  52024. * Sets the shadow projection clipping maximum z value.
  52025. */
  52026. get: function () {
  52027. return this._shadowMaxZ;
  52028. },
  52029. /**
  52030. * Gets the shadow projection clipping maximum z value.
  52031. */
  52032. set: function (value) {
  52033. this._shadowMaxZ = value;
  52034. this.forceProjectionMatrixCompute();
  52035. },
  52036. enumerable: true,
  52037. configurable: true
  52038. });
  52039. /**
  52040. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52041. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52042. */
  52043. ShadowLight.prototype.computeTransformedInformation = function () {
  52044. if (this.parent && this.parent.getWorldMatrix) {
  52045. if (!this.transformedPosition) {
  52046. this.transformedPosition = BABYLON.Vector3.Zero();
  52047. }
  52048. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52049. // In case the direction is present.
  52050. if (this.direction) {
  52051. if (!this.transformedDirection) {
  52052. this.transformedDirection = BABYLON.Vector3.Zero();
  52053. }
  52054. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52055. }
  52056. return true;
  52057. }
  52058. return false;
  52059. };
  52060. /**
  52061. * Return the depth scale used for the shadow map.
  52062. * @returns the depth scale.
  52063. */
  52064. ShadowLight.prototype.getDepthScale = function () {
  52065. return 50.0;
  52066. };
  52067. /**
  52068. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52069. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52070. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52071. */
  52072. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52073. return this.transformedDirection ? this.transformedDirection : this.direction;
  52074. };
  52075. /**
  52076. * Returns the ShadowLight absolute position in the World.
  52077. * @returns the position vector in world space
  52078. */
  52079. ShadowLight.prototype.getAbsolutePosition = function () {
  52080. return this.transformedPosition ? this.transformedPosition : this.position;
  52081. };
  52082. /**
  52083. * Sets the ShadowLight direction toward the passed target.
  52084. * @param target The point tot target in local space
  52085. * @returns the updated ShadowLight direction
  52086. */
  52087. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52088. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52089. return this.direction;
  52090. };
  52091. /**
  52092. * Returns the light rotation in euler definition.
  52093. * @returns the x y z rotation in local space.
  52094. */
  52095. ShadowLight.prototype.getRotation = function () {
  52096. this.direction.normalize();
  52097. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52098. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52099. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52100. };
  52101. /**
  52102. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52103. * @returns true if a cube texture needs to be use
  52104. */
  52105. ShadowLight.prototype.needCube = function () {
  52106. return false;
  52107. };
  52108. /**
  52109. * Detects if the projection matrix requires to be recomputed this frame.
  52110. * @returns true if it requires to be recomputed otherwise, false.
  52111. */
  52112. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52113. return this._needProjectionMatrixCompute;
  52114. };
  52115. /**
  52116. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52117. */
  52118. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52119. this._needProjectionMatrixCompute = true;
  52120. };
  52121. /** @hidden */
  52122. ShadowLight.prototype._initCache = function () {
  52123. _super.prototype._initCache.call(this);
  52124. this._cache.position = BABYLON.Vector3.Zero();
  52125. };
  52126. /** @hidden */
  52127. ShadowLight.prototype._isSynchronized = function () {
  52128. if (!this._cache.position.equals(this.position)) {
  52129. return false;
  52130. }
  52131. return true;
  52132. };
  52133. /**
  52134. * Computes the world matrix of the node
  52135. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52136. * @returns the world matrix
  52137. */
  52138. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52139. if (!force && this.isSynchronized()) {
  52140. this._currentRenderId = this.getScene().getRenderId();
  52141. return this._worldMatrix;
  52142. }
  52143. this._updateCache();
  52144. this._cache.position.copyFrom(this.position);
  52145. if (!this._worldMatrix) {
  52146. this._worldMatrix = BABYLON.Matrix.Identity();
  52147. }
  52148. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52149. if (this.parent && this.parent.getWorldMatrix) {
  52150. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52151. this._markSyncedWithParent();
  52152. }
  52153. // Cache the determinant
  52154. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52155. return this._worldMatrix;
  52156. };
  52157. /**
  52158. * Gets the minZ used for shadow according to both the scene and the light.
  52159. * @param activeCamera The camera we are returning the min for
  52160. * @returns the depth min z
  52161. */
  52162. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52163. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52164. };
  52165. /**
  52166. * Gets the maxZ used for shadow according to both the scene and the light.
  52167. * @param activeCamera The camera we are returning the max for
  52168. * @returns the depth max z
  52169. */
  52170. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52171. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52172. };
  52173. /**
  52174. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52175. * @param matrix The materix to updated with the projection information
  52176. * @param viewMatrix The transform matrix of the light
  52177. * @param renderList The list of mesh to render in the map
  52178. * @returns The current light
  52179. */
  52180. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52181. if (this.customProjectionMatrixBuilder) {
  52182. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52183. }
  52184. else {
  52185. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52186. }
  52187. return this;
  52188. };
  52189. __decorate([
  52190. BABYLON.serializeAsVector3()
  52191. ], ShadowLight.prototype, "position", null);
  52192. __decorate([
  52193. BABYLON.serializeAsVector3()
  52194. ], ShadowLight.prototype, "direction", null);
  52195. __decorate([
  52196. BABYLON.serialize()
  52197. ], ShadowLight.prototype, "shadowMinZ", null);
  52198. __decorate([
  52199. BABYLON.serialize()
  52200. ], ShadowLight.prototype, "shadowMaxZ", null);
  52201. return ShadowLight;
  52202. }(BABYLON.Light));
  52203. BABYLON.ShadowLight = ShadowLight;
  52204. })(BABYLON || (BABYLON = {}));
  52205. //# sourceMappingURL=babylon.shadowLight.js.map
  52206. var BABYLON;
  52207. (function (BABYLON) {
  52208. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52209. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52210. });
  52211. /**
  52212. * A point light is a light defined by an unique point in world space.
  52213. * The light is emitted in every direction from this point.
  52214. * A good example of a point light is a standard light bulb.
  52215. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52216. */
  52217. var PointLight = /** @class */ (function (_super) {
  52218. __extends(PointLight, _super);
  52219. /**
  52220. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52221. * A PointLight emits the light in every direction.
  52222. * It can cast shadows.
  52223. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52224. * ```javascript
  52225. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52226. * ```
  52227. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52228. * @param name The light friendly name
  52229. * @param position The position of the point light in the scene
  52230. * @param scene The scene the lights belongs to
  52231. */
  52232. function PointLight(name, position, scene) {
  52233. var _this = _super.call(this, name, scene) || this;
  52234. _this._shadowAngle = Math.PI / 2;
  52235. _this.position = position;
  52236. return _this;
  52237. }
  52238. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52239. /**
  52240. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52241. * This specifies what angle the shadow will use to be created.
  52242. *
  52243. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52244. */
  52245. get: function () {
  52246. return this._shadowAngle;
  52247. },
  52248. /**
  52249. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52250. * This specifies what angle the shadow will use to be created.
  52251. *
  52252. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52253. */
  52254. set: function (value) {
  52255. this._shadowAngle = value;
  52256. this.forceProjectionMatrixCompute();
  52257. },
  52258. enumerable: true,
  52259. configurable: true
  52260. });
  52261. Object.defineProperty(PointLight.prototype, "direction", {
  52262. /**
  52263. * Gets the direction if it has been set.
  52264. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52265. */
  52266. get: function () {
  52267. return this._direction;
  52268. },
  52269. /**
  52270. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52271. */
  52272. set: function (value) {
  52273. var previousNeedCube = this.needCube();
  52274. this._direction = value;
  52275. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52276. this._shadowGenerator.recreateShadowMap();
  52277. }
  52278. },
  52279. enumerable: true,
  52280. configurable: true
  52281. });
  52282. /**
  52283. * Returns the string "PointLight"
  52284. * @returns the class name
  52285. */
  52286. PointLight.prototype.getClassName = function () {
  52287. return "PointLight";
  52288. };
  52289. /**
  52290. * Returns the integer 0.
  52291. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52292. */
  52293. PointLight.prototype.getTypeID = function () {
  52294. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52295. };
  52296. /**
  52297. * Specifies wether or not the shadowmap should be a cube texture.
  52298. * @returns true if the shadowmap needs to be a cube texture.
  52299. */
  52300. PointLight.prototype.needCube = function () {
  52301. return !this.direction;
  52302. };
  52303. /**
  52304. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52305. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52306. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52307. */
  52308. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52309. if (this.direction) {
  52310. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52311. }
  52312. else {
  52313. switch (faceIndex) {
  52314. case 0:
  52315. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52316. case 1:
  52317. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52318. case 2:
  52319. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52320. case 3:
  52321. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52322. case 4:
  52323. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52324. case 5:
  52325. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52326. }
  52327. }
  52328. return BABYLON.Vector3.Zero();
  52329. };
  52330. /**
  52331. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52332. * - fov = PI / 2
  52333. * - aspect ratio : 1.0
  52334. * - z-near and far equal to the active camera minZ and maxZ.
  52335. * Returns the PointLight.
  52336. */
  52337. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52338. var activeCamera = this.getScene().activeCamera;
  52339. if (!activeCamera) {
  52340. return;
  52341. }
  52342. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52343. };
  52344. PointLight.prototype._buildUniformLayout = function () {
  52345. this._uniformBuffer.addUniform("vLightData", 4);
  52346. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52347. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52348. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52349. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52350. this._uniformBuffer.addUniform("depthValues", 2);
  52351. this._uniformBuffer.create();
  52352. };
  52353. /**
  52354. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52355. * @param effect The effect to update
  52356. * @param lightIndex The index of the light in the effect to update
  52357. * @returns The point light
  52358. */
  52359. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52360. if (this.computeTransformedInformation()) {
  52361. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52362. }
  52363. else {
  52364. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52365. }
  52366. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52367. return this;
  52368. };
  52369. /**
  52370. * Prepares the list of defines specific to the light type.
  52371. * @param defines the list of defines
  52372. * @param lightIndex defines the index of the light for the effect
  52373. */
  52374. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52375. defines["POINTLIGHT" + lightIndex] = true;
  52376. };
  52377. __decorate([
  52378. BABYLON.serialize()
  52379. ], PointLight.prototype, "shadowAngle", null);
  52380. return PointLight;
  52381. }(BABYLON.ShadowLight));
  52382. BABYLON.PointLight = PointLight;
  52383. })(BABYLON || (BABYLON = {}));
  52384. //# sourceMappingURL=babylon.pointLight.js.map
  52385. var BABYLON;
  52386. (function (BABYLON) {
  52387. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52388. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52389. });
  52390. /**
  52391. * A directional light is defined by a direction (what a surprise!).
  52392. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52393. * 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.
  52394. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52395. */
  52396. var DirectionalLight = /** @class */ (function (_super) {
  52397. __extends(DirectionalLight, _super);
  52398. /**
  52399. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52400. * The directional light is emitted from everywhere in the given direction.
  52401. * It can cast shadows.
  52402. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52403. * @param name The friendly name of the light
  52404. * @param direction The direction of the light
  52405. * @param scene The scene the light belongs to
  52406. */
  52407. function DirectionalLight(name, direction, scene) {
  52408. var _this = _super.call(this, name, scene) || this;
  52409. _this._shadowFrustumSize = 0;
  52410. _this._shadowOrthoScale = 0.1;
  52411. /**
  52412. * Automatically compute the projection matrix to best fit (including all the casters)
  52413. * on each frame.
  52414. */
  52415. _this.autoUpdateExtends = true;
  52416. // Cache
  52417. _this._orthoLeft = Number.MAX_VALUE;
  52418. _this._orthoRight = Number.MIN_VALUE;
  52419. _this._orthoTop = Number.MIN_VALUE;
  52420. _this._orthoBottom = Number.MAX_VALUE;
  52421. _this.position = direction.scale(-1.0);
  52422. _this.direction = direction;
  52423. return _this;
  52424. }
  52425. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52426. /**
  52427. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52428. */
  52429. get: function () {
  52430. return this._shadowFrustumSize;
  52431. },
  52432. /**
  52433. * Specifies a fix frustum size for the shadow generation.
  52434. */
  52435. set: function (value) {
  52436. this._shadowFrustumSize = value;
  52437. this.forceProjectionMatrixCompute();
  52438. },
  52439. enumerable: true,
  52440. configurable: true
  52441. });
  52442. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52443. /**
  52444. * Gets the shadow projection scale against the optimal computed one.
  52445. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52446. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52447. */
  52448. get: function () {
  52449. return this._shadowOrthoScale;
  52450. },
  52451. /**
  52452. * Sets the shadow projection scale against the optimal computed one.
  52453. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52454. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52455. */
  52456. set: function (value) {
  52457. this._shadowOrthoScale = value;
  52458. this.forceProjectionMatrixCompute();
  52459. },
  52460. enumerable: true,
  52461. configurable: true
  52462. });
  52463. /**
  52464. * Returns the string "DirectionalLight".
  52465. * @return The class name
  52466. */
  52467. DirectionalLight.prototype.getClassName = function () {
  52468. return "DirectionalLight";
  52469. };
  52470. /**
  52471. * Returns the integer 1.
  52472. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52473. */
  52474. DirectionalLight.prototype.getTypeID = function () {
  52475. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52476. };
  52477. /**
  52478. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52479. * Returns the DirectionalLight Shadow projection matrix.
  52480. */
  52481. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52482. if (this.shadowFrustumSize > 0) {
  52483. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52484. }
  52485. else {
  52486. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52487. }
  52488. };
  52489. /**
  52490. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52491. * Returns the DirectionalLight Shadow projection matrix.
  52492. */
  52493. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52494. var activeCamera = this.getScene().activeCamera;
  52495. if (!activeCamera) {
  52496. return;
  52497. }
  52498. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52499. };
  52500. /**
  52501. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52502. * Returns the DirectionalLight Shadow projection matrix.
  52503. */
  52504. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52505. var activeCamera = this.getScene().activeCamera;
  52506. if (!activeCamera) {
  52507. return;
  52508. }
  52509. // Check extends
  52510. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52511. var tempVector3 = BABYLON.Vector3.Zero();
  52512. this._orthoLeft = Number.MAX_VALUE;
  52513. this._orthoRight = Number.MIN_VALUE;
  52514. this._orthoTop = Number.MIN_VALUE;
  52515. this._orthoBottom = Number.MAX_VALUE;
  52516. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52517. var mesh = renderList[meshIndex];
  52518. if (!mesh) {
  52519. continue;
  52520. }
  52521. var boundingInfo = mesh.getBoundingInfo();
  52522. var boundingBox = boundingInfo.boundingBox;
  52523. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52524. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52525. if (tempVector3.x < this._orthoLeft) {
  52526. this._orthoLeft = tempVector3.x;
  52527. }
  52528. if (tempVector3.y < this._orthoBottom) {
  52529. this._orthoBottom = tempVector3.y;
  52530. }
  52531. if (tempVector3.x > this._orthoRight) {
  52532. this._orthoRight = tempVector3.x;
  52533. }
  52534. if (tempVector3.y > this._orthoTop) {
  52535. this._orthoTop = tempVector3.y;
  52536. }
  52537. }
  52538. }
  52539. }
  52540. var xOffset = this._orthoRight - this._orthoLeft;
  52541. var yOffset = this._orthoTop - this._orthoBottom;
  52542. 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);
  52543. };
  52544. DirectionalLight.prototype._buildUniformLayout = function () {
  52545. this._uniformBuffer.addUniform("vLightData", 4);
  52546. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52547. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52548. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52549. this._uniformBuffer.addUniform("depthValues", 2);
  52550. this._uniformBuffer.create();
  52551. };
  52552. /**
  52553. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52554. * @param effect The effect to update
  52555. * @param lightIndex The index of the light in the effect to update
  52556. * @returns The directional light
  52557. */
  52558. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52559. if (this.computeTransformedInformation()) {
  52560. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52561. return this;
  52562. }
  52563. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52564. return this;
  52565. };
  52566. /**
  52567. * Gets the minZ used for shadow according to both the scene and the light.
  52568. *
  52569. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52570. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52571. * @param activeCamera The camera we are returning the min for
  52572. * @returns the depth min z
  52573. */
  52574. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52575. return 1;
  52576. };
  52577. /**
  52578. * Gets the maxZ used for shadow according to both the scene and the light.
  52579. *
  52580. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52581. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52582. * @param activeCamera The camera we are returning the max for
  52583. * @returns the depth max z
  52584. */
  52585. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52586. return 1;
  52587. };
  52588. /**
  52589. * Prepares the list of defines specific to the light type.
  52590. * @param defines the list of defines
  52591. * @param lightIndex defines the index of the light for the effect
  52592. */
  52593. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52594. defines["DIRLIGHT" + lightIndex] = true;
  52595. };
  52596. __decorate([
  52597. BABYLON.serialize()
  52598. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52599. __decorate([
  52600. BABYLON.serialize()
  52601. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52602. __decorate([
  52603. BABYLON.serialize()
  52604. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52605. return DirectionalLight;
  52606. }(BABYLON.ShadowLight));
  52607. BABYLON.DirectionalLight = DirectionalLight;
  52608. })(BABYLON || (BABYLON = {}));
  52609. //# sourceMappingURL=babylon.directionalLight.js.map
  52610. var BABYLON;
  52611. (function (BABYLON) {
  52612. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52613. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52614. });
  52615. /**
  52616. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52617. * These values define a cone of light starting from the position, emitting toward the direction.
  52618. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52619. * and the exponent defines the speed of the decay of the light with distance (reach).
  52620. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52621. */
  52622. var SpotLight = /** @class */ (function (_super) {
  52623. __extends(SpotLight, _super);
  52624. /**
  52625. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52626. * It can cast shadows.
  52627. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52628. * @param name The light friendly name
  52629. * @param position The position of the spot light in the scene
  52630. * @param direction The direction of the light in the scene
  52631. * @param angle The cone angle of the light in Radians
  52632. * @param exponent The light decay speed with the distance from the emission spot
  52633. * @param scene The scene the lights belongs to
  52634. */
  52635. function SpotLight(name, position, direction, angle, exponent, scene) {
  52636. var _this = _super.call(this, name, scene) || this;
  52637. _this._innerAngle = 0;
  52638. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52639. _this._projectionTextureLightNear = 1e-6;
  52640. _this._projectionTextureLightFar = 1000.0;
  52641. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52642. _this._projectionTextureViewLightDirty = true;
  52643. _this._projectionTextureProjectionLightDirty = true;
  52644. _this._projectionTextureDirty = true;
  52645. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52646. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52647. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52648. _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);
  52649. _this.position = position;
  52650. _this.direction = direction;
  52651. _this.angle = angle;
  52652. _this.exponent = exponent;
  52653. return _this;
  52654. }
  52655. Object.defineProperty(SpotLight.prototype, "angle", {
  52656. /**
  52657. * Gets the cone angle of the spot light in Radians.
  52658. */
  52659. get: function () {
  52660. return this._angle;
  52661. },
  52662. /**
  52663. * Sets the cone angle of the spot light in Radians.
  52664. */
  52665. set: function (value) {
  52666. this._angle = value;
  52667. this._cosHalfAngle = Math.cos(value * 0.5);
  52668. this._projectionTextureProjectionLightDirty = true;
  52669. this.forceProjectionMatrixCompute();
  52670. this._computeAngleValues();
  52671. },
  52672. enumerable: true,
  52673. configurable: true
  52674. });
  52675. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52676. /**
  52677. * Only used in gltf falloff mode, this defines the angle where
  52678. * the directional falloff will start before cutting at angle which could be seen
  52679. * as outer angle.
  52680. */
  52681. get: function () {
  52682. return this._innerAngle;
  52683. },
  52684. /**
  52685. * Only used in gltf falloff mode, this defines the angle where
  52686. * the directional falloff will start before cutting at angle which could be seen
  52687. * as outer angle.
  52688. */
  52689. set: function (value) {
  52690. this._innerAngle = value;
  52691. this._computeAngleValues();
  52692. },
  52693. enumerable: true,
  52694. configurable: true
  52695. });
  52696. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52697. /**
  52698. * Allows scaling the angle of the light for shadow generation only.
  52699. */
  52700. get: function () {
  52701. return this._shadowAngleScale;
  52702. },
  52703. /**
  52704. * Allows scaling the angle of the light for shadow generation only.
  52705. */
  52706. set: function (value) {
  52707. this._shadowAngleScale = value;
  52708. this.forceProjectionMatrixCompute();
  52709. },
  52710. enumerable: true,
  52711. configurable: true
  52712. });
  52713. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52714. /**
  52715. * Allows reading the projecton texture
  52716. */
  52717. get: function () {
  52718. return this._projectionTextureMatrix;
  52719. },
  52720. enumerable: true,
  52721. configurable: true
  52722. });
  52723. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52724. /**
  52725. * Gets the near clip of the Spotlight for texture projection.
  52726. */
  52727. get: function () {
  52728. return this._projectionTextureLightNear;
  52729. },
  52730. /**
  52731. * Sets the near clip of the Spotlight for texture projection.
  52732. */
  52733. set: function (value) {
  52734. this._projectionTextureLightNear = value;
  52735. this._projectionTextureProjectionLightDirty = true;
  52736. },
  52737. enumerable: true,
  52738. configurable: true
  52739. });
  52740. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52741. /**
  52742. * Gets the far clip of the Spotlight for texture projection.
  52743. */
  52744. get: function () {
  52745. return this._projectionTextureLightFar;
  52746. },
  52747. /**
  52748. * Sets the far clip of the Spotlight for texture projection.
  52749. */
  52750. set: function (value) {
  52751. this._projectionTextureLightFar = value;
  52752. this._projectionTextureProjectionLightDirty = true;
  52753. },
  52754. enumerable: true,
  52755. configurable: true
  52756. });
  52757. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  52758. /**
  52759. * Gets the Up vector of the Spotlight for texture projection.
  52760. */
  52761. get: function () {
  52762. return this._projectionTextureUpDirection;
  52763. },
  52764. /**
  52765. * Sets the Up vector of the Spotlight for texture projection.
  52766. */
  52767. set: function (value) {
  52768. this._projectionTextureUpDirection = value;
  52769. this._projectionTextureProjectionLightDirty = true;
  52770. },
  52771. enumerable: true,
  52772. configurable: true
  52773. });
  52774. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  52775. /**
  52776. * Gets the projection texture of the light.
  52777. */
  52778. get: function () {
  52779. return this._projectionTexture;
  52780. },
  52781. /**
  52782. * Sets the projection texture of the light.
  52783. */
  52784. set: function (value) {
  52785. this._projectionTexture = value;
  52786. this._projectionTextureDirty = true;
  52787. },
  52788. enumerable: true,
  52789. configurable: true
  52790. });
  52791. /**
  52792. * Returns the string "SpotLight".
  52793. * @returns the class name
  52794. */
  52795. SpotLight.prototype.getClassName = function () {
  52796. return "SpotLight";
  52797. };
  52798. /**
  52799. * Returns the integer 2.
  52800. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52801. */
  52802. SpotLight.prototype.getTypeID = function () {
  52803. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  52804. };
  52805. /**
  52806. * Overrides the direction setter to recompute the projection texture view light Matrix.
  52807. */
  52808. SpotLight.prototype._setDirection = function (value) {
  52809. _super.prototype._setDirection.call(this, value);
  52810. this._projectionTextureViewLightDirty = true;
  52811. };
  52812. /**
  52813. * Overrides the position setter to recompute the projection texture view light Matrix.
  52814. */
  52815. SpotLight.prototype._setPosition = function (value) {
  52816. _super.prototype._setPosition.call(this, value);
  52817. this._projectionTextureViewLightDirty = true;
  52818. };
  52819. /**
  52820. * 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.
  52821. * Returns the SpotLight.
  52822. */
  52823. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52824. var activeCamera = this.getScene().activeCamera;
  52825. if (!activeCamera) {
  52826. return;
  52827. }
  52828. this._shadowAngleScale = this._shadowAngleScale || 1;
  52829. var angle = this._shadowAngleScale * this._angle;
  52830. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52831. };
  52832. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  52833. this._projectionTextureViewLightDirty = false;
  52834. this._projectionTextureDirty = true;
  52835. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  52836. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  52837. };
  52838. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  52839. this._projectionTextureProjectionLightDirty = false;
  52840. this._projectionTextureDirty = true;
  52841. var light_far = this.projectionTextureLightFar;
  52842. var light_near = this.projectionTextureLightNear;
  52843. var P = light_far / (light_far - light_near);
  52844. var Q = -P * light_near;
  52845. var S = 1.0 / Math.tan(this._angle / 2.0);
  52846. var A = 1.0;
  52847. 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);
  52848. };
  52849. /**
  52850. * Main function for light texture projection matrix computing.
  52851. */
  52852. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  52853. this._projectionTextureDirty = false;
  52854. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  52855. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  52856. };
  52857. SpotLight.prototype._buildUniformLayout = function () {
  52858. this._uniformBuffer.addUniform("vLightData", 4);
  52859. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52860. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52861. this._uniformBuffer.addUniform("vLightDirection", 3);
  52862. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52863. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52864. this._uniformBuffer.addUniform("depthValues", 2);
  52865. this._uniformBuffer.create();
  52866. };
  52867. SpotLight.prototype._computeAngleValues = function () {
  52868. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  52869. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  52870. };
  52871. /**
  52872. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  52873. * @param effect The effect to update
  52874. * @param lightIndex The index of the light in the effect to update
  52875. * @returns The spot light
  52876. */
  52877. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  52878. var normalizeDirection;
  52879. if (this.computeTransformedInformation()) {
  52880. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  52881. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  52882. }
  52883. else {
  52884. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  52885. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52886. }
  52887. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  52888. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  52889. if (this.projectionTexture && this.projectionTexture.isReady()) {
  52890. if (this._projectionTextureViewLightDirty) {
  52891. this._computeProjectionTextureViewLightMatrix();
  52892. }
  52893. if (this._projectionTextureProjectionLightDirty) {
  52894. this._computeProjectionTextureProjectionLightMatrix();
  52895. }
  52896. if (this._projectionTextureDirty) {
  52897. this._computeProjectionTextureMatrix();
  52898. }
  52899. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  52900. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  52901. }
  52902. return this;
  52903. };
  52904. /**
  52905. * Disposes the light and the associated resources.
  52906. */
  52907. SpotLight.prototype.dispose = function () {
  52908. _super.prototype.dispose.call(this);
  52909. if (this._projectionTexture) {
  52910. this._projectionTexture.dispose();
  52911. }
  52912. };
  52913. /**
  52914. * Prepares the list of defines specific to the light type.
  52915. * @param defines the list of defines
  52916. * @param lightIndex defines the index of the light for the effect
  52917. */
  52918. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52919. defines["SPOTLIGHT" + lightIndex] = true;
  52920. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  52921. };
  52922. __decorate([
  52923. BABYLON.serialize()
  52924. ], SpotLight.prototype, "angle", null);
  52925. __decorate([
  52926. BABYLON.serialize()
  52927. ], SpotLight.prototype, "innerAngle", null);
  52928. __decorate([
  52929. BABYLON.serialize()
  52930. ], SpotLight.prototype, "shadowAngleScale", null);
  52931. __decorate([
  52932. BABYLON.serialize()
  52933. ], SpotLight.prototype, "exponent", void 0);
  52934. __decorate([
  52935. BABYLON.serialize()
  52936. ], SpotLight.prototype, "projectionTextureLightNear", null);
  52937. __decorate([
  52938. BABYLON.serialize()
  52939. ], SpotLight.prototype, "projectionTextureLightFar", null);
  52940. __decorate([
  52941. BABYLON.serialize()
  52942. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  52943. __decorate([
  52944. BABYLON.serializeAsTexture("projectedLightTexture")
  52945. ], SpotLight.prototype, "_projectionTexture", void 0);
  52946. return SpotLight;
  52947. }(BABYLON.ShadowLight));
  52948. BABYLON.SpotLight = SpotLight;
  52949. })(BABYLON || (BABYLON = {}));
  52950. //# sourceMappingURL=babylon.spotLight.js.map
  52951. var BABYLON;
  52952. (function (BABYLON) {
  52953. /**
  52954. * Class used to override all child animations of a given target
  52955. */
  52956. var AnimationPropertiesOverride = /** @class */ (function () {
  52957. function AnimationPropertiesOverride() {
  52958. /**
  52959. * Gets or sets a value indicating if animation blending must be used
  52960. */
  52961. this.enableBlending = false;
  52962. /**
  52963. * Gets or sets the blending speed to use when enableBlending is true
  52964. */
  52965. this.blendingSpeed = 0.01;
  52966. /**
  52967. * Gets or sets the default loop mode to use
  52968. */
  52969. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  52970. }
  52971. return AnimationPropertiesOverride;
  52972. }());
  52973. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  52974. })(BABYLON || (BABYLON = {}));
  52975. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  52976. var BABYLON;
  52977. (function (BABYLON) {
  52978. /**
  52979. * Represents the range of an animation
  52980. */
  52981. var AnimationRange = /** @class */ (function () {
  52982. /**
  52983. * Initializes the range of an animation
  52984. * @param name The name of the animation range
  52985. * @param from The starting frame of the animation
  52986. * @param to The ending frame of the animation
  52987. */
  52988. function AnimationRange(
  52989. /**The name of the animation range**/
  52990. name,
  52991. /**The starting frame of the animation */
  52992. from,
  52993. /**The ending frame of the animation*/
  52994. to) {
  52995. this.name = name;
  52996. this.from = from;
  52997. this.to = to;
  52998. }
  52999. /**
  53000. * Makes a copy of the animation range
  53001. * @returns A copy of the animation range
  53002. */
  53003. AnimationRange.prototype.clone = function () {
  53004. return new AnimationRange(this.name, this.from, this.to);
  53005. };
  53006. return AnimationRange;
  53007. }());
  53008. BABYLON.AnimationRange = AnimationRange;
  53009. /**
  53010. * Composed of a frame, and an action function
  53011. */
  53012. var AnimationEvent = /** @class */ (function () {
  53013. /**
  53014. * Initializes the animation event
  53015. * @param frame The frame for which the event is triggered
  53016. * @param action The event to perform when triggered
  53017. * @param onlyOnce Specifies if the event should be triggered only once
  53018. */
  53019. function AnimationEvent(
  53020. /** The frame for which the event is triggered **/
  53021. frame,
  53022. /** The event to perform when triggered **/
  53023. action,
  53024. /** Specifies if the event should be triggered only once**/
  53025. onlyOnce) {
  53026. this.frame = frame;
  53027. this.action = action;
  53028. this.onlyOnce = onlyOnce;
  53029. /**
  53030. * Specifies if the animation event is done
  53031. */
  53032. this.isDone = false;
  53033. }
  53034. /** @hidden */
  53035. AnimationEvent.prototype._clone = function () {
  53036. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53037. };
  53038. return AnimationEvent;
  53039. }());
  53040. BABYLON.AnimationEvent = AnimationEvent;
  53041. /**
  53042. * A cursor which tracks a point on a path
  53043. */
  53044. var PathCursor = /** @class */ (function () {
  53045. /**
  53046. * Initializes the path cursor
  53047. * @param path The path to track
  53048. */
  53049. function PathCursor(path) {
  53050. this.path = path;
  53051. /**
  53052. * Stores path cursor callbacks for when an onchange event is triggered
  53053. */
  53054. this._onchange = new Array();
  53055. /**
  53056. * The value of the path cursor
  53057. */
  53058. this.value = 0;
  53059. /**
  53060. * The animation array of the path cursor
  53061. */
  53062. this.animations = new Array();
  53063. }
  53064. /**
  53065. * Gets the cursor point on the path
  53066. * @returns A point on the path cursor at the cursor location
  53067. */
  53068. PathCursor.prototype.getPoint = function () {
  53069. var point = this.path.getPointAtLengthPosition(this.value);
  53070. return new BABYLON.Vector3(point.x, 0, point.y);
  53071. };
  53072. /**
  53073. * Moves the cursor ahead by the step amount
  53074. * @param step The amount to move the cursor forward
  53075. * @returns This path cursor
  53076. */
  53077. PathCursor.prototype.moveAhead = function (step) {
  53078. if (step === void 0) { step = 0.002; }
  53079. this.move(step);
  53080. return this;
  53081. };
  53082. /**
  53083. * Moves the cursor behind by the step amount
  53084. * @param step The amount to move the cursor back
  53085. * @returns This path cursor
  53086. */
  53087. PathCursor.prototype.moveBack = function (step) {
  53088. if (step === void 0) { step = 0.002; }
  53089. this.move(-step);
  53090. return this;
  53091. };
  53092. /**
  53093. * Moves the cursor by the step amount
  53094. * If the step amount is greater than one, an exception is thrown
  53095. * @param step The amount to move the cursor
  53096. * @returns This path cursor
  53097. */
  53098. PathCursor.prototype.move = function (step) {
  53099. if (Math.abs(step) > 1) {
  53100. throw "step size should be less than 1.";
  53101. }
  53102. this.value += step;
  53103. this.ensureLimits();
  53104. this.raiseOnChange();
  53105. return this;
  53106. };
  53107. /**
  53108. * Ensures that the value is limited between zero and one
  53109. * @returns This path cursor
  53110. */
  53111. PathCursor.prototype.ensureLimits = function () {
  53112. while (this.value > 1) {
  53113. this.value -= 1;
  53114. }
  53115. while (this.value < 0) {
  53116. this.value += 1;
  53117. }
  53118. return this;
  53119. };
  53120. /**
  53121. * Runs onchange callbacks on change (used by the animation engine)
  53122. * @returns This path cursor
  53123. */
  53124. PathCursor.prototype.raiseOnChange = function () {
  53125. var _this = this;
  53126. this._onchange.forEach(function (f) { return f(_this); });
  53127. return this;
  53128. };
  53129. /**
  53130. * Executes a function on change
  53131. * @param f A path cursor onchange callback
  53132. * @returns This path cursor
  53133. */
  53134. PathCursor.prototype.onchange = function (f) {
  53135. this._onchange.push(f);
  53136. return this;
  53137. };
  53138. return PathCursor;
  53139. }());
  53140. BABYLON.PathCursor = PathCursor;
  53141. /**
  53142. * Enum for the animation key frame interpolation type
  53143. */
  53144. var AnimationKeyInterpolation;
  53145. (function (AnimationKeyInterpolation) {
  53146. /**
  53147. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53148. */
  53149. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53150. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53151. /**
  53152. * Class used to store any kind of animation
  53153. */
  53154. var Animation = /** @class */ (function () {
  53155. /**
  53156. * Initializes the animation
  53157. * @param name Name of the animation
  53158. * @param targetProperty Property to animate
  53159. * @param framePerSecond The frames per second of the animation
  53160. * @param dataType The data type of the animation
  53161. * @param loopMode The loop mode of the animation
  53162. * @param enableBlendings Specifies if blending should be enabled
  53163. */
  53164. function Animation(
  53165. /**Name of the animation */
  53166. name,
  53167. /**Property to animate */
  53168. targetProperty,
  53169. /**The frames per second of the animation */
  53170. framePerSecond,
  53171. /**The data type of the animation */
  53172. dataType,
  53173. /**The loop mode of the animation */
  53174. loopMode,
  53175. /**Specifies if blending should be enabled */
  53176. enableBlending) {
  53177. this.name = name;
  53178. this.targetProperty = targetProperty;
  53179. this.framePerSecond = framePerSecond;
  53180. this.dataType = dataType;
  53181. this.loopMode = loopMode;
  53182. this.enableBlending = enableBlending;
  53183. /**
  53184. * @hidden Internal use only
  53185. */
  53186. this._runtimeAnimations = new Array();
  53187. /**
  53188. * The set of event that will be linked to this animation
  53189. */
  53190. this._events = new Array();
  53191. /**
  53192. * Stores the blending speed of the animation
  53193. */
  53194. this.blendingSpeed = 0.01;
  53195. /**
  53196. * Stores the animation ranges for the animation
  53197. */
  53198. this._ranges = {};
  53199. this.targetPropertyPath = targetProperty.split(".");
  53200. this.dataType = dataType;
  53201. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53202. }
  53203. /**
  53204. * @hidden Internal use
  53205. */
  53206. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53207. var dataType = undefined;
  53208. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53209. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53210. }
  53211. else if (from instanceof BABYLON.Quaternion) {
  53212. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53213. }
  53214. else if (from instanceof BABYLON.Vector3) {
  53215. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53216. }
  53217. else if (from instanceof BABYLON.Vector2) {
  53218. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53219. }
  53220. else if (from instanceof BABYLON.Color3) {
  53221. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53222. }
  53223. else if (from instanceof BABYLON.Size) {
  53224. dataType = Animation.ANIMATIONTYPE_SIZE;
  53225. }
  53226. if (dataType == undefined) {
  53227. return null;
  53228. }
  53229. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53230. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53231. animation.setKeys(keys);
  53232. if (easingFunction !== undefined) {
  53233. animation.setEasingFunction(easingFunction);
  53234. }
  53235. return animation;
  53236. };
  53237. /**
  53238. * Sets up an animation
  53239. * @param property The property to animate
  53240. * @param animationType The animation type to apply
  53241. * @param framePerSecond The frames per second of the animation
  53242. * @param easingFunction The easing function used in the animation
  53243. * @returns The created animation
  53244. */
  53245. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53246. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53247. animation.setEasingFunction(easingFunction);
  53248. return animation;
  53249. };
  53250. /**
  53251. * Create and start an animation on a node
  53252. * @param name defines the name of the global animation that will be run on all nodes
  53253. * @param node defines the root node where the animation will take place
  53254. * @param targetProperty defines property to animate
  53255. * @param framePerSecond defines the number of frame per second yo use
  53256. * @param totalFrame defines the number of frames in total
  53257. * @param from defines the initial value
  53258. * @param to defines the final value
  53259. * @param loopMode defines which loop mode you want to use (off by default)
  53260. * @param easingFunction defines the easing function to use (linear by default)
  53261. * @param onAnimationEnd defines the callback to call when animation end
  53262. * @returns the animatable created for this animation
  53263. */
  53264. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53265. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53266. if (!animation) {
  53267. return null;
  53268. }
  53269. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53270. };
  53271. /**
  53272. * Create and start an animation on a node and its descendants
  53273. * @param name defines the name of the global animation that will be run on all nodes
  53274. * @param node defines the root node where the animation will take place
  53275. * @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
  53276. * @param targetProperty defines property to animate
  53277. * @param framePerSecond defines the number of frame per second to use
  53278. * @param totalFrame defines the number of frames in total
  53279. * @param from defines the initial value
  53280. * @param to defines the final value
  53281. * @param loopMode defines which loop mode you want to use (off by default)
  53282. * @param easingFunction defines the easing function to use (linear by default)
  53283. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53284. * @returns the list of animatables created for all nodes
  53285. * @example https://www.babylonjs-playground.com/#MH0VLI
  53286. */
  53287. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53288. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53289. if (!animation) {
  53290. return null;
  53291. }
  53292. var scene = node.getScene();
  53293. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53294. };
  53295. /**
  53296. * Creates a new animation, merges it with the existing animations and starts it
  53297. * @param name Name of the animation
  53298. * @param node Node which contains the scene that begins the animations
  53299. * @param targetProperty Specifies which property to animate
  53300. * @param framePerSecond The frames per second of the animation
  53301. * @param totalFrame The total number of frames
  53302. * @param from The frame at the beginning of the animation
  53303. * @param to The frame at the end of the animation
  53304. * @param loopMode Specifies the loop mode of the animation
  53305. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53306. * @param onAnimationEnd Callback to run once the animation is complete
  53307. * @returns Nullable animation
  53308. */
  53309. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53310. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53311. if (!animation) {
  53312. return null;
  53313. }
  53314. node.animations.push(animation);
  53315. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53316. };
  53317. /**
  53318. * Transition property of an host to the target Value
  53319. * @param property The property to transition
  53320. * @param targetValue The target Value of the property
  53321. * @param host The object where the property to animate belongs
  53322. * @param scene Scene used to run the animation
  53323. * @param frameRate Framerate (in frame/s) to use
  53324. * @param transition The transition type we want to use
  53325. * @param duration The duration of the animation, in milliseconds
  53326. * @param onAnimationEnd Callback trigger at the end of the animation
  53327. * @returns Nullable animation
  53328. */
  53329. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53330. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53331. if (duration <= 0) {
  53332. host[property] = targetValue;
  53333. if (onAnimationEnd) {
  53334. onAnimationEnd();
  53335. }
  53336. return null;
  53337. }
  53338. var endFrame = frameRate * (duration / 1000);
  53339. transition.setKeys([{
  53340. frame: 0,
  53341. value: host[property].clone ? host[property].clone() : host[property]
  53342. },
  53343. {
  53344. frame: endFrame,
  53345. value: targetValue
  53346. }]);
  53347. if (!host.animations) {
  53348. host.animations = [];
  53349. }
  53350. host.animations.push(transition);
  53351. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53352. animation.onAnimationEnd = onAnimationEnd;
  53353. return animation;
  53354. };
  53355. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53356. /**
  53357. * Return the array of runtime animations currently using this animation
  53358. */
  53359. get: function () {
  53360. return this._runtimeAnimations;
  53361. },
  53362. enumerable: true,
  53363. configurable: true
  53364. });
  53365. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53366. /**
  53367. * Specifies if any of the runtime animations are currently running
  53368. */
  53369. get: function () {
  53370. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53371. var runtimeAnimation = _a[_i];
  53372. if (!runtimeAnimation.isStopped) {
  53373. return true;
  53374. }
  53375. }
  53376. return false;
  53377. },
  53378. enumerable: true,
  53379. configurable: true
  53380. });
  53381. // Methods
  53382. /**
  53383. * Converts the animation to a string
  53384. * @param fullDetails support for multiple levels of logging within scene loading
  53385. * @returns String form of the animation
  53386. */
  53387. Animation.prototype.toString = function (fullDetails) {
  53388. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53389. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53390. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53391. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53392. if (fullDetails) {
  53393. ret += ", Ranges: {";
  53394. var first = true;
  53395. for (var name in this._ranges) {
  53396. if (first) {
  53397. ret += ", ";
  53398. first = false;
  53399. }
  53400. ret += name;
  53401. }
  53402. ret += "}";
  53403. }
  53404. return ret;
  53405. };
  53406. /**
  53407. * Add an event to this animation
  53408. * @param event Event to add
  53409. */
  53410. Animation.prototype.addEvent = function (event) {
  53411. this._events.push(event);
  53412. };
  53413. /**
  53414. * Remove all events found at the given frame
  53415. * @param frame The frame to remove events from
  53416. */
  53417. Animation.prototype.removeEvents = function (frame) {
  53418. for (var index = 0; index < this._events.length; index++) {
  53419. if (this._events[index].frame === frame) {
  53420. this._events.splice(index, 1);
  53421. index--;
  53422. }
  53423. }
  53424. };
  53425. /**
  53426. * Retrieves all the events from the animation
  53427. * @returns Events from the animation
  53428. */
  53429. Animation.prototype.getEvents = function () {
  53430. return this._events;
  53431. };
  53432. /**
  53433. * Creates an animation range
  53434. * @param name Name of the animation range
  53435. * @param from Starting frame of the animation range
  53436. * @param to Ending frame of the animation
  53437. */
  53438. Animation.prototype.createRange = function (name, from, to) {
  53439. // check name not already in use; could happen for bones after serialized
  53440. if (!this._ranges[name]) {
  53441. this._ranges[name] = new AnimationRange(name, from, to);
  53442. }
  53443. };
  53444. /**
  53445. * Deletes an animation range by name
  53446. * @param name Name of the animation range to delete
  53447. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53448. */
  53449. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53450. if (deleteFrames === void 0) { deleteFrames = true; }
  53451. var range = this._ranges[name];
  53452. if (!range) {
  53453. return;
  53454. }
  53455. if (deleteFrames) {
  53456. var from = range.from;
  53457. var to = range.to;
  53458. // this loop MUST go high to low for multiple splices to work
  53459. for (var key = this._keys.length - 1; key >= 0; key--) {
  53460. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53461. this._keys.splice(key, 1);
  53462. }
  53463. }
  53464. }
  53465. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53466. };
  53467. /**
  53468. * Gets the animation range by name, or null if not defined
  53469. * @param name Name of the animation range
  53470. * @returns Nullable animation range
  53471. */
  53472. Animation.prototype.getRange = function (name) {
  53473. return this._ranges[name];
  53474. };
  53475. /**
  53476. * Gets the key frames from the animation
  53477. * @returns The key frames of the animation
  53478. */
  53479. Animation.prototype.getKeys = function () {
  53480. return this._keys;
  53481. };
  53482. /**
  53483. * Gets the highest frame rate of the animation
  53484. * @returns Highest frame rate of the animation
  53485. */
  53486. Animation.prototype.getHighestFrame = function () {
  53487. var ret = 0;
  53488. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53489. if (ret < this._keys[key].frame) {
  53490. ret = this._keys[key].frame;
  53491. }
  53492. }
  53493. return ret;
  53494. };
  53495. /**
  53496. * Gets the easing function of the animation
  53497. * @returns Easing function of the animation
  53498. */
  53499. Animation.prototype.getEasingFunction = function () {
  53500. return this._easingFunction;
  53501. };
  53502. /**
  53503. * Sets the easing function of the animation
  53504. * @param easingFunction A custom mathematical formula for animation
  53505. */
  53506. Animation.prototype.setEasingFunction = function (easingFunction) {
  53507. this._easingFunction = easingFunction;
  53508. };
  53509. /**
  53510. * Interpolates a scalar linearly
  53511. * @param startValue Start value of the animation curve
  53512. * @param endValue End value of the animation curve
  53513. * @param gradient Scalar amount to interpolate
  53514. * @returns Interpolated scalar value
  53515. */
  53516. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53517. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53518. };
  53519. /**
  53520. * Interpolates a scalar cubically
  53521. * @param startValue Start value of the animation curve
  53522. * @param outTangent End tangent of the animation
  53523. * @param endValue End value of the animation curve
  53524. * @param inTangent Start tangent of the animation curve
  53525. * @param gradient Scalar amount to interpolate
  53526. * @returns Interpolated scalar value
  53527. */
  53528. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53529. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53530. };
  53531. /**
  53532. * Interpolates a quaternion using a spherical linear interpolation
  53533. * @param startValue Start value of the animation curve
  53534. * @param endValue End value of the animation curve
  53535. * @param gradient Scalar amount to interpolate
  53536. * @returns Interpolated quaternion value
  53537. */
  53538. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53539. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53540. };
  53541. /**
  53542. * Interpolates a quaternion cubically
  53543. * @param startValue Start value of the animation curve
  53544. * @param outTangent End tangent of the animation curve
  53545. * @param endValue End value of the animation curve
  53546. * @param inTangent Start tangent of the animation curve
  53547. * @param gradient Scalar amount to interpolate
  53548. * @returns Interpolated quaternion value
  53549. */
  53550. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53551. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53552. };
  53553. /**
  53554. * Interpolates a Vector3 linearl
  53555. * @param startValue Start value of the animation curve
  53556. * @param endValue End value of the animation curve
  53557. * @param gradient Scalar amount to interpolate
  53558. * @returns Interpolated scalar value
  53559. */
  53560. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53561. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53562. };
  53563. /**
  53564. * Interpolates a Vector3 cubically
  53565. * @param startValue Start value of the animation curve
  53566. * @param outTangent End tangent of the animation
  53567. * @param endValue End value of the animation curve
  53568. * @param inTangent Start tangent of the animation curve
  53569. * @param gradient Scalar amount to interpolate
  53570. * @returns InterpolatedVector3 value
  53571. */
  53572. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53573. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53574. };
  53575. /**
  53576. * Interpolates a Vector2 linearly
  53577. * @param startValue Start value of the animation curve
  53578. * @param endValue End value of the animation curve
  53579. * @param gradient Scalar amount to interpolate
  53580. * @returns Interpolated Vector2 value
  53581. */
  53582. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53583. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53584. };
  53585. /**
  53586. * Interpolates a Vector2 cubically
  53587. * @param startValue Start value of the animation curve
  53588. * @param outTangent End tangent of the animation
  53589. * @param endValue End value of the animation curve
  53590. * @param inTangent Start tangent of the animation curve
  53591. * @param gradient Scalar amount to interpolate
  53592. * @returns Interpolated Vector2 value
  53593. */
  53594. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53595. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53596. };
  53597. /**
  53598. * Interpolates a size linearly
  53599. * @param startValue Start value of the animation curve
  53600. * @param endValue End value of the animation curve
  53601. * @param gradient Scalar amount to interpolate
  53602. * @returns Interpolated Size value
  53603. */
  53604. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53605. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53606. };
  53607. /**
  53608. * Interpolates a Color3 linearly
  53609. * @param startValue Start value of the animation curve
  53610. * @param endValue End value of the animation curve
  53611. * @param gradient Scalar amount to interpolate
  53612. * @returns Interpolated Color3 value
  53613. */
  53614. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53615. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53616. };
  53617. /**
  53618. * @hidden Internal use only
  53619. */
  53620. Animation.prototype._getKeyValue = function (value) {
  53621. if (typeof value === "function") {
  53622. return value();
  53623. }
  53624. return value;
  53625. };
  53626. /**
  53627. * @hidden Internal use only
  53628. */
  53629. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53630. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53631. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53632. }
  53633. var keys = this.getKeys();
  53634. // Try to get a hash to find the right key
  53635. 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));
  53636. if (keys[startKeyIndex].frame >= currentFrame) {
  53637. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53638. startKeyIndex--;
  53639. }
  53640. }
  53641. for (var key = startKeyIndex; key < keys.length; key++) {
  53642. var endKey = keys[key + 1];
  53643. if (endKey.frame >= currentFrame) {
  53644. var startKey = keys[key];
  53645. var startValue = this._getKeyValue(startKey.value);
  53646. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53647. return startValue;
  53648. }
  53649. var endValue = this._getKeyValue(endKey.value);
  53650. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53651. var frameDelta = endKey.frame - startKey.frame;
  53652. // gradient : percent of currentFrame between the frame inf and the frame sup
  53653. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53654. // check for easingFunction and correction of gradient
  53655. var easingFunction = this.getEasingFunction();
  53656. if (easingFunction != null) {
  53657. gradient = easingFunction.ease(gradient);
  53658. }
  53659. switch (this.dataType) {
  53660. // Float
  53661. case Animation.ANIMATIONTYPE_FLOAT:
  53662. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53663. switch (loopMode) {
  53664. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53665. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53666. return floatValue;
  53667. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53668. return offsetValue * repeatCount + floatValue;
  53669. }
  53670. break;
  53671. // Quaternion
  53672. case Animation.ANIMATIONTYPE_QUATERNION:
  53673. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53674. switch (loopMode) {
  53675. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53676. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53677. return quatValue;
  53678. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53679. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53680. }
  53681. return quatValue;
  53682. // Vector3
  53683. case Animation.ANIMATIONTYPE_VECTOR3:
  53684. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53685. switch (loopMode) {
  53686. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53687. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53688. return vec3Value;
  53689. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53690. return vec3Value.add(offsetValue.scale(repeatCount));
  53691. }
  53692. // Vector2
  53693. case Animation.ANIMATIONTYPE_VECTOR2:
  53694. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53695. switch (loopMode) {
  53696. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53697. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53698. return vec2Value;
  53699. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53700. return vec2Value.add(offsetValue.scale(repeatCount));
  53701. }
  53702. // Size
  53703. case Animation.ANIMATIONTYPE_SIZE:
  53704. switch (loopMode) {
  53705. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53706. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53707. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53708. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53709. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53710. }
  53711. // Color3
  53712. case Animation.ANIMATIONTYPE_COLOR3:
  53713. switch (loopMode) {
  53714. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53715. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53716. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53717. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53718. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53719. }
  53720. // Matrix
  53721. case Animation.ANIMATIONTYPE_MATRIX:
  53722. switch (loopMode) {
  53723. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53724. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53725. if (Animation.AllowMatricesInterpolation) {
  53726. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53727. }
  53728. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53729. return startValue;
  53730. }
  53731. default:
  53732. break;
  53733. }
  53734. break;
  53735. }
  53736. }
  53737. return this._getKeyValue(keys[keys.length - 1].value);
  53738. };
  53739. /**
  53740. * Defines the function to use to interpolate matrices
  53741. * @param startValue defines the start matrix
  53742. * @param endValue defines the end matrix
  53743. * @param gradient defines the gradient between both matrices
  53744. * @param result defines an optional target matrix where to store the interpolation
  53745. * @returns the interpolated matrix
  53746. */
  53747. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  53748. if (Animation.AllowMatrixDecomposeForInterpolation) {
  53749. if (result) {
  53750. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  53751. return result;
  53752. }
  53753. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  53754. }
  53755. if (result) {
  53756. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  53757. return result;
  53758. }
  53759. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  53760. };
  53761. /**
  53762. * Makes a copy of the animation
  53763. * @returns Cloned animation
  53764. */
  53765. Animation.prototype.clone = function () {
  53766. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  53767. clone.enableBlending = this.enableBlending;
  53768. clone.blendingSpeed = this.blendingSpeed;
  53769. if (this._keys) {
  53770. clone.setKeys(this._keys);
  53771. }
  53772. if (this._ranges) {
  53773. clone._ranges = {};
  53774. for (var name in this._ranges) {
  53775. var range = this._ranges[name];
  53776. if (!range) {
  53777. continue;
  53778. }
  53779. clone._ranges[name] = range.clone();
  53780. }
  53781. }
  53782. return clone;
  53783. };
  53784. /**
  53785. * Sets the key frames of the animation
  53786. * @param values The animation key frames to set
  53787. */
  53788. Animation.prototype.setKeys = function (values) {
  53789. this._keys = values.slice(0);
  53790. };
  53791. /**
  53792. * Serializes the animation to an object
  53793. * @returns Serialized object
  53794. */
  53795. Animation.prototype.serialize = function () {
  53796. var serializationObject = {};
  53797. serializationObject.name = this.name;
  53798. serializationObject.property = this.targetProperty;
  53799. serializationObject.framePerSecond = this.framePerSecond;
  53800. serializationObject.dataType = this.dataType;
  53801. serializationObject.loopBehavior = this.loopMode;
  53802. serializationObject.enableBlending = this.enableBlending;
  53803. serializationObject.blendingSpeed = this.blendingSpeed;
  53804. var dataType = this.dataType;
  53805. serializationObject.keys = [];
  53806. var keys = this.getKeys();
  53807. for (var index = 0; index < keys.length; index++) {
  53808. var animationKey = keys[index];
  53809. var key = {};
  53810. key.frame = animationKey.frame;
  53811. switch (dataType) {
  53812. case Animation.ANIMATIONTYPE_FLOAT:
  53813. key.values = [animationKey.value];
  53814. break;
  53815. case Animation.ANIMATIONTYPE_QUATERNION:
  53816. case Animation.ANIMATIONTYPE_MATRIX:
  53817. case Animation.ANIMATIONTYPE_VECTOR3:
  53818. case Animation.ANIMATIONTYPE_COLOR3:
  53819. key.values = animationKey.value.asArray();
  53820. break;
  53821. }
  53822. serializationObject.keys.push(key);
  53823. }
  53824. serializationObject.ranges = [];
  53825. for (var name in this._ranges) {
  53826. var source = this._ranges[name];
  53827. if (!source) {
  53828. continue;
  53829. }
  53830. var range = {};
  53831. range.name = name;
  53832. range.from = source.from;
  53833. range.to = source.to;
  53834. serializationObject.ranges.push(range);
  53835. }
  53836. return serializationObject;
  53837. };
  53838. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  53839. /**
  53840. * Get the float animation type
  53841. */
  53842. get: function () {
  53843. return Animation._ANIMATIONTYPE_FLOAT;
  53844. },
  53845. enumerable: true,
  53846. configurable: true
  53847. });
  53848. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  53849. /**
  53850. * Get the Vector3 animation type
  53851. */
  53852. get: function () {
  53853. return Animation._ANIMATIONTYPE_VECTOR3;
  53854. },
  53855. enumerable: true,
  53856. configurable: true
  53857. });
  53858. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  53859. /**
  53860. * Get the Vector2 animation type
  53861. */
  53862. get: function () {
  53863. return Animation._ANIMATIONTYPE_VECTOR2;
  53864. },
  53865. enumerable: true,
  53866. configurable: true
  53867. });
  53868. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  53869. /**
  53870. * Get the Size animation type
  53871. */
  53872. get: function () {
  53873. return Animation._ANIMATIONTYPE_SIZE;
  53874. },
  53875. enumerable: true,
  53876. configurable: true
  53877. });
  53878. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  53879. /**
  53880. * Get the Quaternion animation type
  53881. */
  53882. get: function () {
  53883. return Animation._ANIMATIONTYPE_QUATERNION;
  53884. },
  53885. enumerable: true,
  53886. configurable: true
  53887. });
  53888. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  53889. /**
  53890. * Get the Matrix animation type
  53891. */
  53892. get: function () {
  53893. return Animation._ANIMATIONTYPE_MATRIX;
  53894. },
  53895. enumerable: true,
  53896. configurable: true
  53897. });
  53898. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  53899. /**
  53900. * Get the Color3 animation type
  53901. */
  53902. get: function () {
  53903. return Animation._ANIMATIONTYPE_COLOR3;
  53904. },
  53905. enumerable: true,
  53906. configurable: true
  53907. });
  53908. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  53909. /**
  53910. * Get the Relative Loop Mode
  53911. */
  53912. get: function () {
  53913. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  53914. },
  53915. enumerable: true,
  53916. configurable: true
  53917. });
  53918. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  53919. /**
  53920. * Get the Cycle Loop Mode
  53921. */
  53922. get: function () {
  53923. return Animation._ANIMATIONLOOPMODE_CYCLE;
  53924. },
  53925. enumerable: true,
  53926. configurable: true
  53927. });
  53928. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  53929. /**
  53930. * Get the Constant Loop Mode
  53931. */
  53932. get: function () {
  53933. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  53934. },
  53935. enumerable: true,
  53936. configurable: true
  53937. });
  53938. /** @hidden */
  53939. Animation._UniversalLerp = function (left, right, amount) {
  53940. var constructor = left.constructor;
  53941. if (constructor.Lerp) { // Lerp supported
  53942. return constructor.Lerp(left, right, amount);
  53943. }
  53944. else if (constructor.Slerp) { // Slerp supported
  53945. return constructor.Slerp(left, right, amount);
  53946. }
  53947. else if (left.toFixed) { // Number
  53948. return left * (1.0 - amount) + amount * right;
  53949. }
  53950. else { // Blending not supported
  53951. return right;
  53952. }
  53953. };
  53954. /**
  53955. * Parses an animation object and creates an animation
  53956. * @param parsedAnimation Parsed animation object
  53957. * @returns Animation object
  53958. */
  53959. Animation.Parse = function (parsedAnimation) {
  53960. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  53961. var dataType = parsedAnimation.dataType;
  53962. var keys = [];
  53963. var data;
  53964. var index;
  53965. if (parsedAnimation.enableBlending) {
  53966. animation.enableBlending = parsedAnimation.enableBlending;
  53967. }
  53968. if (parsedAnimation.blendingSpeed) {
  53969. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  53970. }
  53971. for (index = 0; index < parsedAnimation.keys.length; index++) {
  53972. var key = parsedAnimation.keys[index];
  53973. var inTangent;
  53974. var outTangent;
  53975. switch (dataType) {
  53976. case Animation.ANIMATIONTYPE_FLOAT:
  53977. data = key.values[0];
  53978. if (key.values.length >= 1) {
  53979. inTangent = key.values[1];
  53980. }
  53981. if (key.values.length >= 2) {
  53982. outTangent = key.values[2];
  53983. }
  53984. break;
  53985. case Animation.ANIMATIONTYPE_QUATERNION:
  53986. data = BABYLON.Quaternion.FromArray(key.values);
  53987. if (key.values.length >= 8) {
  53988. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  53989. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  53990. inTangent = _inTangent;
  53991. }
  53992. }
  53993. if (key.values.length >= 12) {
  53994. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  53995. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  53996. outTangent = _outTangent;
  53997. }
  53998. }
  53999. break;
  54000. case Animation.ANIMATIONTYPE_MATRIX:
  54001. data = BABYLON.Matrix.FromArray(key.values);
  54002. break;
  54003. case Animation.ANIMATIONTYPE_COLOR3:
  54004. data = BABYLON.Color3.FromArray(key.values);
  54005. break;
  54006. case Animation.ANIMATIONTYPE_VECTOR3:
  54007. default:
  54008. data = BABYLON.Vector3.FromArray(key.values);
  54009. break;
  54010. }
  54011. var keyData = {};
  54012. keyData.frame = key.frame;
  54013. keyData.value = data;
  54014. if (inTangent != undefined) {
  54015. keyData.inTangent = inTangent;
  54016. }
  54017. if (outTangent != undefined) {
  54018. keyData.outTangent = outTangent;
  54019. }
  54020. keys.push(keyData);
  54021. }
  54022. animation.setKeys(keys);
  54023. if (parsedAnimation.ranges) {
  54024. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54025. data = parsedAnimation.ranges[index];
  54026. animation.createRange(data.name, data.from, data.to);
  54027. }
  54028. }
  54029. return animation;
  54030. };
  54031. /**
  54032. * Appends the serialized animations from the source animations
  54033. * @param source Source containing the animations
  54034. * @param destination Target to store the animations
  54035. */
  54036. Animation.AppendSerializedAnimations = function (source, destination) {
  54037. if (source.animations) {
  54038. destination.animations = [];
  54039. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54040. var animation = source.animations[animationIndex];
  54041. destination.animations.push(animation.serialize());
  54042. }
  54043. }
  54044. };
  54045. /**
  54046. * Use matrix interpolation instead of using direct key value when animating matrices
  54047. */
  54048. Animation.AllowMatricesInterpolation = false;
  54049. /**
  54050. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54051. */
  54052. Animation.AllowMatrixDecomposeForInterpolation = true;
  54053. // Statics
  54054. /**
  54055. * Float animation type
  54056. */
  54057. Animation._ANIMATIONTYPE_FLOAT = 0;
  54058. /**
  54059. * Vector3 animation type
  54060. */
  54061. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54062. /**
  54063. * Quaternion animation type
  54064. */
  54065. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54066. /**
  54067. * Matrix animation type
  54068. */
  54069. Animation._ANIMATIONTYPE_MATRIX = 3;
  54070. /**
  54071. * Color3 animation type
  54072. */
  54073. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54074. /**
  54075. * Vector2 animation type
  54076. */
  54077. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54078. /**
  54079. * Size animation type
  54080. */
  54081. Animation._ANIMATIONTYPE_SIZE = 6;
  54082. /**
  54083. * Relative Loop Mode
  54084. */
  54085. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54086. /**
  54087. * Cycle Loop Mode
  54088. */
  54089. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54090. /**
  54091. * Constant Loop Mode
  54092. */
  54093. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54094. return Animation;
  54095. }());
  54096. BABYLON.Animation = Animation;
  54097. })(BABYLON || (BABYLON = {}));
  54098. //# sourceMappingURL=babylon.animation.js.map
  54099. var BABYLON;
  54100. (function (BABYLON) {
  54101. /**
  54102. * This class defines the direct association between an animation and a target
  54103. */
  54104. var TargetedAnimation = /** @class */ (function () {
  54105. function TargetedAnimation() {
  54106. }
  54107. return TargetedAnimation;
  54108. }());
  54109. BABYLON.TargetedAnimation = TargetedAnimation;
  54110. /**
  54111. * Use this class to create coordinated animations on multiple targets
  54112. */
  54113. var AnimationGroup = /** @class */ (function () {
  54114. /**
  54115. * Instantiates a new Animation Group.
  54116. * This helps managing several animations at once.
  54117. * @see http://doc.babylonjs.com/how_to/group
  54118. * @param name Defines the name of the group
  54119. * @param scene Defines the scene the group belongs to
  54120. */
  54121. function AnimationGroup(
  54122. /** The name of the animation group */
  54123. name, scene) {
  54124. if (scene === void 0) { scene = null; }
  54125. this.name = name;
  54126. this._targetedAnimations = new Array();
  54127. this._animatables = new Array();
  54128. this._from = Number.MAX_VALUE;
  54129. this._to = -Number.MAX_VALUE;
  54130. this._speedRatio = 1;
  54131. /**
  54132. * This observable will notify when one animation have ended.
  54133. */
  54134. this.onAnimationEndObservable = new BABYLON.Observable();
  54135. /**
  54136. * This observable will notify when all animations have ended.
  54137. */
  54138. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54139. /**
  54140. * This observable will notify when all animations have paused.
  54141. */
  54142. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54143. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54144. this._scene.animationGroups.push(this);
  54145. }
  54146. Object.defineProperty(AnimationGroup.prototype, "from", {
  54147. /**
  54148. * Gets the first frame
  54149. */
  54150. get: function () {
  54151. return this._from;
  54152. },
  54153. enumerable: true,
  54154. configurable: true
  54155. });
  54156. Object.defineProperty(AnimationGroup.prototype, "to", {
  54157. /**
  54158. * Gets the last frame
  54159. */
  54160. get: function () {
  54161. return this._to;
  54162. },
  54163. enumerable: true,
  54164. configurable: true
  54165. });
  54166. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54167. /**
  54168. * Define if the animations are started
  54169. */
  54170. get: function () {
  54171. return this._isStarted;
  54172. },
  54173. enumerable: true,
  54174. configurable: true
  54175. });
  54176. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54177. /**
  54178. * Gets or sets the speed ratio to use for all animations
  54179. */
  54180. get: function () {
  54181. return this._speedRatio;
  54182. },
  54183. /**
  54184. * Gets or sets the speed ratio to use for all animations
  54185. */
  54186. set: function (value) {
  54187. if (this._speedRatio === value) {
  54188. return;
  54189. }
  54190. this._speedRatio = value;
  54191. for (var index = 0; index < this._animatables.length; index++) {
  54192. var animatable = this._animatables[index];
  54193. animatable.speedRatio = this._speedRatio;
  54194. }
  54195. },
  54196. enumerable: true,
  54197. configurable: true
  54198. });
  54199. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54200. /**
  54201. * Gets the targeted animations for this animation group
  54202. */
  54203. get: function () {
  54204. return this._targetedAnimations;
  54205. },
  54206. enumerable: true,
  54207. configurable: true
  54208. });
  54209. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54210. /**
  54211. * returning the list of animatables controlled by this animation group.
  54212. */
  54213. get: function () {
  54214. return this._animatables;
  54215. },
  54216. enumerable: true,
  54217. configurable: true
  54218. });
  54219. /**
  54220. * Add an animation (with its target) in the group
  54221. * @param animation defines the animation we want to add
  54222. * @param target defines the target of the animation
  54223. * @returns the TargetedAnimation object
  54224. */
  54225. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54226. var targetedAnimation = {
  54227. animation: animation,
  54228. target: target
  54229. };
  54230. var keys = animation.getKeys();
  54231. if (this._from > keys[0].frame) {
  54232. this._from = keys[0].frame;
  54233. }
  54234. if (this._to < keys[keys.length - 1].frame) {
  54235. this._to = keys[keys.length - 1].frame;
  54236. }
  54237. this._targetedAnimations.push(targetedAnimation);
  54238. return targetedAnimation;
  54239. };
  54240. /**
  54241. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54242. * It can add constant keys at begin or end
  54243. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54244. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54245. * @returns the animation group
  54246. */
  54247. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54248. if (beginFrame === void 0) { beginFrame = null; }
  54249. if (endFrame === void 0) { endFrame = null; }
  54250. if (beginFrame == null) {
  54251. beginFrame = this._from;
  54252. }
  54253. if (endFrame == null) {
  54254. endFrame = this._to;
  54255. }
  54256. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54257. var targetedAnimation = this._targetedAnimations[index];
  54258. var keys = targetedAnimation.animation.getKeys();
  54259. var startKey = keys[0];
  54260. var endKey = keys[keys.length - 1];
  54261. if (startKey.frame > beginFrame) {
  54262. var newKey = {
  54263. frame: beginFrame,
  54264. value: startKey.value,
  54265. inTangent: startKey.inTangent,
  54266. outTangent: startKey.outTangent,
  54267. interpolation: startKey.interpolation
  54268. };
  54269. keys.splice(0, 0, newKey);
  54270. }
  54271. if (endKey.frame < endFrame) {
  54272. var newKey = {
  54273. frame: endFrame,
  54274. value: endKey.value,
  54275. inTangent: endKey.outTangent,
  54276. outTangent: endKey.outTangent,
  54277. interpolation: endKey.interpolation
  54278. };
  54279. keys.push(newKey);
  54280. }
  54281. }
  54282. this._from = beginFrame;
  54283. this._to = endFrame;
  54284. return this;
  54285. };
  54286. /**
  54287. * Start all animations on given targets
  54288. * @param loop defines if animations must loop
  54289. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54290. * @param from defines the from key (optional)
  54291. * @param to defines the to key (optional)
  54292. * @returns the current animation group
  54293. */
  54294. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54295. var _this = this;
  54296. if (loop === void 0) { loop = false; }
  54297. if (speedRatio === void 0) { speedRatio = 1; }
  54298. if (this._isStarted || this._targetedAnimations.length === 0) {
  54299. return this;
  54300. }
  54301. var _loop_1 = function (targetedAnimation) {
  54302. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54303. animatable.onAnimationEnd = function () {
  54304. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54305. _this._checkAnimationGroupEnded(animatable);
  54306. };
  54307. this_1._animatables.push(animatable);
  54308. };
  54309. var this_1 = this;
  54310. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54311. var targetedAnimation = _a[_i];
  54312. _loop_1(targetedAnimation);
  54313. }
  54314. this._speedRatio = speedRatio;
  54315. this._isStarted = true;
  54316. return this;
  54317. };
  54318. /**
  54319. * Pause all animations
  54320. * @returns the animation group
  54321. */
  54322. AnimationGroup.prototype.pause = function () {
  54323. if (!this._isStarted) {
  54324. return this;
  54325. }
  54326. for (var index = 0; index < this._animatables.length; index++) {
  54327. var animatable = this._animatables[index];
  54328. animatable.pause();
  54329. }
  54330. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54331. return this;
  54332. };
  54333. /**
  54334. * Play all animations to initial state
  54335. * This function will start() the animations if they were not started or will restart() them if they were paused
  54336. * @param loop defines if animations must loop
  54337. * @returns the animation group
  54338. */
  54339. AnimationGroup.prototype.play = function (loop) {
  54340. // only if all animatables are ready and exist
  54341. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54342. if (loop !== undefined) {
  54343. for (var index = 0; index < this._animatables.length; index++) {
  54344. var animatable = this._animatables[index];
  54345. animatable.loopAnimation = loop;
  54346. }
  54347. }
  54348. this.restart();
  54349. }
  54350. else {
  54351. this.stop();
  54352. this.start(loop, this._speedRatio);
  54353. }
  54354. return this;
  54355. };
  54356. /**
  54357. * Reset all animations to initial state
  54358. * @returns the animation group
  54359. */
  54360. AnimationGroup.prototype.reset = function () {
  54361. if (!this._isStarted) {
  54362. return this;
  54363. }
  54364. for (var index = 0; index < this._animatables.length; index++) {
  54365. var animatable = this._animatables[index];
  54366. animatable.reset();
  54367. }
  54368. return this;
  54369. };
  54370. /**
  54371. * Restart animations from key 0
  54372. * @returns the animation group
  54373. */
  54374. AnimationGroup.prototype.restart = function () {
  54375. if (!this._isStarted) {
  54376. return this;
  54377. }
  54378. for (var index = 0; index < this._animatables.length; index++) {
  54379. var animatable = this._animatables[index];
  54380. animatable.restart();
  54381. }
  54382. return this;
  54383. };
  54384. /**
  54385. * Stop all animations
  54386. * @returns the animation group
  54387. */
  54388. AnimationGroup.prototype.stop = function () {
  54389. if (!this._isStarted) {
  54390. return this;
  54391. }
  54392. var list = this._animatables.slice();
  54393. for (var index = 0; index < list.length; index++) {
  54394. list[index].stop();
  54395. }
  54396. this._isStarted = false;
  54397. return this;
  54398. };
  54399. /**
  54400. * Set animation weight for all animatables
  54401. * @param weight defines the weight to use
  54402. * @return the animationGroup
  54403. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54404. */
  54405. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54406. for (var index = 0; index < this._animatables.length; index++) {
  54407. var animatable = this._animatables[index];
  54408. animatable.weight = weight;
  54409. }
  54410. return this;
  54411. };
  54412. /**
  54413. * Synchronize and normalize all animatables with a source animatable
  54414. * @param root defines the root animatable to synchronize with
  54415. * @return the animationGroup
  54416. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54417. */
  54418. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54419. for (var index = 0; index < this._animatables.length; index++) {
  54420. var animatable = this._animatables[index];
  54421. animatable.syncWith(root);
  54422. }
  54423. return this;
  54424. };
  54425. /**
  54426. * Goes to a specific frame in this animation group
  54427. * @param frame the frame number to go to
  54428. * @return the animationGroup
  54429. */
  54430. AnimationGroup.prototype.goToFrame = function (frame) {
  54431. if (!this._isStarted) {
  54432. return this;
  54433. }
  54434. for (var index = 0; index < this._animatables.length; index++) {
  54435. var animatable = this._animatables[index];
  54436. animatable.goToFrame(frame);
  54437. }
  54438. return this;
  54439. };
  54440. /**
  54441. * Dispose all associated resources
  54442. */
  54443. AnimationGroup.prototype.dispose = function () {
  54444. this._targetedAnimations = [];
  54445. this._animatables = [];
  54446. var index = this._scene.animationGroups.indexOf(this);
  54447. if (index > -1) {
  54448. this._scene.animationGroups.splice(index, 1);
  54449. }
  54450. };
  54451. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54452. // animatable should be taken out of the array
  54453. var idx = this._animatables.indexOf(animatable);
  54454. if (idx > -1) {
  54455. this._animatables.splice(idx, 1);
  54456. }
  54457. // all animatables were removed? animation group ended!
  54458. if (this._animatables.length === 0) {
  54459. this._isStarted = false;
  54460. this.onAnimationGroupEndObservable.notifyObservers(this);
  54461. }
  54462. };
  54463. // Statics
  54464. /**
  54465. * Returns a new AnimationGroup object parsed from the source provided.
  54466. * @param parsedAnimationGroup defines the source
  54467. * @param scene defines the scene that will receive the animationGroup
  54468. * @returns a new AnimationGroup
  54469. */
  54470. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54471. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54472. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54473. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54474. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54475. var id = targetedAnimation.targetId;
  54476. var targetNode = scene.getNodeByID(id);
  54477. if (targetNode != null) {
  54478. animationGroup.addTargetedAnimation(animation, targetNode);
  54479. }
  54480. }
  54481. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54482. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54483. }
  54484. return animationGroup;
  54485. };
  54486. /**
  54487. * Returns the string "AnimationGroup"
  54488. * @returns "AnimationGroup"
  54489. */
  54490. AnimationGroup.prototype.getClassName = function () {
  54491. return "AnimationGroup";
  54492. };
  54493. /**
  54494. * Creates a detailled string about the object
  54495. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54496. * @returns a string representing the object
  54497. */
  54498. AnimationGroup.prototype.toString = function (fullDetails) {
  54499. var ret = "Name: " + this.name;
  54500. ret += ", type: " + this.getClassName();
  54501. if (fullDetails) {
  54502. ret += ", from: " + this._from;
  54503. ret += ", to: " + this._to;
  54504. ret += ", isStarted: " + this._isStarted;
  54505. ret += ", speedRatio: " + this._speedRatio;
  54506. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54507. ret += ", animatables length: " + this._animatables;
  54508. }
  54509. return ret;
  54510. };
  54511. return AnimationGroup;
  54512. }());
  54513. BABYLON.AnimationGroup = AnimationGroup;
  54514. })(BABYLON || (BABYLON = {}));
  54515. //# sourceMappingURL=babylon.animationGroup.js.map
  54516. var BABYLON;
  54517. (function (BABYLON) {
  54518. // Static values to help the garbage collector
  54519. // Quaternion
  54520. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54521. // Vector3
  54522. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54523. // Vector2
  54524. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54525. // Size
  54526. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54527. // Color3
  54528. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54529. /**
  54530. * Defines a runtime animation
  54531. */
  54532. var RuntimeAnimation = /** @class */ (function () {
  54533. /**
  54534. * Create a new RuntimeAnimation object
  54535. * @param target defines the target of the animation
  54536. * @param animation defines the source animation object
  54537. * @param scene defines the hosting scene
  54538. * @param host defines the initiating Animatable
  54539. */
  54540. function RuntimeAnimation(target, animation, scene, host) {
  54541. var _this = this;
  54542. this._events = new Array();
  54543. /**
  54544. * The current frame of the runtime animation
  54545. */
  54546. this._currentFrame = 0;
  54547. /**
  54548. * The original value of the runtime animation
  54549. */
  54550. this._originalValue = new Array();
  54551. /**
  54552. * The offsets cache of the runtime animation
  54553. */
  54554. this._offsetsCache = {};
  54555. /**
  54556. * The high limits cache of the runtime animation
  54557. */
  54558. this._highLimitsCache = {};
  54559. /**
  54560. * Specifies if the runtime animation has been stopped
  54561. */
  54562. this._stopped = false;
  54563. /**
  54564. * The blending factor of the runtime animation
  54565. */
  54566. this._blendingFactor = 0;
  54567. /**
  54568. * The target path of the runtime animation
  54569. */
  54570. this._targetPath = "";
  54571. /**
  54572. * The weight of the runtime animation
  54573. */
  54574. this._weight = 1.0;
  54575. /**
  54576. * The ratio offset of the runtime animation
  54577. */
  54578. this._ratioOffset = 0;
  54579. /**
  54580. * The previous delay of the runtime animation
  54581. */
  54582. this._previousDelay = 0;
  54583. /**
  54584. * The previous ratio of the runtime animation
  54585. */
  54586. this._previousRatio = 0;
  54587. this._animation = animation;
  54588. this._target = target;
  54589. this._scene = scene;
  54590. this._host = host;
  54591. animation._runtimeAnimations.push(this);
  54592. // Cloning events locally
  54593. var events = animation.getEvents();
  54594. if (events && events.length > 0) {
  54595. events.forEach(function (e) {
  54596. _this._events.push(e._clone());
  54597. });
  54598. }
  54599. }
  54600. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54601. /**
  54602. * Gets the current frame of the runtime animation
  54603. */
  54604. get: function () {
  54605. return this._currentFrame;
  54606. },
  54607. enumerable: true,
  54608. configurable: true
  54609. });
  54610. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54611. /**
  54612. * Gets the weight of the runtime animation
  54613. */
  54614. get: function () {
  54615. return this._weight;
  54616. },
  54617. enumerable: true,
  54618. configurable: true
  54619. });
  54620. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54621. /**
  54622. * Gets the current value of the runtime animation
  54623. */
  54624. get: function () {
  54625. return this._currentValue;
  54626. },
  54627. enumerable: true,
  54628. configurable: true
  54629. });
  54630. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54631. /**
  54632. * Gets the target path of the runtime animation
  54633. */
  54634. get: function () {
  54635. return this._targetPath;
  54636. },
  54637. enumerable: true,
  54638. configurable: true
  54639. });
  54640. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54641. /**
  54642. * Gets the actual target of the runtime animation
  54643. */
  54644. get: function () {
  54645. return this._activeTarget;
  54646. },
  54647. enumerable: true,
  54648. configurable: true
  54649. });
  54650. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54651. /**
  54652. * Gets the animation from the runtime animation
  54653. */
  54654. get: function () {
  54655. return this._animation;
  54656. },
  54657. enumerable: true,
  54658. configurable: true
  54659. });
  54660. /**
  54661. * Resets the runtime animation to the beginning
  54662. * @param restoreOriginal defines whether to restore the target property to the original value
  54663. */
  54664. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54665. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54666. if (restoreOriginal) {
  54667. if (this._target instanceof Array) {
  54668. var index = 0;
  54669. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54670. var target = _a[_i];
  54671. if (this._originalValue[index] !== undefined) {
  54672. this._setValue(target, this._originalValue[index], -1);
  54673. }
  54674. index++;
  54675. }
  54676. }
  54677. else {
  54678. if (this._originalValue[0] !== undefined) {
  54679. this._setValue(this._target, this._originalValue[0], -1);
  54680. }
  54681. }
  54682. }
  54683. this._offsetsCache = {};
  54684. this._highLimitsCache = {};
  54685. this._currentFrame = 0;
  54686. this._blendingFactor = 0;
  54687. this._originalValue = new Array();
  54688. // Events
  54689. for (var index = 0; index < this._events.length; index++) {
  54690. this._events[index].isDone = false;
  54691. }
  54692. };
  54693. /**
  54694. * Specifies if the runtime animation is stopped
  54695. * @returns Boolean specifying if the runtime animation is stopped
  54696. */
  54697. RuntimeAnimation.prototype.isStopped = function () {
  54698. return this._stopped;
  54699. };
  54700. /**
  54701. * Disposes of the runtime animation
  54702. */
  54703. RuntimeAnimation.prototype.dispose = function () {
  54704. var index = this._animation.runtimeAnimations.indexOf(this);
  54705. if (index > -1) {
  54706. this._animation.runtimeAnimations.splice(index, 1);
  54707. }
  54708. };
  54709. /**
  54710. * Interpolates the animation from the current frame
  54711. * @param currentFrame The frame to interpolate the animation to
  54712. * @param repeatCount The number of times that the animation should loop
  54713. * @param loopMode The type of looping mode to use
  54714. * @param offsetValue Animation offset value
  54715. * @param highLimitValue The high limit value
  54716. * @returns The interpolated value
  54717. */
  54718. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54719. this._currentFrame = currentFrame;
  54720. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54721. this._workValue = BABYLON.Matrix.Zero();
  54722. }
  54723. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54724. };
  54725. /**
  54726. * Apply the interpolated value to the target
  54727. * @param currentValue defines the value computed by the animation
  54728. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54729. */
  54730. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54731. if (weight === void 0) { weight = 1.0; }
  54732. if (this._target instanceof Array) {
  54733. var index = 0;
  54734. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54735. var target = _a[_i];
  54736. this._setValue(target, currentValue, weight, index);
  54737. index++;
  54738. }
  54739. }
  54740. else {
  54741. this._setValue(this._target, currentValue, weight);
  54742. }
  54743. };
  54744. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54745. if (targetIndex === void 0) { targetIndex = 0; }
  54746. // Set value
  54747. var path;
  54748. var destination;
  54749. var targetPropertyPath = this._animation.targetPropertyPath;
  54750. if (targetPropertyPath.length > 1) {
  54751. var property = target[targetPropertyPath[0]];
  54752. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  54753. property = property[targetPropertyPath[index]];
  54754. }
  54755. path = targetPropertyPath[targetPropertyPath.length - 1];
  54756. destination = property;
  54757. }
  54758. else {
  54759. path = targetPropertyPath[0];
  54760. destination = target;
  54761. }
  54762. this._targetPath = path;
  54763. this._activeTarget = destination;
  54764. this._weight = weight;
  54765. if (this._originalValue[targetIndex] === undefined) {
  54766. var originalValue = void 0;
  54767. if (destination.getRestPose && path === "_matrix") { // For bones
  54768. originalValue = destination.getRestPose();
  54769. }
  54770. else {
  54771. originalValue = destination[path];
  54772. }
  54773. if (originalValue && originalValue.clone) {
  54774. this._originalValue[targetIndex] = originalValue.clone();
  54775. }
  54776. else {
  54777. this._originalValue[targetIndex] = originalValue;
  54778. }
  54779. }
  54780. // Blending
  54781. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  54782. if (enableBlending && this._blendingFactor <= 1.0) {
  54783. if (!this._originalBlendValue) {
  54784. var originalValue = destination[path];
  54785. if (originalValue.clone) {
  54786. this._originalBlendValue = originalValue.clone();
  54787. }
  54788. else {
  54789. this._originalBlendValue = originalValue;
  54790. }
  54791. }
  54792. if (this._originalBlendValue.m) { // Matrix
  54793. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  54794. if (this._currentValue) {
  54795. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54796. }
  54797. else {
  54798. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54799. }
  54800. }
  54801. else {
  54802. if (this._currentValue) {
  54803. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54804. }
  54805. else {
  54806. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54807. }
  54808. }
  54809. }
  54810. else {
  54811. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54812. }
  54813. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  54814. this._blendingFactor += blendingSpeed;
  54815. }
  54816. else {
  54817. this._currentValue = currentValue;
  54818. }
  54819. if (weight !== -1.0) {
  54820. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  54821. }
  54822. else {
  54823. destination[path] = this._currentValue;
  54824. }
  54825. if (target.markAsDirty) {
  54826. target.markAsDirty(this._animation.targetProperty);
  54827. }
  54828. };
  54829. /**
  54830. * Gets the loop pmode of the runtime animation
  54831. * @returns Loop Mode
  54832. */
  54833. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  54834. if (this._target && this._target.animationPropertiesOverride) {
  54835. return this._target.animationPropertiesOverride.loopMode;
  54836. }
  54837. return this._animation.loopMode;
  54838. };
  54839. /**
  54840. * Move the current animation to a given frame
  54841. * @param frame defines the frame to move to
  54842. */
  54843. RuntimeAnimation.prototype.goToFrame = function (frame) {
  54844. var keys = this._animation.getKeys();
  54845. if (frame < keys[0].frame) {
  54846. frame = keys[0].frame;
  54847. }
  54848. else if (frame > keys[keys.length - 1].frame) {
  54849. frame = keys[keys.length - 1].frame;
  54850. }
  54851. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  54852. this.setValue(currentValue, -1);
  54853. };
  54854. /**
  54855. * @hidden Internal use only
  54856. */
  54857. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  54858. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  54859. this._ratioOffset = this._previousRatio - newRatio;
  54860. };
  54861. /**
  54862. * Execute the current animation
  54863. * @param delay defines the delay to add to the current frame
  54864. * @param from defines the lower bound of the animation range
  54865. * @param to defines the upper bound of the animation range
  54866. * @param loop defines if the current animation must loop
  54867. * @param speedRatio defines the current speed ratio
  54868. * @param weight defines the weight of the animation (default is -1 so no weight)
  54869. * @returns a boolean indicating if the animation is running
  54870. */
  54871. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  54872. if (weight === void 0) { weight = -1.0; }
  54873. var targetPropertyPath = this._animation.targetPropertyPath;
  54874. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  54875. this._stopped = true;
  54876. return false;
  54877. }
  54878. var returnValue = true;
  54879. var keys = this._animation.getKeys();
  54880. // Adding a start key at frame 0 if missing
  54881. if (keys[0].frame !== 0) {
  54882. var newKey = { frame: 0, value: keys[0].value };
  54883. keys.splice(0, 0, newKey);
  54884. }
  54885. // Adding a duplicate key when there is only one key at frame zero
  54886. else if (keys.length === 1) {
  54887. var newKey = { frame: 0.001, value: keys[0].value };
  54888. keys.push(newKey);
  54889. }
  54890. // Check limits
  54891. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  54892. from = keys[0].frame;
  54893. }
  54894. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  54895. to = keys[keys.length - 1].frame;
  54896. }
  54897. //to and from cannot be the same key
  54898. if (from === to) {
  54899. if (from > keys[0].frame) {
  54900. from--;
  54901. }
  54902. else if (to < keys[keys.length - 1].frame) {
  54903. to++;
  54904. }
  54905. }
  54906. // Compute ratio
  54907. var range = to - from;
  54908. var offsetValue;
  54909. // ratio represents the frame delta between from and to
  54910. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  54911. var highLimitValue = 0;
  54912. this._previousDelay = delay;
  54913. this._previousRatio = ratio;
  54914. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  54915. returnValue = false;
  54916. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  54917. }
  54918. else {
  54919. // Get max value if required
  54920. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  54921. var keyOffset = to.toString() + from.toString();
  54922. if (!this._offsetsCache[keyOffset]) {
  54923. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54924. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  54925. switch (this._animation.dataType) {
  54926. // Float
  54927. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54928. this._offsetsCache[keyOffset] = toValue - fromValue;
  54929. break;
  54930. // Quaternion
  54931. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54932. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54933. break;
  54934. // Vector3
  54935. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54936. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54937. // Vector2
  54938. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54939. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54940. // Size
  54941. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54942. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54943. // Color3
  54944. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54945. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  54946. default:
  54947. break;
  54948. }
  54949. this._highLimitsCache[keyOffset] = toValue;
  54950. }
  54951. highLimitValue = this._highLimitsCache[keyOffset];
  54952. offsetValue = this._offsetsCache[keyOffset];
  54953. }
  54954. }
  54955. if (offsetValue === undefined) {
  54956. switch (this._animation.dataType) {
  54957. // Float
  54958. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  54959. offsetValue = 0;
  54960. break;
  54961. // Quaternion
  54962. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  54963. offsetValue = _staticOffsetValueQuaternion;
  54964. break;
  54965. // Vector3
  54966. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  54967. offsetValue = _staticOffsetValueVector3;
  54968. break;
  54969. // Vector2
  54970. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  54971. offsetValue = _staticOffsetValueVector2;
  54972. break;
  54973. // Size
  54974. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  54975. offsetValue = _staticOffsetValueSize;
  54976. break;
  54977. // Color3
  54978. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  54979. offsetValue = _staticOffsetValueColor3;
  54980. }
  54981. }
  54982. // Compute value
  54983. var repeatCount = (ratio / range) >> 0;
  54984. var currentFrame = returnValue ? from + ratio % range : to;
  54985. // Need to normalize?
  54986. if (this._host && this._host.syncRoot) {
  54987. var syncRoot = this._host.syncRoot;
  54988. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  54989. currentFrame = from + (to - from) * hostNormalizedFrame;
  54990. }
  54991. // Reset events if looping
  54992. var events = this._events;
  54993. if (range > 0 && this.currentFrame > currentFrame ||
  54994. range < 0 && this.currentFrame < currentFrame) {
  54995. // Need to reset animation events
  54996. for (var index = 0; index < events.length; index++) {
  54997. if (!events[index].onlyOnce) {
  54998. // reset event, the animation is looping
  54999. events[index].isDone = false;
  55000. }
  55001. }
  55002. }
  55003. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55004. // Set value
  55005. this.setValue(currentValue, weight);
  55006. // Check events
  55007. for (var index = 0; index < events.length; index++) {
  55008. // Make sure current frame has passed event frame and that event frame is within the current range
  55009. // Also, handle both forward and reverse animations
  55010. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55011. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55012. var event = events[index];
  55013. if (!event.isDone) {
  55014. // If event should be done only once, remove it.
  55015. if (event.onlyOnce) {
  55016. events.splice(index, 1);
  55017. index--;
  55018. }
  55019. event.isDone = true;
  55020. event.action(currentFrame);
  55021. } // Don't do anything if the event has already be done.
  55022. }
  55023. }
  55024. if (!returnValue) {
  55025. this._stopped = true;
  55026. }
  55027. return returnValue;
  55028. };
  55029. return RuntimeAnimation;
  55030. }());
  55031. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55032. })(BABYLON || (BABYLON = {}));
  55033. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55034. var BABYLON;
  55035. (function (BABYLON) {
  55036. /**
  55037. * Class used to store an actual running animation
  55038. */
  55039. var Animatable = /** @class */ (function () {
  55040. /**
  55041. * Creates a new Animatable
  55042. * @param scene defines the hosting scene
  55043. * @param target defines the target object
  55044. * @param fromFrame defines the starting frame number (default is 0)
  55045. * @param toFrame defines the ending frame number (default is 100)
  55046. * @param loopAnimation defines if the animation must loop (default is false)
  55047. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55048. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55049. * @param animations defines a group of animation to add to the new Animatable
  55050. */
  55051. function Animatable(scene,
  55052. /** defines the target object */
  55053. target,
  55054. /** defines the starting frame number (default is 0) */
  55055. fromFrame,
  55056. /** defines the ending frame number (default is 100) */
  55057. toFrame,
  55058. /** defines if the animation must loop (default is false) */
  55059. loopAnimation, speedRatio,
  55060. /** defines a callback to call when animation ends if it is not looping */
  55061. onAnimationEnd, animations) {
  55062. if (fromFrame === void 0) { fromFrame = 0; }
  55063. if (toFrame === void 0) { toFrame = 100; }
  55064. if (loopAnimation === void 0) { loopAnimation = false; }
  55065. if (speedRatio === void 0) { speedRatio = 1.0; }
  55066. this.target = target;
  55067. this.fromFrame = fromFrame;
  55068. this.toFrame = toFrame;
  55069. this.loopAnimation = loopAnimation;
  55070. this.onAnimationEnd = onAnimationEnd;
  55071. this._localDelayOffset = null;
  55072. this._pausedDelay = null;
  55073. this._runtimeAnimations = new Array();
  55074. this._paused = false;
  55075. this._speedRatio = 1;
  55076. this._weight = -1.0;
  55077. /**
  55078. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55079. * This will only apply for non looping animation (default is true)
  55080. */
  55081. this.disposeOnEnd = true;
  55082. /**
  55083. * Gets a boolean indicating if the animation has started
  55084. */
  55085. this.animationStarted = false;
  55086. /**
  55087. * Observer raised when the animation ends
  55088. */
  55089. this.onAnimationEndObservable = new BABYLON.Observable();
  55090. this._scene = scene;
  55091. if (animations) {
  55092. this.appendAnimations(target, animations);
  55093. }
  55094. this._speedRatio = speedRatio;
  55095. scene._activeAnimatables.push(this);
  55096. }
  55097. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55098. /**
  55099. * Gets the root Animatable used to synchronize and normalize animations
  55100. */
  55101. get: function () {
  55102. return this._syncRoot;
  55103. },
  55104. enumerable: true,
  55105. configurable: true
  55106. });
  55107. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55108. /**
  55109. * Gets the current frame of the first RuntimeAnimation
  55110. * Used to synchronize Animatables
  55111. */
  55112. get: function () {
  55113. if (this._runtimeAnimations.length === 0) {
  55114. return 0;
  55115. }
  55116. return this._runtimeAnimations[0].currentFrame;
  55117. },
  55118. enumerable: true,
  55119. configurable: true
  55120. });
  55121. Object.defineProperty(Animatable.prototype, "weight", {
  55122. /**
  55123. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55124. */
  55125. get: function () {
  55126. return this._weight;
  55127. },
  55128. set: function (value) {
  55129. if (value === -1) { // -1 is ok and means no weight
  55130. this._weight = -1;
  55131. return;
  55132. }
  55133. // Else weight must be in [0, 1] range
  55134. this._weight = Math.min(Math.max(value, 0), 1.0);
  55135. },
  55136. enumerable: true,
  55137. configurable: true
  55138. });
  55139. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55140. /**
  55141. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55142. */
  55143. get: function () {
  55144. return this._speedRatio;
  55145. },
  55146. set: function (value) {
  55147. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55148. var animation = this._runtimeAnimations[index];
  55149. animation._prepareForSpeedRatioChange(value);
  55150. }
  55151. this._speedRatio = value;
  55152. },
  55153. enumerable: true,
  55154. configurable: true
  55155. });
  55156. // Methods
  55157. /**
  55158. * Synchronize and normalize current Animatable with a source Animatable
  55159. * This is useful when using animation weights and when animations are not of the same length
  55160. * @param root defines the root Animatable to synchronize with
  55161. * @returns the current Animatable
  55162. */
  55163. Animatable.prototype.syncWith = function (root) {
  55164. this._syncRoot = root;
  55165. if (root) {
  55166. // Make sure this animatable will animate after the root
  55167. var index = this._scene._activeAnimatables.indexOf(this);
  55168. if (index > -1) {
  55169. this._scene._activeAnimatables.splice(index, 1);
  55170. this._scene._activeAnimatables.push(this);
  55171. }
  55172. }
  55173. return this;
  55174. };
  55175. /**
  55176. * Gets the list of runtime animations
  55177. * @returns an array of RuntimeAnimation
  55178. */
  55179. Animatable.prototype.getAnimations = function () {
  55180. return this._runtimeAnimations;
  55181. };
  55182. /**
  55183. * Adds more animations to the current animatable
  55184. * @param target defines the target of the animations
  55185. * @param animations defines the new animations to add
  55186. */
  55187. Animatable.prototype.appendAnimations = function (target, animations) {
  55188. for (var index = 0; index < animations.length; index++) {
  55189. var animation = animations[index];
  55190. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55191. }
  55192. };
  55193. /**
  55194. * Gets the source animation for a specific property
  55195. * @param property defines the propertyu to look for
  55196. * @returns null or the source animation for the given property
  55197. */
  55198. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55199. var runtimeAnimations = this._runtimeAnimations;
  55200. for (var index = 0; index < runtimeAnimations.length; index++) {
  55201. if (runtimeAnimations[index].animation.targetProperty === property) {
  55202. return runtimeAnimations[index].animation;
  55203. }
  55204. }
  55205. return null;
  55206. };
  55207. /**
  55208. * Gets the runtime animation for a specific property
  55209. * @param property defines the propertyu to look for
  55210. * @returns null or the runtime animation for the given property
  55211. */
  55212. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55213. var runtimeAnimations = this._runtimeAnimations;
  55214. for (var index = 0; index < runtimeAnimations.length; index++) {
  55215. if (runtimeAnimations[index].animation.targetProperty === property) {
  55216. return runtimeAnimations[index];
  55217. }
  55218. }
  55219. return null;
  55220. };
  55221. /**
  55222. * Resets the animatable to its original state
  55223. */
  55224. Animatable.prototype.reset = function () {
  55225. var runtimeAnimations = this._runtimeAnimations;
  55226. for (var index = 0; index < runtimeAnimations.length; index++) {
  55227. runtimeAnimations[index].reset(true);
  55228. }
  55229. this._localDelayOffset = null;
  55230. this._pausedDelay = null;
  55231. };
  55232. /**
  55233. * Allows the animatable to blend with current running animations
  55234. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55235. * @param blendingSpeed defines the blending speed to use
  55236. */
  55237. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55238. var runtimeAnimations = this._runtimeAnimations;
  55239. for (var index = 0; index < runtimeAnimations.length; index++) {
  55240. runtimeAnimations[index].animation.enableBlending = true;
  55241. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55242. }
  55243. };
  55244. /**
  55245. * Disable animation blending
  55246. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55247. */
  55248. Animatable.prototype.disableBlending = function () {
  55249. var runtimeAnimations = this._runtimeAnimations;
  55250. for (var index = 0; index < runtimeAnimations.length; index++) {
  55251. runtimeAnimations[index].animation.enableBlending = false;
  55252. }
  55253. };
  55254. /**
  55255. * Jump directly to a given frame
  55256. * @param frame defines the frame to jump to
  55257. */
  55258. Animatable.prototype.goToFrame = function (frame) {
  55259. var runtimeAnimations = this._runtimeAnimations;
  55260. if (runtimeAnimations[0]) {
  55261. var fps = runtimeAnimations[0].animation.framePerSecond;
  55262. var currentFrame = runtimeAnimations[0].currentFrame;
  55263. var adjustTime = frame - currentFrame;
  55264. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55265. if (this._localDelayOffset === null) {
  55266. this._localDelayOffset = 0;
  55267. }
  55268. this._localDelayOffset -= delay;
  55269. }
  55270. for (var index = 0; index < runtimeAnimations.length; index++) {
  55271. runtimeAnimations[index].goToFrame(frame);
  55272. }
  55273. };
  55274. /**
  55275. * Pause the animation
  55276. */
  55277. Animatable.prototype.pause = function () {
  55278. if (this._paused) {
  55279. return;
  55280. }
  55281. this._paused = true;
  55282. };
  55283. /**
  55284. * Restart the animation
  55285. */
  55286. Animatable.prototype.restart = function () {
  55287. this._paused = false;
  55288. };
  55289. Animatable.prototype._raiseOnAnimationEnd = function () {
  55290. if (this.onAnimationEnd) {
  55291. this.onAnimationEnd();
  55292. }
  55293. this.onAnimationEndObservable.notifyObservers(this);
  55294. };
  55295. /**
  55296. * Stop and delete the current animation
  55297. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55298. * @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)
  55299. */
  55300. Animatable.prototype.stop = function (animationName, targetMask) {
  55301. if (animationName || targetMask) {
  55302. var idx = this._scene._activeAnimatables.indexOf(this);
  55303. if (idx > -1) {
  55304. var runtimeAnimations = this._runtimeAnimations;
  55305. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55306. var runtimeAnimation = runtimeAnimations[index];
  55307. if (animationName && runtimeAnimation.animation.name != animationName) {
  55308. continue;
  55309. }
  55310. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55311. continue;
  55312. }
  55313. runtimeAnimation.dispose();
  55314. runtimeAnimations.splice(index, 1);
  55315. }
  55316. if (runtimeAnimations.length == 0) {
  55317. this._scene._activeAnimatables.splice(idx, 1);
  55318. this._raiseOnAnimationEnd();
  55319. }
  55320. }
  55321. }
  55322. else {
  55323. var index = this._scene._activeAnimatables.indexOf(this);
  55324. if (index > -1) {
  55325. this._scene._activeAnimatables.splice(index, 1);
  55326. var runtimeAnimations = this._runtimeAnimations;
  55327. for (var index = 0; index < runtimeAnimations.length; index++) {
  55328. runtimeAnimations[index].dispose();
  55329. }
  55330. this._raiseOnAnimationEnd();
  55331. }
  55332. }
  55333. };
  55334. /**
  55335. * Wait asynchronously for the animation to end
  55336. * @returns a promise which will be fullfilled when the animation ends
  55337. */
  55338. Animatable.prototype.waitAsync = function () {
  55339. var _this = this;
  55340. return new Promise(function (resolve, reject) {
  55341. _this.onAnimationEndObservable.add(function () {
  55342. resolve(_this);
  55343. }, undefined, undefined, _this, true);
  55344. });
  55345. };
  55346. /** @hidden */
  55347. Animatable.prototype._animate = function (delay) {
  55348. if (this._paused) {
  55349. this.animationStarted = false;
  55350. if (this._pausedDelay === null) {
  55351. this._pausedDelay = delay;
  55352. }
  55353. return true;
  55354. }
  55355. if (this._localDelayOffset === null) {
  55356. this._localDelayOffset = delay;
  55357. this._pausedDelay = null;
  55358. }
  55359. else if (this._pausedDelay !== null) {
  55360. this._localDelayOffset += delay - this._pausedDelay;
  55361. this._pausedDelay = null;
  55362. }
  55363. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55364. return true;
  55365. }
  55366. // Animating
  55367. var running = false;
  55368. var runtimeAnimations = this._runtimeAnimations;
  55369. var index;
  55370. for (index = 0; index < runtimeAnimations.length; index++) {
  55371. var animation = runtimeAnimations[index];
  55372. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55373. running = running || isRunning;
  55374. }
  55375. this.animationStarted = running;
  55376. if (!running) {
  55377. if (this.disposeOnEnd) {
  55378. // Remove from active animatables
  55379. index = this._scene._activeAnimatables.indexOf(this);
  55380. this._scene._activeAnimatables.splice(index, 1);
  55381. // Dispose all runtime animations
  55382. for (index = 0; index < runtimeAnimations.length; index++) {
  55383. runtimeAnimations[index].dispose();
  55384. }
  55385. }
  55386. this._raiseOnAnimationEnd();
  55387. if (this.disposeOnEnd) {
  55388. this.onAnimationEnd = null;
  55389. this.onAnimationEndObservable.clear();
  55390. }
  55391. }
  55392. return running;
  55393. };
  55394. return Animatable;
  55395. }());
  55396. BABYLON.Animatable = Animatable;
  55397. })(BABYLON || (BABYLON = {}));
  55398. //# sourceMappingURL=babylon.animatable.js.map
  55399. var BABYLON;
  55400. (function (BABYLON) {
  55401. /**
  55402. * Base class used for every default easing function.
  55403. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55404. */
  55405. var EasingFunction = /** @class */ (function () {
  55406. function EasingFunction() {
  55407. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55408. }
  55409. /**
  55410. * Sets the easing mode of the current function.
  55411. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55412. */
  55413. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55414. var n = Math.min(Math.max(easingMode, 0), 2);
  55415. this._easingMode = n;
  55416. };
  55417. /**
  55418. * Gets the current easing mode.
  55419. * @returns the easing mode
  55420. */
  55421. EasingFunction.prototype.getEasingMode = function () {
  55422. return this._easingMode;
  55423. };
  55424. /**
  55425. * @hidden
  55426. */
  55427. EasingFunction.prototype.easeInCore = function (gradient) {
  55428. throw new Error('You must implement this method');
  55429. };
  55430. /**
  55431. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55432. * of the easing function.
  55433. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55434. * @returns the corresponding value on the curve defined by the easing function
  55435. */
  55436. EasingFunction.prototype.ease = function (gradient) {
  55437. switch (this._easingMode) {
  55438. case EasingFunction.EASINGMODE_EASEIN:
  55439. return this.easeInCore(gradient);
  55440. case EasingFunction.EASINGMODE_EASEOUT:
  55441. return (1 - this.easeInCore(1 - gradient));
  55442. }
  55443. if (gradient >= 0.5) {
  55444. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55445. }
  55446. return (this.easeInCore(gradient * 2) * 0.5);
  55447. };
  55448. /**
  55449. * Interpolation follows the mathematical formula associated with the easing function.
  55450. */
  55451. EasingFunction.EASINGMODE_EASEIN = 0;
  55452. /**
  55453. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55454. */
  55455. EasingFunction.EASINGMODE_EASEOUT = 1;
  55456. /**
  55457. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55458. */
  55459. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55460. return EasingFunction;
  55461. }());
  55462. BABYLON.EasingFunction = EasingFunction;
  55463. /**
  55464. * Easing function with a circle shape (see link below).
  55465. * @see https://easings.net/#easeInCirc
  55466. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55467. */
  55468. var CircleEase = /** @class */ (function (_super) {
  55469. __extends(CircleEase, _super);
  55470. function CircleEase() {
  55471. return _super !== null && _super.apply(this, arguments) || this;
  55472. }
  55473. /** @hidden */
  55474. CircleEase.prototype.easeInCore = function (gradient) {
  55475. gradient = Math.max(0, Math.min(1, gradient));
  55476. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55477. };
  55478. return CircleEase;
  55479. }(EasingFunction));
  55480. BABYLON.CircleEase = CircleEase;
  55481. /**
  55482. * Easing function with a ease back shape (see link below).
  55483. * @see https://easings.net/#easeInBack
  55484. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55485. */
  55486. var BackEase = /** @class */ (function (_super) {
  55487. __extends(BackEase, _super);
  55488. /**
  55489. * Instantiates a back ease easing
  55490. * @see https://easings.net/#easeInBack
  55491. * @param amplitude Defines the amplitude of the function
  55492. */
  55493. function BackEase(
  55494. /** Defines the amplitude of the function */
  55495. amplitude) {
  55496. if (amplitude === void 0) { amplitude = 1; }
  55497. var _this = _super.call(this) || this;
  55498. _this.amplitude = amplitude;
  55499. return _this;
  55500. }
  55501. /** @hidden */
  55502. BackEase.prototype.easeInCore = function (gradient) {
  55503. var num = Math.max(0, this.amplitude);
  55504. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55505. };
  55506. return BackEase;
  55507. }(EasingFunction));
  55508. BABYLON.BackEase = BackEase;
  55509. /**
  55510. * Easing function with a bouncing shape (see link below).
  55511. * @see https://easings.net/#easeInBounce
  55512. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55513. */
  55514. var BounceEase = /** @class */ (function (_super) {
  55515. __extends(BounceEase, _super);
  55516. /**
  55517. * Instantiates a bounce easing
  55518. * @see https://easings.net/#easeInBounce
  55519. * @param bounces Defines the number of bounces
  55520. * @param bounciness Defines the amplitude of the bounce
  55521. */
  55522. function BounceEase(
  55523. /** Defines the number of bounces */
  55524. bounces,
  55525. /** Defines the amplitude of the bounce */
  55526. bounciness) {
  55527. if (bounces === void 0) { bounces = 3; }
  55528. if (bounciness === void 0) { bounciness = 2; }
  55529. var _this = _super.call(this) || this;
  55530. _this.bounces = bounces;
  55531. _this.bounciness = bounciness;
  55532. return _this;
  55533. }
  55534. /** @hidden */
  55535. BounceEase.prototype.easeInCore = function (gradient) {
  55536. var y = Math.max(0.0, this.bounces);
  55537. var bounciness = this.bounciness;
  55538. if (bounciness <= 1.0) {
  55539. bounciness = 1.001;
  55540. }
  55541. var num9 = Math.pow(bounciness, y);
  55542. var num5 = 1.0 - bounciness;
  55543. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55544. var num15 = gradient * num4;
  55545. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55546. var num3 = Math.floor(num65);
  55547. var num13 = num3 + 1.0;
  55548. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55549. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55550. var num7 = (num8 + num12) * 0.5;
  55551. var num6 = gradient - num7;
  55552. var num2 = num7 - num8;
  55553. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55554. };
  55555. return BounceEase;
  55556. }(EasingFunction));
  55557. BABYLON.BounceEase = BounceEase;
  55558. /**
  55559. * Easing function with a power of 3 shape (see link below).
  55560. * @see https://easings.net/#easeInCubic
  55561. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55562. */
  55563. var CubicEase = /** @class */ (function (_super) {
  55564. __extends(CubicEase, _super);
  55565. function CubicEase() {
  55566. return _super !== null && _super.apply(this, arguments) || this;
  55567. }
  55568. /** @hidden */
  55569. CubicEase.prototype.easeInCore = function (gradient) {
  55570. return (gradient * gradient * gradient);
  55571. };
  55572. return CubicEase;
  55573. }(EasingFunction));
  55574. BABYLON.CubicEase = CubicEase;
  55575. /**
  55576. * Easing function with an elastic shape (see link below).
  55577. * @see https://easings.net/#easeInElastic
  55578. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55579. */
  55580. var ElasticEase = /** @class */ (function (_super) {
  55581. __extends(ElasticEase, _super);
  55582. /**
  55583. * Instantiates an elastic easing function
  55584. * @see https://easings.net/#easeInElastic
  55585. * @param oscillations Defines the number of oscillations
  55586. * @param springiness Defines the amplitude of the oscillations
  55587. */
  55588. function ElasticEase(
  55589. /** Defines the number of oscillations*/
  55590. oscillations,
  55591. /** Defines the amplitude of the oscillations*/
  55592. springiness) {
  55593. if (oscillations === void 0) { oscillations = 3; }
  55594. if (springiness === void 0) { springiness = 3; }
  55595. var _this = _super.call(this) || this;
  55596. _this.oscillations = oscillations;
  55597. _this.springiness = springiness;
  55598. return _this;
  55599. }
  55600. /** @hidden */
  55601. ElasticEase.prototype.easeInCore = function (gradient) {
  55602. var num2;
  55603. var num3 = Math.max(0.0, this.oscillations);
  55604. var num = Math.max(0.0, this.springiness);
  55605. if (num == 0) {
  55606. num2 = gradient;
  55607. }
  55608. else {
  55609. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55610. }
  55611. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55612. };
  55613. return ElasticEase;
  55614. }(EasingFunction));
  55615. BABYLON.ElasticEase = ElasticEase;
  55616. /**
  55617. * Easing function with an exponential shape (see link below).
  55618. * @see https://easings.net/#easeInExpo
  55619. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55620. */
  55621. var ExponentialEase = /** @class */ (function (_super) {
  55622. __extends(ExponentialEase, _super);
  55623. /**
  55624. * Instantiates an exponential easing function
  55625. * @see https://easings.net/#easeInExpo
  55626. * @param exponent Defines the exponent of the function
  55627. */
  55628. function ExponentialEase(
  55629. /** Defines the exponent of the function */
  55630. exponent) {
  55631. if (exponent === void 0) { exponent = 2; }
  55632. var _this = _super.call(this) || this;
  55633. _this.exponent = exponent;
  55634. return _this;
  55635. }
  55636. /** @hidden */
  55637. ExponentialEase.prototype.easeInCore = function (gradient) {
  55638. if (this.exponent <= 0) {
  55639. return gradient;
  55640. }
  55641. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55642. };
  55643. return ExponentialEase;
  55644. }(EasingFunction));
  55645. BABYLON.ExponentialEase = ExponentialEase;
  55646. /**
  55647. * Easing function with a power shape (see link below).
  55648. * @see https://easings.net/#easeInQuad
  55649. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55650. */
  55651. var PowerEase = /** @class */ (function (_super) {
  55652. __extends(PowerEase, _super);
  55653. /**
  55654. * Instantiates an power base easing function
  55655. * @see https://easings.net/#easeInQuad
  55656. * @param power Defines the power of the function
  55657. */
  55658. function PowerEase(
  55659. /** Defines the power of the function */
  55660. power) {
  55661. if (power === void 0) { power = 2; }
  55662. var _this = _super.call(this) || this;
  55663. _this.power = power;
  55664. return _this;
  55665. }
  55666. /** @hidden */
  55667. PowerEase.prototype.easeInCore = function (gradient) {
  55668. var y = Math.max(0.0, this.power);
  55669. return Math.pow(gradient, y);
  55670. };
  55671. return PowerEase;
  55672. }(EasingFunction));
  55673. BABYLON.PowerEase = PowerEase;
  55674. /**
  55675. * Easing function with a power of 2 shape (see link below).
  55676. * @see https://easings.net/#easeInQuad
  55677. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55678. */
  55679. var QuadraticEase = /** @class */ (function (_super) {
  55680. __extends(QuadraticEase, _super);
  55681. function QuadraticEase() {
  55682. return _super !== null && _super.apply(this, arguments) || this;
  55683. }
  55684. /** @hidden */
  55685. QuadraticEase.prototype.easeInCore = function (gradient) {
  55686. return (gradient * gradient);
  55687. };
  55688. return QuadraticEase;
  55689. }(EasingFunction));
  55690. BABYLON.QuadraticEase = QuadraticEase;
  55691. /**
  55692. * Easing function with a power of 4 shape (see link below).
  55693. * @see https://easings.net/#easeInQuart
  55694. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55695. */
  55696. var QuarticEase = /** @class */ (function (_super) {
  55697. __extends(QuarticEase, _super);
  55698. function QuarticEase() {
  55699. return _super !== null && _super.apply(this, arguments) || this;
  55700. }
  55701. /** @hidden */
  55702. QuarticEase.prototype.easeInCore = function (gradient) {
  55703. return (gradient * gradient * gradient * gradient);
  55704. };
  55705. return QuarticEase;
  55706. }(EasingFunction));
  55707. BABYLON.QuarticEase = QuarticEase;
  55708. /**
  55709. * Easing function with a power of 5 shape (see link below).
  55710. * @see https://easings.net/#easeInQuint
  55711. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55712. */
  55713. var QuinticEase = /** @class */ (function (_super) {
  55714. __extends(QuinticEase, _super);
  55715. function QuinticEase() {
  55716. return _super !== null && _super.apply(this, arguments) || this;
  55717. }
  55718. /** @hidden */
  55719. QuinticEase.prototype.easeInCore = function (gradient) {
  55720. return (gradient * gradient * gradient * gradient * gradient);
  55721. };
  55722. return QuinticEase;
  55723. }(EasingFunction));
  55724. BABYLON.QuinticEase = QuinticEase;
  55725. /**
  55726. * Easing function with a sin shape (see link below).
  55727. * @see https://easings.net/#easeInSine
  55728. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55729. */
  55730. var SineEase = /** @class */ (function (_super) {
  55731. __extends(SineEase, _super);
  55732. function SineEase() {
  55733. return _super !== null && _super.apply(this, arguments) || this;
  55734. }
  55735. /** @hidden */
  55736. SineEase.prototype.easeInCore = function (gradient) {
  55737. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55738. };
  55739. return SineEase;
  55740. }(EasingFunction));
  55741. BABYLON.SineEase = SineEase;
  55742. /**
  55743. * Easing function with a bezier shape (see link below).
  55744. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55745. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55746. */
  55747. var BezierCurveEase = /** @class */ (function (_super) {
  55748. __extends(BezierCurveEase, _super);
  55749. /**
  55750. * Instantiates a bezier function
  55751. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55752. * @param x1 Defines the x component of the start tangent in the bezier curve
  55753. * @param y1 Defines the y component of the start tangent in the bezier curve
  55754. * @param x2 Defines the x component of the end tangent in the bezier curve
  55755. * @param y2 Defines the y component of the end tangent in the bezier curve
  55756. */
  55757. function BezierCurveEase(
  55758. /** Defines the x component of the start tangent in the bezier curve */
  55759. x1,
  55760. /** Defines the y component of the start tangent in the bezier curve */
  55761. y1,
  55762. /** Defines the x component of the end tangent in the bezier curve */
  55763. x2,
  55764. /** Defines the y component of the end tangent in the bezier curve */
  55765. y2) {
  55766. if (x1 === void 0) { x1 = 0; }
  55767. if (y1 === void 0) { y1 = 0; }
  55768. if (x2 === void 0) { x2 = 1; }
  55769. if (y2 === void 0) { y2 = 1; }
  55770. var _this = _super.call(this) || this;
  55771. _this.x1 = x1;
  55772. _this.y1 = y1;
  55773. _this.x2 = x2;
  55774. _this.y2 = y2;
  55775. return _this;
  55776. }
  55777. /** @hidden */
  55778. BezierCurveEase.prototype.easeInCore = function (gradient) {
  55779. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  55780. };
  55781. return BezierCurveEase;
  55782. }(EasingFunction));
  55783. BABYLON.BezierCurveEase = BezierCurveEase;
  55784. })(BABYLON || (BABYLON = {}));
  55785. //# sourceMappingURL=babylon.easing.js.map
  55786. var BABYLON;
  55787. (function (BABYLON) {
  55788. /**
  55789. * A Condition applied to an Action
  55790. */
  55791. var Condition = /** @class */ (function () {
  55792. /**
  55793. * Creates a new Condition
  55794. * @param actionManager the manager of the action the condition is applied to
  55795. */
  55796. function Condition(actionManager) {
  55797. this._actionManager = actionManager;
  55798. }
  55799. /**
  55800. * Check if the current condition is valid
  55801. * @returns a boolean
  55802. */
  55803. Condition.prototype.isValid = function () {
  55804. return true;
  55805. };
  55806. /**
  55807. * Internal only
  55808. * @hidden
  55809. */
  55810. Condition.prototype._getProperty = function (propertyPath) {
  55811. return this._actionManager._getProperty(propertyPath);
  55812. };
  55813. /**
  55814. * Internal only
  55815. * @hidden
  55816. */
  55817. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  55818. return this._actionManager._getEffectiveTarget(target, propertyPath);
  55819. };
  55820. /**
  55821. * Serialize placeholder for child classes
  55822. * @returns the serialized object
  55823. */
  55824. Condition.prototype.serialize = function () {
  55825. };
  55826. /**
  55827. * Internal only
  55828. * @hidden
  55829. */
  55830. Condition.prototype._serialize = function (serializedCondition) {
  55831. return {
  55832. type: 2,
  55833. children: [],
  55834. name: serializedCondition.name,
  55835. properties: serializedCondition.properties
  55836. };
  55837. };
  55838. return Condition;
  55839. }());
  55840. BABYLON.Condition = Condition;
  55841. /**
  55842. * Defines specific conditional operators as extensions of Condition
  55843. */
  55844. var ValueCondition = /** @class */ (function (_super) {
  55845. __extends(ValueCondition, _super);
  55846. /**
  55847. * Creates a new ValueCondition
  55848. * @param actionManager manager for the action the condition applies to
  55849. * @param target for the action
  55850. * @param propertyPath path to specify the property of the target the conditional operator uses
  55851. * @param value the value compared by the conditional operator against the current value of the property
  55852. * @param operator the conditional operator, default ValueCondition.IsEqual
  55853. */
  55854. function ValueCondition(actionManager, target,
  55855. /** path to specify the property of the target the conditional operator uses */
  55856. propertyPath,
  55857. /** the value compared by the conditional operator against the current value of the property */
  55858. value,
  55859. /** the conditional operator, default ValueCondition.IsEqual */
  55860. operator) {
  55861. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  55862. var _this = _super.call(this, actionManager) || this;
  55863. _this.propertyPath = propertyPath;
  55864. _this.value = value;
  55865. _this.operator = operator;
  55866. _this._target = target;
  55867. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  55868. _this._property = _this._getProperty(_this.propertyPath);
  55869. return _this;
  55870. }
  55871. Object.defineProperty(ValueCondition, "IsEqual", {
  55872. /**
  55873. * returns the number for IsEqual
  55874. */
  55875. get: function () {
  55876. return ValueCondition._IsEqual;
  55877. },
  55878. enumerable: true,
  55879. configurable: true
  55880. });
  55881. Object.defineProperty(ValueCondition, "IsDifferent", {
  55882. /**
  55883. * Returns the number for IsDifferent
  55884. */
  55885. get: function () {
  55886. return ValueCondition._IsDifferent;
  55887. },
  55888. enumerable: true,
  55889. configurable: true
  55890. });
  55891. Object.defineProperty(ValueCondition, "IsGreater", {
  55892. /**
  55893. * Returns the number for IsGreater
  55894. */
  55895. get: function () {
  55896. return ValueCondition._IsGreater;
  55897. },
  55898. enumerable: true,
  55899. configurable: true
  55900. });
  55901. Object.defineProperty(ValueCondition, "IsLesser", {
  55902. /**
  55903. * Returns the number for IsLesser
  55904. */
  55905. get: function () {
  55906. return ValueCondition._IsLesser;
  55907. },
  55908. enumerable: true,
  55909. configurable: true
  55910. });
  55911. /**
  55912. * Compares the given value with the property value for the specified conditional operator
  55913. * @returns the result of the comparison
  55914. */
  55915. ValueCondition.prototype.isValid = function () {
  55916. switch (this.operator) {
  55917. case ValueCondition.IsGreater:
  55918. return this._effectiveTarget[this._property] > this.value;
  55919. case ValueCondition.IsLesser:
  55920. return this._effectiveTarget[this._property] < this.value;
  55921. case ValueCondition.IsEqual:
  55922. case ValueCondition.IsDifferent:
  55923. var check;
  55924. if (this.value.equals) {
  55925. check = this.value.equals(this._effectiveTarget[this._property]);
  55926. }
  55927. else {
  55928. check = this.value === this._effectiveTarget[this._property];
  55929. }
  55930. return this.operator === ValueCondition.IsEqual ? check : !check;
  55931. }
  55932. return false;
  55933. };
  55934. /**
  55935. * Serialize the ValueCondition into a JSON compatible object
  55936. * @returns serialization object
  55937. */
  55938. ValueCondition.prototype.serialize = function () {
  55939. return this._serialize({
  55940. name: "ValueCondition",
  55941. properties: [
  55942. BABYLON.Action._GetTargetProperty(this._target),
  55943. { name: "propertyPath", value: this.propertyPath },
  55944. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  55945. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  55946. ]
  55947. });
  55948. };
  55949. /**
  55950. * Gets the name of the conditional operator for the ValueCondition
  55951. * @param operator the conditional operator
  55952. * @returns the name
  55953. */
  55954. ValueCondition.GetOperatorName = function (operator) {
  55955. switch (operator) {
  55956. case ValueCondition._IsEqual: return "IsEqual";
  55957. case ValueCondition._IsDifferent: return "IsDifferent";
  55958. case ValueCondition._IsGreater: return "IsGreater";
  55959. case ValueCondition._IsLesser: return "IsLesser";
  55960. default: return "";
  55961. }
  55962. };
  55963. /**
  55964. * Internal only
  55965. * @hidden
  55966. */
  55967. ValueCondition._IsEqual = 0;
  55968. /**
  55969. * Internal only
  55970. * @hidden
  55971. */
  55972. ValueCondition._IsDifferent = 1;
  55973. /**
  55974. * Internal only
  55975. * @hidden
  55976. */
  55977. ValueCondition._IsGreater = 2;
  55978. /**
  55979. * Internal only
  55980. * @hidden
  55981. */
  55982. ValueCondition._IsLesser = 3;
  55983. return ValueCondition;
  55984. }(Condition));
  55985. BABYLON.ValueCondition = ValueCondition;
  55986. /**
  55987. * Defines a predicate condition as an extension of Condition
  55988. */
  55989. var PredicateCondition = /** @class */ (function (_super) {
  55990. __extends(PredicateCondition, _super);
  55991. /**
  55992. * Creates a new PredicateCondition
  55993. * @param actionManager manager for the action the condition applies to
  55994. * @param predicate defines the predicate function used to validate the condition
  55995. */
  55996. function PredicateCondition(actionManager,
  55997. /** defines the predicate function used to validate the condition */
  55998. predicate) {
  55999. var _this = _super.call(this, actionManager) || this;
  56000. _this.predicate = predicate;
  56001. return _this;
  56002. }
  56003. /**
  56004. * @returns the validity of the predicate condition
  56005. */
  56006. PredicateCondition.prototype.isValid = function () {
  56007. return this.predicate();
  56008. };
  56009. return PredicateCondition;
  56010. }(Condition));
  56011. BABYLON.PredicateCondition = PredicateCondition;
  56012. /**
  56013. * Defines a state condition as an extension of Condition
  56014. */
  56015. var StateCondition = /** @class */ (function (_super) {
  56016. __extends(StateCondition, _super);
  56017. /**
  56018. * Creates a new StateCondition
  56019. * @param actionManager manager for the action the condition applies to
  56020. * @param target of the condition
  56021. * @param value to compare with target state
  56022. */
  56023. function StateCondition(actionManager, target,
  56024. /** Value to compare with target state */
  56025. value) {
  56026. var _this = _super.call(this, actionManager) || this;
  56027. _this.value = value;
  56028. _this._target = target;
  56029. return _this;
  56030. }
  56031. /**
  56032. * Gets a boolean indicating if the current condition is met
  56033. * @returns the validity of the state
  56034. */
  56035. StateCondition.prototype.isValid = function () {
  56036. return this._target.state === this.value;
  56037. };
  56038. /**
  56039. * Serialize the StateCondition into a JSON compatible object
  56040. * @returns serialization object
  56041. */
  56042. StateCondition.prototype.serialize = function () {
  56043. return this._serialize({
  56044. name: "StateCondition",
  56045. properties: [
  56046. BABYLON.Action._GetTargetProperty(this._target),
  56047. { name: "value", value: this.value }
  56048. ]
  56049. });
  56050. };
  56051. return StateCondition;
  56052. }(Condition));
  56053. BABYLON.StateCondition = StateCondition;
  56054. })(BABYLON || (BABYLON = {}));
  56055. //# sourceMappingURL=babylon.condition.js.map
  56056. var BABYLON;
  56057. (function (BABYLON) {
  56058. /**
  56059. * The action to be carried out following a trigger
  56060. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56061. */
  56062. var Action = /** @class */ (function () {
  56063. /**
  56064. * Creates a new Action
  56065. * @param triggerOptions the trigger, with or without parameters, for the action
  56066. * @param condition an optional determinant of action
  56067. */
  56068. function Action(
  56069. /** the trigger, with or without parameters, for the action */
  56070. triggerOptions, condition) {
  56071. this.triggerOptions = triggerOptions;
  56072. /**
  56073. * An event triggered prior to action being executed.
  56074. */
  56075. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56076. if (triggerOptions.parameter) {
  56077. this.trigger = triggerOptions.trigger;
  56078. this._triggerParameter = triggerOptions.parameter;
  56079. }
  56080. else if (triggerOptions.trigger) {
  56081. this.trigger = triggerOptions.trigger;
  56082. }
  56083. else {
  56084. this.trigger = triggerOptions;
  56085. }
  56086. this._nextActiveAction = this;
  56087. this._condition = condition;
  56088. }
  56089. /**
  56090. * Internal only
  56091. * @hidden
  56092. */
  56093. Action.prototype._prepare = function () {
  56094. };
  56095. /**
  56096. * Gets the trigger parameters
  56097. * @returns the trigger parameters
  56098. */
  56099. Action.prototype.getTriggerParameter = function () {
  56100. return this._triggerParameter;
  56101. };
  56102. /**
  56103. * Internal only - executes current action event
  56104. * @hidden
  56105. */
  56106. Action.prototype._executeCurrent = function (evt) {
  56107. if (this._nextActiveAction._condition) {
  56108. var condition = this._nextActiveAction._condition;
  56109. var currentRenderId = this._actionManager.getScene().getRenderId();
  56110. // We cache the current evaluation for the current frame
  56111. if (condition._evaluationId === currentRenderId) {
  56112. if (!condition._currentResult) {
  56113. return;
  56114. }
  56115. }
  56116. else {
  56117. condition._evaluationId = currentRenderId;
  56118. if (!condition.isValid()) {
  56119. condition._currentResult = false;
  56120. return;
  56121. }
  56122. condition._currentResult = true;
  56123. }
  56124. }
  56125. this.onBeforeExecuteObservable.notifyObservers(this);
  56126. this._nextActiveAction.execute(evt);
  56127. this.skipToNextActiveAction();
  56128. };
  56129. /**
  56130. * Execute placeholder for child classes
  56131. * @param evt optional action event
  56132. */
  56133. Action.prototype.execute = function (evt) {
  56134. };
  56135. /**
  56136. * Skips to next active action
  56137. */
  56138. Action.prototype.skipToNextActiveAction = function () {
  56139. if (this._nextActiveAction._child) {
  56140. if (!this._nextActiveAction._child._actionManager) {
  56141. this._nextActiveAction._child._actionManager = this._actionManager;
  56142. }
  56143. this._nextActiveAction = this._nextActiveAction._child;
  56144. }
  56145. else {
  56146. this._nextActiveAction = this;
  56147. }
  56148. };
  56149. /**
  56150. * Adds action to chain of actions, may be a DoNothingAction
  56151. * @param action defines the next action to execute
  56152. * @returns The action passed in
  56153. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56154. */
  56155. Action.prototype.then = function (action) {
  56156. this._child = action;
  56157. action._actionManager = this._actionManager;
  56158. action._prepare();
  56159. return action;
  56160. };
  56161. /**
  56162. * Internal only
  56163. * @hidden
  56164. */
  56165. Action.prototype._getProperty = function (propertyPath) {
  56166. return this._actionManager._getProperty(propertyPath);
  56167. };
  56168. /**
  56169. * Internal only
  56170. * @hidden
  56171. */
  56172. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56173. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56174. };
  56175. /**
  56176. * Serialize placeholder for child classes
  56177. * @param parent of child
  56178. * @returns the serialized object
  56179. */
  56180. Action.prototype.serialize = function (parent) {
  56181. };
  56182. /**
  56183. * Internal only called by serialize
  56184. * @hidden
  56185. */
  56186. Action.prototype._serialize = function (serializedAction, parent) {
  56187. var serializationObject = {
  56188. type: 1,
  56189. children: [],
  56190. name: serializedAction.name,
  56191. properties: serializedAction.properties || []
  56192. };
  56193. // Serialize child
  56194. if (this._child) {
  56195. this._child.serialize(serializationObject);
  56196. }
  56197. // Check if "this" has a condition
  56198. if (this._condition) {
  56199. var serializedCondition = this._condition.serialize();
  56200. serializedCondition.children.push(serializationObject);
  56201. if (parent) {
  56202. parent.children.push(serializedCondition);
  56203. }
  56204. return serializedCondition;
  56205. }
  56206. if (parent) {
  56207. parent.children.push(serializationObject);
  56208. }
  56209. return serializationObject;
  56210. };
  56211. /**
  56212. * Internal only
  56213. * @hidden
  56214. */
  56215. Action._SerializeValueAsString = function (value) {
  56216. if (typeof value === "number") {
  56217. return value.toString();
  56218. }
  56219. if (typeof value === "boolean") {
  56220. return value ? "true" : "false";
  56221. }
  56222. if (value instanceof BABYLON.Vector2) {
  56223. return value.x + ", " + value.y;
  56224. }
  56225. if (value instanceof BABYLON.Vector3) {
  56226. return value.x + ", " + value.y + ", " + value.z;
  56227. }
  56228. if (value instanceof BABYLON.Color3) {
  56229. return value.r + ", " + value.g + ", " + value.b;
  56230. }
  56231. if (value instanceof BABYLON.Color4) {
  56232. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56233. }
  56234. return value; // string
  56235. };
  56236. /**
  56237. * Internal only
  56238. * @hidden
  56239. */
  56240. Action._GetTargetProperty = function (target) {
  56241. return {
  56242. name: "target",
  56243. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56244. : target instanceof BABYLON.Light ? "LightProperties"
  56245. : target instanceof BABYLON.Camera ? "CameraProperties"
  56246. : "SceneProperties",
  56247. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56248. };
  56249. };
  56250. return Action;
  56251. }());
  56252. BABYLON.Action = Action;
  56253. })(BABYLON || (BABYLON = {}));
  56254. //# sourceMappingURL=babylon.action.js.map
  56255. var BABYLON;
  56256. (function (BABYLON) {
  56257. /**
  56258. * ActionEvent is the event being sent when an action is triggered.
  56259. */
  56260. var ActionEvent = /** @class */ (function () {
  56261. /**
  56262. * Creates a new ActionEvent
  56263. * @param source The mesh or sprite that triggered the action
  56264. * @param pointerX The X mouse cursor position at the time of the event
  56265. * @param pointerY The Y mouse cursor position at the time of the event
  56266. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56267. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56268. * @param additionalData additional data for the event
  56269. */
  56270. function ActionEvent(
  56271. /** The mesh or sprite that triggered the action */
  56272. source,
  56273. /** The X mouse cursor position at the time of the event */
  56274. pointerX,
  56275. /** The Y mouse cursor position at the time of the event */
  56276. pointerY,
  56277. /** The mesh that is currently pointed at (can be null) */
  56278. meshUnderPointer,
  56279. /** the original (browser) event that triggered the ActionEvent */
  56280. sourceEvent,
  56281. /** additional data for the event */
  56282. additionalData) {
  56283. this.source = source;
  56284. this.pointerX = pointerX;
  56285. this.pointerY = pointerY;
  56286. this.meshUnderPointer = meshUnderPointer;
  56287. this.sourceEvent = sourceEvent;
  56288. this.additionalData = additionalData;
  56289. }
  56290. /**
  56291. * Helper function to auto-create an ActionEvent from a source mesh.
  56292. * @param source The source mesh that triggered the event
  56293. * @param evt The original (browser) event
  56294. * @param additionalData additional data for the event
  56295. * @returns the new ActionEvent
  56296. */
  56297. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56298. var scene = source.getScene();
  56299. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56300. };
  56301. /**
  56302. * Helper function to auto-create an ActionEvent from a source sprite
  56303. * @param source The source sprite that triggered the event
  56304. * @param scene Scene associated with the sprite
  56305. * @param evt The original (browser) event
  56306. * @param additionalData additional data for the event
  56307. * @returns the new ActionEvent
  56308. */
  56309. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56310. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56311. };
  56312. /**
  56313. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56314. * @param scene the scene where the event occurred
  56315. * @param evt The original (browser) event
  56316. * @returns the new ActionEvent
  56317. */
  56318. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56319. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56320. };
  56321. /**
  56322. * Helper function to auto-create an ActionEvent from a primitive
  56323. * @param prim defines the target primitive
  56324. * @param pointerPos defines the pointer position
  56325. * @param evt The original (browser) event
  56326. * @param additionalData additional data for the event
  56327. * @returns the new ActionEvent
  56328. */
  56329. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56330. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56331. };
  56332. return ActionEvent;
  56333. }());
  56334. BABYLON.ActionEvent = ActionEvent;
  56335. /**
  56336. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56337. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56338. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56339. */
  56340. var ActionManager = /** @class */ (function () {
  56341. /**
  56342. * Creates a new action manager
  56343. * @param scene defines the hosting scene
  56344. */
  56345. function ActionManager(scene) {
  56346. // Members
  56347. /** Gets the list of actions */
  56348. this.actions = new Array();
  56349. /** Gets the cursor to use when hovering items */
  56350. this.hoverCursor = '';
  56351. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56352. scene.actionManagers.push(this);
  56353. }
  56354. // Methods
  56355. /**
  56356. * Releases all associated resources
  56357. */
  56358. ActionManager.prototype.dispose = function () {
  56359. var index = this._scene.actionManagers.indexOf(this);
  56360. for (var i = 0; i < this.actions.length; i++) {
  56361. var action = this.actions[i];
  56362. ActionManager.Triggers[action.trigger]--;
  56363. if (ActionManager.Triggers[action.trigger] === 0) {
  56364. delete ActionManager.Triggers[action.trigger];
  56365. }
  56366. }
  56367. if (index > -1) {
  56368. this._scene.actionManagers.splice(index, 1);
  56369. }
  56370. };
  56371. /**
  56372. * Gets hosting scene
  56373. * @returns the hosting scene
  56374. */
  56375. ActionManager.prototype.getScene = function () {
  56376. return this._scene;
  56377. };
  56378. /**
  56379. * Does this action manager handles actions of any of the given triggers
  56380. * @param triggers defines the triggers to be tested
  56381. * @return a boolean indicating whether one (or more) of the triggers is handled
  56382. */
  56383. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56384. for (var index = 0; index < this.actions.length; index++) {
  56385. var action = this.actions[index];
  56386. if (triggers.indexOf(action.trigger) > -1) {
  56387. return true;
  56388. }
  56389. }
  56390. return false;
  56391. };
  56392. /**
  56393. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56394. * speed.
  56395. * @param triggerA defines the trigger to be tested
  56396. * @param triggerB defines the trigger to be tested
  56397. * @return a boolean indicating whether one (or more) of the triggers is handled
  56398. */
  56399. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56400. for (var index = 0; index < this.actions.length; index++) {
  56401. var action = this.actions[index];
  56402. if (triggerA == action.trigger || triggerB == action.trigger) {
  56403. return true;
  56404. }
  56405. }
  56406. return false;
  56407. };
  56408. /**
  56409. * Does this action manager handles actions of a given trigger
  56410. * @param trigger defines the trigger to be tested
  56411. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56412. * @return whether the trigger is handled
  56413. */
  56414. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56415. for (var index = 0; index < this.actions.length; index++) {
  56416. var action = this.actions[index];
  56417. if (action.trigger === trigger) {
  56418. if (parameterPredicate) {
  56419. if (parameterPredicate(action.getTriggerParameter())) {
  56420. return true;
  56421. }
  56422. }
  56423. else {
  56424. return true;
  56425. }
  56426. }
  56427. }
  56428. return false;
  56429. };
  56430. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56431. /**
  56432. * Does this action manager has pointer triggers
  56433. */
  56434. get: function () {
  56435. for (var index = 0; index < this.actions.length; index++) {
  56436. var action = this.actions[index];
  56437. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56438. return true;
  56439. }
  56440. }
  56441. return false;
  56442. },
  56443. enumerable: true,
  56444. configurable: true
  56445. });
  56446. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56447. /**
  56448. * Does this action manager has pick triggers
  56449. */
  56450. get: function () {
  56451. for (var index = 0; index < this.actions.length; index++) {
  56452. var action = this.actions[index];
  56453. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56454. return true;
  56455. }
  56456. }
  56457. return false;
  56458. },
  56459. enumerable: true,
  56460. configurable: true
  56461. });
  56462. Object.defineProperty(ActionManager, "HasTriggers", {
  56463. /**
  56464. * Does exist one action manager with at least one trigger
  56465. **/
  56466. get: function () {
  56467. for (var t in ActionManager.Triggers) {
  56468. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56469. return true;
  56470. }
  56471. }
  56472. return false;
  56473. },
  56474. enumerable: true,
  56475. configurable: true
  56476. });
  56477. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56478. /**
  56479. * Does exist one action manager with at least one pick trigger
  56480. **/
  56481. get: function () {
  56482. for (var t in ActionManager.Triggers) {
  56483. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56484. var t_int = parseInt(t);
  56485. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56486. return true;
  56487. }
  56488. }
  56489. }
  56490. return false;
  56491. },
  56492. enumerable: true,
  56493. configurable: true
  56494. });
  56495. /**
  56496. * Does exist one action manager that handles actions of a given trigger
  56497. * @param trigger defines the trigger to be tested
  56498. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56499. **/
  56500. ActionManager.HasSpecificTrigger = function (trigger) {
  56501. for (var t in ActionManager.Triggers) {
  56502. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56503. var t_int = parseInt(t);
  56504. if (t_int === trigger) {
  56505. return true;
  56506. }
  56507. }
  56508. }
  56509. return false;
  56510. };
  56511. /**
  56512. * Registers an action to this action manager
  56513. * @param action defines the action to be registered
  56514. * @return the action amended (prepared) after registration
  56515. */
  56516. ActionManager.prototype.registerAction = function (action) {
  56517. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56518. if (this.getScene().actionManager !== this) {
  56519. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56520. return null;
  56521. }
  56522. }
  56523. this.actions.push(action);
  56524. if (ActionManager.Triggers[action.trigger]) {
  56525. ActionManager.Triggers[action.trigger]++;
  56526. }
  56527. else {
  56528. ActionManager.Triggers[action.trigger] = 1;
  56529. }
  56530. action._actionManager = this;
  56531. action._prepare();
  56532. return action;
  56533. };
  56534. /**
  56535. * Unregisters an action to this action manager
  56536. * @param action defines the action to be unregistered
  56537. * @return a boolean indicating whether the action has been unregistered
  56538. */
  56539. ActionManager.prototype.unregisterAction = function (action) {
  56540. var index = this.actions.indexOf(action);
  56541. if (index !== -1) {
  56542. this.actions.splice(index, 1);
  56543. ActionManager.Triggers[action.trigger] -= 1;
  56544. if (ActionManager.Triggers[action.trigger] === 0) {
  56545. delete ActionManager.Triggers[action.trigger];
  56546. }
  56547. delete action._actionManager;
  56548. return true;
  56549. }
  56550. return false;
  56551. };
  56552. /**
  56553. * Process a specific trigger
  56554. * @param trigger defines the trigger to process
  56555. * @param evt defines the event details to be processed
  56556. */
  56557. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56558. for (var index = 0; index < this.actions.length; index++) {
  56559. var action = this.actions[index];
  56560. if (action.trigger === trigger) {
  56561. if (evt) {
  56562. if (trigger === ActionManager.OnKeyUpTrigger
  56563. || trigger === ActionManager.OnKeyDownTrigger) {
  56564. var parameter = action.getTriggerParameter();
  56565. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56566. if (!parameter.toLowerCase) {
  56567. continue;
  56568. }
  56569. var lowerCase = parameter.toLowerCase();
  56570. if (lowerCase !== evt.sourceEvent.key) {
  56571. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56572. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56573. if (actualkey !== lowerCase) {
  56574. continue;
  56575. }
  56576. }
  56577. }
  56578. }
  56579. }
  56580. action._executeCurrent(evt);
  56581. }
  56582. }
  56583. };
  56584. /** @hidden */
  56585. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56586. var properties = propertyPath.split(".");
  56587. for (var index = 0; index < properties.length - 1; index++) {
  56588. target = target[properties[index]];
  56589. }
  56590. return target;
  56591. };
  56592. /** @hidden */
  56593. ActionManager.prototype._getProperty = function (propertyPath) {
  56594. var properties = propertyPath.split(".");
  56595. return properties[properties.length - 1];
  56596. };
  56597. /**
  56598. * Serialize this manager to a JSON object
  56599. * @param name defines the property name to store this manager
  56600. * @returns a JSON representation of this manager
  56601. */
  56602. ActionManager.prototype.serialize = function (name) {
  56603. var root = {
  56604. children: new Array(),
  56605. name: name,
  56606. type: 3,
  56607. properties: new Array() // Empty for root but required
  56608. };
  56609. for (var i = 0; i < this.actions.length; i++) {
  56610. var triggerObject = {
  56611. type: 0,
  56612. children: new Array(),
  56613. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56614. properties: new Array()
  56615. };
  56616. var triggerOptions = this.actions[i].triggerOptions;
  56617. if (triggerOptions && typeof triggerOptions !== "number") {
  56618. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56619. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56620. }
  56621. else {
  56622. var parameter = {};
  56623. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56624. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56625. parameter._meshId = triggerOptions.parameter.mesh.id;
  56626. }
  56627. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56628. }
  56629. }
  56630. // Serialize child action, recursively
  56631. this.actions[i].serialize(triggerObject);
  56632. // Add serialized trigger
  56633. root.children.push(triggerObject);
  56634. }
  56635. return root;
  56636. };
  56637. /**
  56638. * Creates a new ActionManager from a JSON data
  56639. * @param parsedActions defines the JSON data to read from
  56640. * @param object defines the hosting mesh
  56641. * @param scene defines the hosting scene
  56642. */
  56643. ActionManager.Parse = function (parsedActions, object, scene) {
  56644. var actionManager = new ActionManager(scene);
  56645. if (object === null) {
  56646. scene.actionManager = actionManager;
  56647. }
  56648. else {
  56649. object.actionManager = actionManager;
  56650. }
  56651. // instanciate a new object
  56652. var instanciate = function (name, params) {
  56653. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56654. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56655. newInstance.constructor.apply(newInstance, params);
  56656. return newInstance;
  56657. };
  56658. var parseParameter = function (name, value, target, propertyPath) {
  56659. if (propertyPath === null) {
  56660. // String, boolean or float
  56661. var floatValue = parseFloat(value);
  56662. if (value === "true" || value === "false") {
  56663. return value === "true";
  56664. }
  56665. else {
  56666. return isNaN(floatValue) ? value : floatValue;
  56667. }
  56668. }
  56669. var effectiveTarget = propertyPath.split(".");
  56670. var values = value.split(",");
  56671. // Get effective Target
  56672. for (var i = 0; i < effectiveTarget.length; i++) {
  56673. target = target[effectiveTarget[i]];
  56674. }
  56675. // Return appropriate value with its type
  56676. if (typeof (target) === "boolean") {
  56677. return values[0] === "true";
  56678. }
  56679. if (typeof (target) === "string") {
  56680. return values[0];
  56681. }
  56682. // Parameters with multiple values such as Vector3 etc.
  56683. var split = new Array();
  56684. for (var i = 0; i < values.length; i++) {
  56685. split.push(parseFloat(values[i]));
  56686. }
  56687. if (target instanceof BABYLON.Vector3) {
  56688. return BABYLON.Vector3.FromArray(split);
  56689. }
  56690. if (target instanceof BABYLON.Vector4) {
  56691. return BABYLON.Vector4.FromArray(split);
  56692. }
  56693. if (target instanceof BABYLON.Color3) {
  56694. return BABYLON.Color3.FromArray(split);
  56695. }
  56696. if (target instanceof BABYLON.Color4) {
  56697. return BABYLON.Color4.FromArray(split);
  56698. }
  56699. return parseFloat(values[0]);
  56700. };
  56701. // traverse graph per trigger
  56702. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56703. if (combineArray === void 0) { combineArray = null; }
  56704. if (parsedAction.detached) {
  56705. return;
  56706. }
  56707. var parameters = new Array();
  56708. var target = null;
  56709. var propertyPath = null;
  56710. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56711. // Parameters
  56712. if (parsedAction.type === 2) {
  56713. parameters.push(actionManager);
  56714. }
  56715. else {
  56716. parameters.push(trigger);
  56717. }
  56718. if (combine) {
  56719. var actions = new Array();
  56720. for (var j = 0; j < parsedAction.combine.length; j++) {
  56721. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56722. }
  56723. parameters.push(actions);
  56724. }
  56725. else {
  56726. for (var i = 0; i < parsedAction.properties.length; i++) {
  56727. var value = parsedAction.properties[i].value;
  56728. var name = parsedAction.properties[i].name;
  56729. var targetType = parsedAction.properties[i].targetType;
  56730. if (name === "target") {
  56731. if (targetType !== null && targetType === "SceneProperties") {
  56732. value = target = scene;
  56733. }
  56734. else {
  56735. value = target = scene.getNodeByName(value);
  56736. }
  56737. }
  56738. else if (name === "parent") {
  56739. value = scene.getNodeByName(value);
  56740. }
  56741. else if (name === "sound") {
  56742. // Can not externalize to component, so only checks for the presence off the API.
  56743. if (scene.getSoundByName) {
  56744. value = scene.getSoundByName(value);
  56745. }
  56746. }
  56747. else if (name !== "propertyPath") {
  56748. if (parsedAction.type === 2 && name === "operator") {
  56749. value = BABYLON.ValueCondition[value];
  56750. }
  56751. else {
  56752. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  56753. }
  56754. }
  56755. else {
  56756. propertyPath = value;
  56757. }
  56758. parameters.push(value);
  56759. }
  56760. }
  56761. if (combineArray === null) {
  56762. parameters.push(condition);
  56763. }
  56764. else {
  56765. parameters.push(null);
  56766. }
  56767. // If interpolate value action
  56768. if (parsedAction.name === "InterpolateValueAction") {
  56769. var param = parameters[parameters.length - 2];
  56770. parameters[parameters.length - 1] = param;
  56771. parameters[parameters.length - 2] = condition;
  56772. }
  56773. // Action or condition(s) and not CombineAction
  56774. var newAction = instanciate(parsedAction.name, parameters);
  56775. if (newAction instanceof BABYLON.Condition && condition !== null) {
  56776. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  56777. if (action) {
  56778. action.then(nothing);
  56779. }
  56780. else {
  56781. actionManager.registerAction(nothing);
  56782. }
  56783. action = nothing;
  56784. }
  56785. if (combineArray === null) {
  56786. if (newAction instanceof BABYLON.Condition) {
  56787. condition = newAction;
  56788. newAction = action;
  56789. }
  56790. else {
  56791. condition = null;
  56792. if (action) {
  56793. action.then(newAction);
  56794. }
  56795. else {
  56796. actionManager.registerAction(newAction);
  56797. }
  56798. }
  56799. }
  56800. else {
  56801. combineArray.push(newAction);
  56802. }
  56803. for (var i = 0; i < parsedAction.children.length; i++) {
  56804. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  56805. }
  56806. };
  56807. // triggers
  56808. for (var i = 0; i < parsedActions.children.length; i++) {
  56809. var triggerParams;
  56810. var trigger = parsedActions.children[i];
  56811. if (trigger.properties.length > 0) {
  56812. var param = trigger.properties[0].value;
  56813. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  56814. if (value._meshId) {
  56815. value.mesh = scene.getMeshByID(value._meshId);
  56816. }
  56817. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  56818. }
  56819. else {
  56820. triggerParams = ActionManager[trigger.name];
  56821. }
  56822. for (var j = 0; j < trigger.children.length; j++) {
  56823. if (!trigger.detached) {
  56824. traverse(trigger.children[j], triggerParams, null, null);
  56825. }
  56826. }
  56827. }
  56828. };
  56829. /**
  56830. * Get a trigger name by index
  56831. * @param trigger defines the trigger index
  56832. * @returns a trigger name
  56833. */
  56834. ActionManager.GetTriggerName = function (trigger) {
  56835. switch (trigger) {
  56836. case 0: return "NothingTrigger";
  56837. case 1: return "OnPickTrigger";
  56838. case 2: return "OnLeftPickTrigger";
  56839. case 3: return "OnRightPickTrigger";
  56840. case 4: return "OnCenterPickTrigger";
  56841. case 5: return "OnPickDownTrigger";
  56842. case 6: return "OnPickUpTrigger";
  56843. case 7: return "OnLongPressTrigger";
  56844. case 8: return "OnPointerOverTrigger";
  56845. case 9: return "OnPointerOutTrigger";
  56846. case 10: return "OnEveryFrameTrigger";
  56847. case 11: return "OnIntersectionEnterTrigger";
  56848. case 12: return "OnIntersectionExitTrigger";
  56849. case 13: return "OnKeyDownTrigger";
  56850. case 14: return "OnKeyUpTrigger";
  56851. case 15: return "OnPickOutTrigger";
  56852. default: return "";
  56853. }
  56854. };
  56855. /**
  56856. * Nothing
  56857. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56858. */
  56859. ActionManager.NothingTrigger = 0;
  56860. /**
  56861. * On pick
  56862. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56863. */
  56864. ActionManager.OnPickTrigger = 1;
  56865. /**
  56866. * On left pick
  56867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56868. */
  56869. ActionManager.OnLeftPickTrigger = 2;
  56870. /**
  56871. * On right pick
  56872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56873. */
  56874. ActionManager.OnRightPickTrigger = 3;
  56875. /**
  56876. * On center pick
  56877. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56878. */
  56879. ActionManager.OnCenterPickTrigger = 4;
  56880. /**
  56881. * On pick down
  56882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56883. */
  56884. ActionManager.OnPickDownTrigger = 5;
  56885. /**
  56886. * On double pick
  56887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56888. */
  56889. ActionManager.OnDoublePickTrigger = 6;
  56890. /**
  56891. * On pick up
  56892. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56893. */
  56894. ActionManager.OnPickUpTrigger = 7;
  56895. /**
  56896. * On pick out.
  56897. * This trigger will only be raised if you also declared a OnPickDown
  56898. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56899. */
  56900. ActionManager.OnPickOutTrigger = 16;
  56901. /**
  56902. * On long press
  56903. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56904. */
  56905. ActionManager.OnLongPressTrigger = 8;
  56906. /**
  56907. * On pointer over
  56908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56909. */
  56910. ActionManager.OnPointerOverTrigger = 9;
  56911. /**
  56912. * On pointer out
  56913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56914. */
  56915. ActionManager.OnPointerOutTrigger = 10;
  56916. /**
  56917. * On every frame
  56918. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56919. */
  56920. ActionManager.OnEveryFrameTrigger = 11;
  56921. /**
  56922. * On intersection enter
  56923. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56924. */
  56925. ActionManager.OnIntersectionEnterTrigger = 12;
  56926. /**
  56927. * On intersection exit
  56928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56929. */
  56930. ActionManager.OnIntersectionExitTrigger = 13;
  56931. /**
  56932. * On key down
  56933. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56934. */
  56935. ActionManager.OnKeyDownTrigger = 14;
  56936. /**
  56937. * On key up
  56938. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  56939. */
  56940. ActionManager.OnKeyUpTrigger = 15;
  56941. /** Gets the list of active triggers */
  56942. ActionManager.Triggers = {};
  56943. return ActionManager;
  56944. }());
  56945. BABYLON.ActionManager = ActionManager;
  56946. })(BABYLON || (BABYLON = {}));
  56947. //# sourceMappingURL=babylon.actionManager.js.map
  56948. var BABYLON;
  56949. (function (BABYLON) {
  56950. /**
  56951. * This defines an action responsible to change the value of a property
  56952. * by interpolating between its current value and the newly set one once triggered.
  56953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56954. */
  56955. var InterpolateValueAction = /** @class */ (function (_super) {
  56956. __extends(InterpolateValueAction, _super);
  56957. /**
  56958. * Instantiate the action
  56959. * @param triggerOptions defines the trigger options
  56960. * @param target defines the object containing the value to interpolate
  56961. * @param propertyPath defines the path to the property in the target object
  56962. * @param value defines the target value at the end of the interpolation
  56963. * @param duration deines the time it will take for the property to interpolate to the value.
  56964. * @param condition defines the trigger related conditions
  56965. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  56966. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  56967. */
  56968. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  56969. if (duration === void 0) { duration = 1000; }
  56970. var _this = _super.call(this, triggerOptions, condition) || this;
  56971. /**
  56972. * Defines the time it will take for the property to interpolate to the value.
  56973. */
  56974. _this.duration = 1000;
  56975. /**
  56976. * Observable triggered once the interpolation animation has been done.
  56977. */
  56978. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  56979. _this.propertyPath = propertyPath;
  56980. _this.value = value;
  56981. _this.duration = duration;
  56982. _this.stopOtherAnimations = stopOtherAnimations;
  56983. _this.onInterpolationDone = onInterpolationDone;
  56984. _this._target = _this._effectiveTarget = target;
  56985. return _this;
  56986. }
  56987. /** @hidden */
  56988. InterpolateValueAction.prototype._prepare = function () {
  56989. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  56990. this._property = this._getProperty(this.propertyPath);
  56991. };
  56992. /**
  56993. * Execute the action starts the value interpolation.
  56994. */
  56995. InterpolateValueAction.prototype.execute = function () {
  56996. var _this = this;
  56997. var scene = this._actionManager.getScene();
  56998. var keys = [
  56999. {
  57000. frame: 0,
  57001. value: this._effectiveTarget[this._property]
  57002. }, {
  57003. frame: 100,
  57004. value: this.value
  57005. }
  57006. ];
  57007. var dataType;
  57008. if (typeof this.value === "number") {
  57009. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57010. }
  57011. else if (this.value instanceof BABYLON.Color3) {
  57012. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57013. }
  57014. else if (this.value instanceof BABYLON.Vector3) {
  57015. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57016. }
  57017. else if (this.value instanceof BABYLON.Matrix) {
  57018. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57019. }
  57020. else if (this.value instanceof BABYLON.Quaternion) {
  57021. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57022. }
  57023. else {
  57024. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57025. return;
  57026. }
  57027. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57028. animation.setKeys(keys);
  57029. if (this.stopOtherAnimations) {
  57030. scene.stopAnimation(this._effectiveTarget);
  57031. }
  57032. var wrapper = function () {
  57033. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57034. if (_this.onInterpolationDone) {
  57035. _this.onInterpolationDone();
  57036. }
  57037. };
  57038. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57039. };
  57040. /**
  57041. * Serializes the actions and its related information.
  57042. * @param parent defines the object to serialize in
  57043. * @returns the serialized object
  57044. */
  57045. InterpolateValueAction.prototype.serialize = function (parent) {
  57046. return _super.prototype._serialize.call(this, {
  57047. name: "InterpolateValueAction",
  57048. properties: [
  57049. BABYLON.Action._GetTargetProperty(this._target),
  57050. { name: "propertyPath", value: this.propertyPath },
  57051. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57052. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57053. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57054. ]
  57055. }, parent);
  57056. };
  57057. return InterpolateValueAction;
  57058. }(BABYLON.Action));
  57059. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57060. })(BABYLON || (BABYLON = {}));
  57061. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57062. var BABYLON;
  57063. (function (BABYLON) {
  57064. /**
  57065. * This defines an action responsible to toggle a boolean once triggered.
  57066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57067. */
  57068. var SwitchBooleanAction = /** @class */ (function (_super) {
  57069. __extends(SwitchBooleanAction, _super);
  57070. /**
  57071. * Instantiate the action
  57072. * @param triggerOptions defines the trigger options
  57073. * @param target defines the object containing the boolean
  57074. * @param propertyPath defines the path to the boolean property in the target object
  57075. * @param condition defines the trigger related conditions
  57076. */
  57077. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57078. var _this = _super.call(this, triggerOptions, condition) || this;
  57079. _this.propertyPath = propertyPath;
  57080. _this._target = _this._effectiveTarget = target;
  57081. return _this;
  57082. }
  57083. /** @hidden */
  57084. SwitchBooleanAction.prototype._prepare = function () {
  57085. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57086. this._property = this._getProperty(this.propertyPath);
  57087. };
  57088. /**
  57089. * Execute the action toggle the boolean value.
  57090. */
  57091. SwitchBooleanAction.prototype.execute = function () {
  57092. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57093. };
  57094. /**
  57095. * Serializes the actions and its related information.
  57096. * @param parent defines the object to serialize in
  57097. * @returns the serialized object
  57098. */
  57099. SwitchBooleanAction.prototype.serialize = function (parent) {
  57100. return _super.prototype._serialize.call(this, {
  57101. name: "SwitchBooleanAction",
  57102. properties: [
  57103. BABYLON.Action._GetTargetProperty(this._target),
  57104. { name: "propertyPath", value: this.propertyPath }
  57105. ]
  57106. }, parent);
  57107. };
  57108. return SwitchBooleanAction;
  57109. }(BABYLON.Action));
  57110. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57111. /**
  57112. * This defines an action responsible to set a the state field of the target
  57113. * to a desired value once triggered.
  57114. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57115. */
  57116. var SetStateAction = /** @class */ (function (_super) {
  57117. __extends(SetStateAction, _super);
  57118. /**
  57119. * Instantiate the action
  57120. * @param triggerOptions defines the trigger options
  57121. * @param target defines the object containing the state property
  57122. * @param value defines the value to store in the state field
  57123. * @param condition defines the trigger related conditions
  57124. */
  57125. function SetStateAction(triggerOptions, target, value, condition) {
  57126. var _this = _super.call(this, triggerOptions, condition) || this;
  57127. _this.value = value;
  57128. _this._target = target;
  57129. return _this;
  57130. }
  57131. /**
  57132. * Execute the action and store the value on the target state property.
  57133. */
  57134. SetStateAction.prototype.execute = function () {
  57135. this._target.state = this.value;
  57136. };
  57137. /**
  57138. * Serializes the actions and its related information.
  57139. * @param parent defines the object to serialize in
  57140. * @returns the serialized object
  57141. */
  57142. SetStateAction.prototype.serialize = function (parent) {
  57143. return _super.prototype._serialize.call(this, {
  57144. name: "SetStateAction",
  57145. properties: [
  57146. BABYLON.Action._GetTargetProperty(this._target),
  57147. { name: "value", value: this.value }
  57148. ]
  57149. }, parent);
  57150. };
  57151. return SetStateAction;
  57152. }(BABYLON.Action));
  57153. BABYLON.SetStateAction = SetStateAction;
  57154. /**
  57155. * This defines an action responsible to set a property of the target
  57156. * to a desired value once triggered.
  57157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57158. */
  57159. var SetValueAction = /** @class */ (function (_super) {
  57160. __extends(SetValueAction, _super);
  57161. /**
  57162. * Instantiate the action
  57163. * @param triggerOptions defines the trigger options
  57164. * @param target defines the object containing the property
  57165. * @param propertyPath defines the path of the property to set in the target
  57166. * @param value defines the value to set in the property
  57167. * @param condition defines the trigger related conditions
  57168. */
  57169. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57170. var _this = _super.call(this, triggerOptions, condition) || this;
  57171. _this.propertyPath = propertyPath;
  57172. _this.value = value;
  57173. _this._target = _this._effectiveTarget = target;
  57174. return _this;
  57175. }
  57176. /** @hidden */
  57177. SetValueAction.prototype._prepare = function () {
  57178. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57179. this._property = this._getProperty(this.propertyPath);
  57180. };
  57181. /**
  57182. * Execute the action and set the targetted property to the desired value.
  57183. */
  57184. SetValueAction.prototype.execute = function () {
  57185. this._effectiveTarget[this._property] = this.value;
  57186. if (this._target.markAsDirty) {
  57187. this._target.markAsDirty(this._property);
  57188. }
  57189. };
  57190. /**
  57191. * Serializes the actions and its related information.
  57192. * @param parent defines the object to serialize in
  57193. * @returns the serialized object
  57194. */
  57195. SetValueAction.prototype.serialize = function (parent) {
  57196. return _super.prototype._serialize.call(this, {
  57197. name: "SetValueAction",
  57198. properties: [
  57199. BABYLON.Action._GetTargetProperty(this._target),
  57200. { name: "propertyPath", value: this.propertyPath },
  57201. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57202. ]
  57203. }, parent);
  57204. };
  57205. return SetValueAction;
  57206. }(BABYLON.Action));
  57207. BABYLON.SetValueAction = SetValueAction;
  57208. /**
  57209. * This defines an action responsible to increment the target value
  57210. * to a desired value once triggered.
  57211. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57212. */
  57213. var IncrementValueAction = /** @class */ (function (_super) {
  57214. __extends(IncrementValueAction, _super);
  57215. /**
  57216. * Instantiate the action
  57217. * @param triggerOptions defines the trigger options
  57218. * @param target defines the object containing the property
  57219. * @param propertyPath defines the path of the property to increment in the target
  57220. * @param value defines the value value we should increment the property by
  57221. * @param condition defines the trigger related conditions
  57222. */
  57223. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57224. var _this = _super.call(this, triggerOptions, condition) || this;
  57225. _this.propertyPath = propertyPath;
  57226. _this.value = value;
  57227. _this._target = _this._effectiveTarget = target;
  57228. return _this;
  57229. }
  57230. /** @hidden */
  57231. IncrementValueAction.prototype._prepare = function () {
  57232. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57233. this._property = this._getProperty(this.propertyPath);
  57234. if (typeof this._effectiveTarget[this._property] !== "number") {
  57235. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57236. }
  57237. };
  57238. /**
  57239. * Execute the action and increment the target of the value amount.
  57240. */
  57241. IncrementValueAction.prototype.execute = function () {
  57242. this._effectiveTarget[this._property] += this.value;
  57243. if (this._target.markAsDirty) {
  57244. this._target.markAsDirty(this._property);
  57245. }
  57246. };
  57247. /**
  57248. * Serializes the actions and its related information.
  57249. * @param parent defines the object to serialize in
  57250. * @returns the serialized object
  57251. */
  57252. IncrementValueAction.prototype.serialize = function (parent) {
  57253. return _super.prototype._serialize.call(this, {
  57254. name: "IncrementValueAction",
  57255. properties: [
  57256. BABYLON.Action._GetTargetProperty(this._target),
  57257. { name: "propertyPath", value: this.propertyPath },
  57258. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57259. ]
  57260. }, parent);
  57261. };
  57262. return IncrementValueAction;
  57263. }(BABYLON.Action));
  57264. BABYLON.IncrementValueAction = IncrementValueAction;
  57265. /**
  57266. * This defines an action responsible to start an animation once triggered.
  57267. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57268. */
  57269. var PlayAnimationAction = /** @class */ (function (_super) {
  57270. __extends(PlayAnimationAction, _super);
  57271. /**
  57272. * Instantiate the action
  57273. * @param triggerOptions defines the trigger options
  57274. * @param target defines the target animation or animation name
  57275. * @param from defines from where the animation should start (animation frame)
  57276. * @param end defines where the animation should stop (animation frame)
  57277. * @param loop defines if the animation should loop or stop after the first play
  57278. * @param condition defines the trigger related conditions
  57279. */
  57280. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57281. var _this = _super.call(this, triggerOptions, condition) || this;
  57282. _this.from = from;
  57283. _this.to = to;
  57284. _this.loop = loop;
  57285. _this._target = target;
  57286. return _this;
  57287. }
  57288. /** @hidden */
  57289. PlayAnimationAction.prototype._prepare = function () {
  57290. };
  57291. /**
  57292. * Execute the action and play the animation.
  57293. */
  57294. PlayAnimationAction.prototype.execute = function () {
  57295. var scene = this._actionManager.getScene();
  57296. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57297. };
  57298. /**
  57299. * Serializes the actions and its related information.
  57300. * @param parent defines the object to serialize in
  57301. * @returns the serialized object
  57302. */
  57303. PlayAnimationAction.prototype.serialize = function (parent) {
  57304. return _super.prototype._serialize.call(this, {
  57305. name: "PlayAnimationAction",
  57306. properties: [
  57307. BABYLON.Action._GetTargetProperty(this._target),
  57308. { name: "from", value: String(this.from) },
  57309. { name: "to", value: String(this.to) },
  57310. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57311. ]
  57312. }, parent);
  57313. };
  57314. return PlayAnimationAction;
  57315. }(BABYLON.Action));
  57316. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57317. /**
  57318. * This defines an action responsible to stop an animation once triggered.
  57319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57320. */
  57321. var StopAnimationAction = /** @class */ (function (_super) {
  57322. __extends(StopAnimationAction, _super);
  57323. /**
  57324. * Instantiate the action
  57325. * @param triggerOptions defines the trigger options
  57326. * @param target defines the target animation or animation name
  57327. * @param condition defines the trigger related conditions
  57328. */
  57329. function StopAnimationAction(triggerOptions, target, condition) {
  57330. var _this = _super.call(this, triggerOptions, condition) || this;
  57331. _this._target = target;
  57332. return _this;
  57333. }
  57334. /** @hidden */
  57335. StopAnimationAction.prototype._prepare = function () {
  57336. };
  57337. /**
  57338. * Execute the action and stop the animation.
  57339. */
  57340. StopAnimationAction.prototype.execute = function () {
  57341. var scene = this._actionManager.getScene();
  57342. scene.stopAnimation(this._target);
  57343. };
  57344. /**
  57345. * Serializes the actions and its related information.
  57346. * @param parent defines the object to serialize in
  57347. * @returns the serialized object
  57348. */
  57349. StopAnimationAction.prototype.serialize = function (parent) {
  57350. return _super.prototype._serialize.call(this, {
  57351. name: "StopAnimationAction",
  57352. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57353. }, parent);
  57354. };
  57355. return StopAnimationAction;
  57356. }(BABYLON.Action));
  57357. BABYLON.StopAnimationAction = StopAnimationAction;
  57358. /**
  57359. * This defines an action responsible that does nothing once triggered.
  57360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57361. */
  57362. var DoNothingAction = /** @class */ (function (_super) {
  57363. __extends(DoNothingAction, _super);
  57364. /**
  57365. * Instantiate the action
  57366. * @param triggerOptions defines the trigger options
  57367. * @param condition defines the trigger related conditions
  57368. */
  57369. function DoNothingAction(triggerOptions, condition) {
  57370. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57371. return _super.call(this, triggerOptions, condition) || this;
  57372. }
  57373. /**
  57374. * Execute the action and do nothing.
  57375. */
  57376. DoNothingAction.prototype.execute = function () {
  57377. };
  57378. /**
  57379. * Serializes the actions and its related information.
  57380. * @param parent defines the object to serialize in
  57381. * @returns the serialized object
  57382. */
  57383. DoNothingAction.prototype.serialize = function (parent) {
  57384. return _super.prototype._serialize.call(this, {
  57385. name: "DoNothingAction",
  57386. properties: []
  57387. }, parent);
  57388. };
  57389. return DoNothingAction;
  57390. }(BABYLON.Action));
  57391. BABYLON.DoNothingAction = DoNothingAction;
  57392. /**
  57393. * This defines an action responsible to trigger several actions once triggered.
  57394. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57395. */
  57396. var CombineAction = /** @class */ (function (_super) {
  57397. __extends(CombineAction, _super);
  57398. /**
  57399. * Instantiate the action
  57400. * @param triggerOptions defines the trigger options
  57401. * @param children defines the list of aggregated animations to run
  57402. * @param condition defines the trigger related conditions
  57403. */
  57404. function CombineAction(triggerOptions, children, condition) {
  57405. var _this = _super.call(this, triggerOptions, condition) || this;
  57406. _this.children = children;
  57407. return _this;
  57408. }
  57409. /** @hidden */
  57410. CombineAction.prototype._prepare = function () {
  57411. for (var index = 0; index < this.children.length; index++) {
  57412. this.children[index]._actionManager = this._actionManager;
  57413. this.children[index]._prepare();
  57414. }
  57415. };
  57416. /**
  57417. * Execute the action and executes all the aggregated actions.
  57418. */
  57419. CombineAction.prototype.execute = function (evt) {
  57420. for (var index = 0; index < this.children.length; index++) {
  57421. this.children[index].execute(evt);
  57422. }
  57423. };
  57424. /**
  57425. * Serializes the actions and its related information.
  57426. * @param parent defines the object to serialize in
  57427. * @returns the serialized object
  57428. */
  57429. CombineAction.prototype.serialize = function (parent) {
  57430. var serializationObject = _super.prototype._serialize.call(this, {
  57431. name: "CombineAction",
  57432. properties: [],
  57433. combine: []
  57434. }, parent);
  57435. for (var i = 0; i < this.children.length; i++) {
  57436. serializationObject.combine.push(this.children[i].serialize(null));
  57437. }
  57438. return serializationObject;
  57439. };
  57440. return CombineAction;
  57441. }(BABYLON.Action));
  57442. BABYLON.CombineAction = CombineAction;
  57443. /**
  57444. * This defines an action responsible to run code (external event) once triggered.
  57445. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57446. */
  57447. var ExecuteCodeAction = /** @class */ (function (_super) {
  57448. __extends(ExecuteCodeAction, _super);
  57449. /**
  57450. * Instantiate the action
  57451. * @param triggerOptions defines the trigger options
  57452. * @param func defines the callback function to run
  57453. * @param condition defines the trigger related conditions
  57454. */
  57455. function ExecuteCodeAction(triggerOptions, func, condition) {
  57456. var _this = _super.call(this, triggerOptions, condition) || this;
  57457. _this.func = func;
  57458. return _this;
  57459. }
  57460. /**
  57461. * Execute the action and run the attached code.
  57462. */
  57463. ExecuteCodeAction.prototype.execute = function (evt) {
  57464. this.func(evt);
  57465. };
  57466. return ExecuteCodeAction;
  57467. }(BABYLON.Action));
  57468. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57469. /**
  57470. * This defines an action responsible to set the parent property of the target once triggered.
  57471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57472. */
  57473. var SetParentAction = /** @class */ (function (_super) {
  57474. __extends(SetParentAction, _super);
  57475. /**
  57476. * Instantiate the action
  57477. * @param triggerOptions defines the trigger options
  57478. * @param target defines the target containing the parent property
  57479. * @param parent defines from where the animation should start (animation frame)
  57480. * @param condition defines the trigger related conditions
  57481. */
  57482. function SetParentAction(triggerOptions, target, parent, condition) {
  57483. var _this = _super.call(this, triggerOptions, condition) || this;
  57484. _this._target = target;
  57485. _this._parent = parent;
  57486. return _this;
  57487. }
  57488. /** @hidden */
  57489. SetParentAction.prototype._prepare = function () {
  57490. };
  57491. /**
  57492. * Execute the action and set the parent property.
  57493. */
  57494. SetParentAction.prototype.execute = function () {
  57495. if (this._target.parent === this._parent) {
  57496. return;
  57497. }
  57498. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57499. invertParentWorldMatrix.invert();
  57500. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57501. this._target.parent = this._parent;
  57502. };
  57503. /**
  57504. * Serializes the actions and its related information.
  57505. * @param parent defines the object to serialize in
  57506. * @returns the serialized object
  57507. */
  57508. SetParentAction.prototype.serialize = function (parent) {
  57509. return _super.prototype._serialize.call(this, {
  57510. name: "SetParentAction",
  57511. properties: [
  57512. BABYLON.Action._GetTargetProperty(this._target),
  57513. BABYLON.Action._GetTargetProperty(this._parent),
  57514. ]
  57515. }, parent);
  57516. };
  57517. return SetParentAction;
  57518. }(BABYLON.Action));
  57519. BABYLON.SetParentAction = SetParentAction;
  57520. })(BABYLON || (BABYLON = {}));
  57521. //# sourceMappingURL=babylon.directActions.js.map
  57522. var BABYLON;
  57523. (function (BABYLON) {
  57524. /**
  57525. * Class used to manage multiple sprites on the same spritesheet
  57526. * @see http://doc.babylonjs.com/babylon101/sprites
  57527. */
  57528. var SpriteManager = /** @class */ (function () {
  57529. /**
  57530. * Creates a new sprite manager
  57531. * @param name defines the manager's name
  57532. * @param imgUrl defines the sprite sheet url
  57533. * @param capacity defines the maximum allowed number of sprites
  57534. * @param cellSize defines the size of a sprite cell
  57535. * @param scene defines the hosting scene
  57536. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57537. * @param samplingMode defines the smapling mode to use with spritesheet
  57538. */
  57539. function SpriteManager(
  57540. /** defines the manager's name */
  57541. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57542. if (epsilon === void 0) { epsilon = 0.01; }
  57543. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57544. this.name = name;
  57545. /** Gets the list of sprites */
  57546. this.sprites = new Array();
  57547. /** Gets or sets the rendering group id (0 by default) */
  57548. this.renderingGroupId = 0;
  57549. /** Gets or sets camera layer mask */
  57550. this.layerMask = 0x0FFFFFFF;
  57551. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57552. this.fogEnabled = true;
  57553. /** Gets or sets a boolean indicating if the sprites are pickable */
  57554. this.isPickable = false;
  57555. /**
  57556. * An event triggered when the manager is disposed.
  57557. */
  57558. this.onDisposeObservable = new BABYLON.Observable();
  57559. this._vertexBuffers = {};
  57560. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57561. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57562. }
  57563. this._capacity = capacity;
  57564. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57565. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57566. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57567. if (cellSize.width && cellSize.height) {
  57568. this.cellWidth = cellSize.width;
  57569. this.cellHeight = cellSize.height;
  57570. }
  57571. else if (cellSize !== undefined) {
  57572. this.cellWidth = cellSize;
  57573. this.cellHeight = cellSize;
  57574. }
  57575. else {
  57576. return;
  57577. }
  57578. this._epsilon = epsilon;
  57579. this._scene = scene;
  57580. this._scene.spriteManagers.push(this);
  57581. var indices = [];
  57582. var index = 0;
  57583. for (var count = 0; count < capacity; count++) {
  57584. indices.push(index);
  57585. indices.push(index + 1);
  57586. indices.push(index + 2);
  57587. indices.push(index);
  57588. indices.push(index + 2);
  57589. indices.push(index + 3);
  57590. index += 4;
  57591. }
  57592. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57593. // VBO
  57594. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57595. this._vertexData = new Float32Array(capacity * 16 * 4);
  57596. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57597. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57598. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57599. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57600. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57601. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57602. this._vertexBuffers["options"] = options;
  57603. this._vertexBuffers["cellInfo"] = cellInfo;
  57604. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57605. // Effects
  57606. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57607. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57608. }
  57609. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57610. /**
  57611. * Callback called when the manager is disposed
  57612. */
  57613. set: function (callback) {
  57614. if (this._onDisposeObserver) {
  57615. this.onDisposeObservable.remove(this._onDisposeObserver);
  57616. }
  57617. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57618. },
  57619. enumerable: true,
  57620. configurable: true
  57621. });
  57622. Object.defineProperty(SpriteManager.prototype, "texture", {
  57623. /**
  57624. * Gets or sets the spritesheet texture
  57625. */
  57626. get: function () {
  57627. return this._spriteTexture;
  57628. },
  57629. set: function (value) {
  57630. this._spriteTexture = value;
  57631. },
  57632. enumerable: true,
  57633. configurable: true
  57634. });
  57635. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57636. var arrayOffset = index * 16;
  57637. if (offsetX === 0) {
  57638. offsetX = this._epsilon;
  57639. }
  57640. else if (offsetX === 1) {
  57641. offsetX = 1 - this._epsilon;
  57642. }
  57643. if (offsetY === 0) {
  57644. offsetY = this._epsilon;
  57645. }
  57646. else if (offsetY === 1) {
  57647. offsetY = 1 - this._epsilon;
  57648. }
  57649. this._vertexData[arrayOffset] = sprite.position.x;
  57650. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57651. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57652. this._vertexData[arrayOffset + 3] = sprite.angle;
  57653. this._vertexData[arrayOffset + 4] = sprite.width;
  57654. this._vertexData[arrayOffset + 5] = sprite.height;
  57655. this._vertexData[arrayOffset + 6] = offsetX;
  57656. this._vertexData[arrayOffset + 7] = offsetY;
  57657. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57658. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57659. var offset = (sprite.cellIndex / rowSize) >> 0;
  57660. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57661. this._vertexData[arrayOffset + 11] = offset;
  57662. // Color
  57663. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57664. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57665. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57666. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57667. };
  57668. /**
  57669. * Intersects the sprites with a ray
  57670. * @param ray defines the ray to intersect with
  57671. * @param camera defines the current active camera
  57672. * @param predicate defines a predicate used to select candidate sprites
  57673. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57674. * @returns null if no hit or a PickingInfo
  57675. */
  57676. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57677. var count = Math.min(this._capacity, this.sprites.length);
  57678. var min = BABYLON.Vector3.Zero();
  57679. var max = BABYLON.Vector3.Zero();
  57680. var distance = Number.MAX_VALUE;
  57681. var currentSprite = null;
  57682. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57683. var cameraView = camera.getViewMatrix();
  57684. for (var index = 0; index < count; index++) {
  57685. var sprite = this.sprites[index];
  57686. if (!sprite) {
  57687. continue;
  57688. }
  57689. if (predicate) {
  57690. if (!predicate(sprite)) {
  57691. continue;
  57692. }
  57693. }
  57694. else if (!sprite.isPickable) {
  57695. continue;
  57696. }
  57697. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57698. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57699. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57700. if (ray.intersectsBoxMinMax(min, max)) {
  57701. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57702. if (distance > currentDistance) {
  57703. distance = currentDistance;
  57704. currentSprite = sprite;
  57705. if (fastCheck) {
  57706. break;
  57707. }
  57708. }
  57709. }
  57710. }
  57711. if (currentSprite) {
  57712. var result = new BABYLON.PickingInfo();
  57713. result.hit = true;
  57714. result.pickedSprite = currentSprite;
  57715. result.distance = distance;
  57716. return result;
  57717. }
  57718. return null;
  57719. };
  57720. /**
  57721. * Render all child sprites
  57722. */
  57723. SpriteManager.prototype.render = function () {
  57724. // Check
  57725. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57726. return;
  57727. }
  57728. var engine = this._scene.getEngine();
  57729. var baseSize = this._spriteTexture.getBaseSize();
  57730. // Sprites
  57731. var deltaTime = engine.getDeltaTime();
  57732. var max = Math.min(this._capacity, this.sprites.length);
  57733. var rowSize = baseSize.width / this.cellWidth;
  57734. var offset = 0;
  57735. for (var index = 0; index < max; index++) {
  57736. var sprite = this.sprites[index];
  57737. if (!sprite || !sprite.isVisible) {
  57738. continue;
  57739. }
  57740. sprite._animate(deltaTime);
  57741. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57742. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57743. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57744. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57745. }
  57746. this._buffer.update(this._vertexData);
  57747. // Render
  57748. var effect = this._effectBase;
  57749. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57750. effect = this._effectFog;
  57751. }
  57752. engine.enableEffect(effect);
  57753. var viewMatrix = this._scene.getViewMatrix();
  57754. effect.setTexture("diffuseSampler", this._spriteTexture);
  57755. effect.setMatrix("view", viewMatrix);
  57756. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  57757. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  57758. // Fog
  57759. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57760. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  57761. effect.setColor3("vFogColor", this._scene.fogColor);
  57762. }
  57763. // VBOs
  57764. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  57765. // Draw order
  57766. engine.setDepthFunctionToLessOrEqual();
  57767. effect.setBool("alphaTest", true);
  57768. engine.setColorWrite(false);
  57769. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57770. engine.setColorWrite(true);
  57771. effect.setBool("alphaTest", false);
  57772. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57773. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57774. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57775. };
  57776. /**
  57777. * Release associated resources
  57778. */
  57779. SpriteManager.prototype.dispose = function () {
  57780. if (this._buffer) {
  57781. this._buffer.dispose();
  57782. this._buffer = null;
  57783. }
  57784. if (this._indexBuffer) {
  57785. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  57786. this._indexBuffer = null;
  57787. }
  57788. if (this._spriteTexture) {
  57789. this._spriteTexture.dispose();
  57790. this._spriteTexture = null;
  57791. }
  57792. // Remove from scene
  57793. var index = this._scene.spriteManagers.indexOf(this);
  57794. this._scene.spriteManagers.splice(index, 1);
  57795. // Callback
  57796. this.onDisposeObservable.notifyObservers(this);
  57797. this.onDisposeObservable.clear();
  57798. };
  57799. return SpriteManager;
  57800. }());
  57801. BABYLON.SpriteManager = SpriteManager;
  57802. })(BABYLON || (BABYLON = {}));
  57803. //# sourceMappingURL=babylon.spriteManager.js.map
  57804. var BABYLON;
  57805. (function (BABYLON) {
  57806. /**
  57807. * Class used to represent a sprite
  57808. * @see http://doc.babylonjs.com/babylon101/sprites
  57809. */
  57810. var Sprite = /** @class */ (function () {
  57811. /**
  57812. * Creates a new Sprite
  57813. * @param name defines the name
  57814. * @param manager defines the manager
  57815. */
  57816. function Sprite(
  57817. /** defines the name */
  57818. name, manager) {
  57819. this.name = name;
  57820. /** Gets or sets the main color */
  57821. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57822. /** Gets or sets the width */
  57823. this.width = 1.0;
  57824. /** Gets or sets the height */
  57825. this.height = 1.0;
  57826. /** Gets or sets rotation angle */
  57827. this.angle = 0;
  57828. /** Gets or sets the cell index in the sprite sheet */
  57829. this.cellIndex = 0;
  57830. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  57831. this.invertU = 0;
  57832. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  57833. this.invertV = 0;
  57834. /** Gets the list of attached animations */
  57835. this.animations = new Array();
  57836. /** Gets or sets a boolean indicating if the sprite can be picked */
  57837. this.isPickable = false;
  57838. this._animationStarted = false;
  57839. this._loopAnimation = false;
  57840. this._fromIndex = 0;
  57841. this._toIndex = 0;
  57842. this._delay = 0;
  57843. this._direction = 1;
  57844. this._time = 0;
  57845. /**
  57846. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  57847. */
  57848. this.isVisible = true;
  57849. this._manager = manager;
  57850. this._manager.sprites.push(this);
  57851. this.position = BABYLON.Vector3.Zero();
  57852. }
  57853. Object.defineProperty(Sprite.prototype, "size", {
  57854. /**
  57855. * Gets or sets the sprite size
  57856. */
  57857. get: function () {
  57858. return this.width;
  57859. },
  57860. set: function (value) {
  57861. this.width = value;
  57862. this.height = value;
  57863. },
  57864. enumerable: true,
  57865. configurable: true
  57866. });
  57867. /**
  57868. * Starts an animation
  57869. * @param from defines the initial key
  57870. * @param to defines the end key
  57871. * @param loop defines if the animation must loop
  57872. * @param delay defines the start delay (in ms)
  57873. * @param onAnimationEnd defines a callback to call when animation ends
  57874. */
  57875. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  57876. this._fromIndex = from;
  57877. this._toIndex = to;
  57878. this._loopAnimation = loop;
  57879. this._delay = delay;
  57880. this._animationStarted = true;
  57881. this._direction = from < to ? 1 : -1;
  57882. this.cellIndex = from;
  57883. this._time = 0;
  57884. this._onAnimationEnd = onAnimationEnd;
  57885. };
  57886. /** Stops current animation (if any) */
  57887. Sprite.prototype.stopAnimation = function () {
  57888. this._animationStarted = false;
  57889. };
  57890. /** @hidden */
  57891. Sprite.prototype._animate = function (deltaTime) {
  57892. if (!this._animationStarted) {
  57893. return;
  57894. }
  57895. this._time += deltaTime;
  57896. if (this._time > this._delay) {
  57897. this._time = this._time % this._delay;
  57898. this.cellIndex += this._direction;
  57899. if (this.cellIndex > this._toIndex) {
  57900. if (this._loopAnimation) {
  57901. this.cellIndex = this._fromIndex;
  57902. }
  57903. else {
  57904. this.cellIndex = this._toIndex;
  57905. this._animationStarted = false;
  57906. if (this._onAnimationEnd) {
  57907. this._onAnimationEnd();
  57908. }
  57909. if (this.disposeWhenFinishedAnimating) {
  57910. this.dispose();
  57911. }
  57912. }
  57913. }
  57914. }
  57915. };
  57916. /** Release associated resources */
  57917. Sprite.prototype.dispose = function () {
  57918. for (var i = 0; i < this._manager.sprites.length; i++) {
  57919. if (this._manager.sprites[i] == this) {
  57920. this._manager.sprites.splice(i, 1);
  57921. }
  57922. }
  57923. };
  57924. return Sprite;
  57925. }());
  57926. BABYLON.Sprite = Sprite;
  57927. })(BABYLON || (BABYLON = {}));
  57928. //# sourceMappingURL=babylon.sprite.js.map
  57929. var BABYLON;
  57930. (function (BABYLON) {
  57931. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  57932. if (!BABYLON.PickingInfo) {
  57933. return null;
  57934. }
  57935. var pickingInfo = null;
  57936. if (!camera) {
  57937. if (!this.activeCamera) {
  57938. return null;
  57939. }
  57940. camera = this.activeCamera;
  57941. }
  57942. if (this.spriteManagers.length > 0) {
  57943. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  57944. var spriteManager = this.spriteManagers[spriteIndex];
  57945. if (!spriteManager.isPickable) {
  57946. continue;
  57947. }
  57948. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  57949. if (!result || !result.hit) {
  57950. continue;
  57951. }
  57952. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  57953. continue;
  57954. }
  57955. pickingInfo = result;
  57956. if (fastCheck) {
  57957. break;
  57958. }
  57959. }
  57960. }
  57961. return pickingInfo || new BABYLON.PickingInfo();
  57962. };
  57963. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  57964. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  57965. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57966. };
  57967. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  57968. if (!this._tempSpritePickingRay) {
  57969. return null;
  57970. }
  57971. if (!camera) {
  57972. if (!this.activeCamera) {
  57973. return null;
  57974. }
  57975. camera = this.activeCamera;
  57976. }
  57977. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  57978. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  57979. };
  57980. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  57981. if (this._pointerOverSprite === sprite) {
  57982. return;
  57983. }
  57984. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57985. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57986. }
  57987. this._pointerOverSprite = sprite;
  57988. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  57989. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  57990. }
  57991. };
  57992. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  57993. return this._pointerOverSprite;
  57994. };
  57995. /**
  57996. * Defines the sprite scene component responsible to manage sprites
  57997. * in a given scene.
  57998. */
  57999. var SpriteSceneComponent = /** @class */ (function () {
  58000. /**
  58001. * Creates a new instance of the component for the given scene
  58002. * @param scene Defines the scene to register the component in
  58003. */
  58004. function SpriteSceneComponent(scene) {
  58005. /**
  58006. * The component name helpfull to identify the component in the list of scene components.
  58007. */
  58008. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58009. this.scene = scene;
  58010. this.scene.spriteManagers = new Array();
  58011. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58012. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58013. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58014. this._spritePredicate = function (sprite) {
  58015. if (!sprite.actionManager) {
  58016. return false;
  58017. }
  58018. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58019. };
  58020. }
  58021. /**
  58022. * Registers the component in a given scene
  58023. */
  58024. SpriteSceneComponent.prototype.register = function () {
  58025. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58026. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58027. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58028. };
  58029. /**
  58030. * Rebuilds the elements related to this component in case of
  58031. * context lost for instance.
  58032. */
  58033. SpriteSceneComponent.prototype.rebuild = function () {
  58034. /** Nothing to do for sprites */
  58035. };
  58036. /**
  58037. * Disposes the component and the associated ressources.
  58038. */
  58039. SpriteSceneComponent.prototype.dispose = function () {
  58040. this.scene.onBeforeSpritesRenderingObservable.clear();
  58041. this.scene.onAfterSpritesRenderingObservable.clear();
  58042. var spriteManagers = this.scene.spriteManagers;
  58043. while (spriteManagers.length) {
  58044. spriteManagers[0].dispose();
  58045. }
  58046. };
  58047. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58048. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58049. if (result) {
  58050. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58051. }
  58052. return result;
  58053. };
  58054. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58055. var scene = this.scene;
  58056. if (isMeshPicked) {
  58057. scene.setPointerOverSprite(null);
  58058. }
  58059. else {
  58060. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58061. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58062. scene.setPointerOverSprite(pickResult.pickedSprite);
  58063. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58064. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58065. }
  58066. else {
  58067. canvas.style.cursor = scene.hoverCursor;
  58068. }
  58069. }
  58070. else {
  58071. scene.setPointerOverSprite(null);
  58072. }
  58073. }
  58074. return pickResult;
  58075. };
  58076. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58077. var scene = this.scene;
  58078. scene._pickedDownSprite = null;
  58079. if (scene.spriteManagers.length > 0) {
  58080. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58081. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58082. if (pickResult.pickedSprite.actionManager) {
  58083. scene._pickedDownSprite = pickResult.pickedSprite;
  58084. switch (evt.button) {
  58085. case 0:
  58086. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58087. break;
  58088. case 1:
  58089. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58090. break;
  58091. case 2:
  58092. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58093. break;
  58094. }
  58095. if (pickResult.pickedSprite.actionManager) {
  58096. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58097. }
  58098. }
  58099. }
  58100. }
  58101. return pickResult;
  58102. };
  58103. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58104. var scene = this.scene;
  58105. if (scene.spriteManagers.length > 0) {
  58106. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58107. if (spritePickResult) {
  58108. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58109. if (spritePickResult.pickedSprite.actionManager) {
  58110. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58111. if (spritePickResult.pickedSprite.actionManager) {
  58112. if (!this.scene._isPointerSwiping()) {
  58113. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58114. }
  58115. }
  58116. }
  58117. }
  58118. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58119. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58120. }
  58121. }
  58122. }
  58123. return pickResult;
  58124. };
  58125. return SpriteSceneComponent;
  58126. }());
  58127. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58128. })(BABYLON || (BABYLON = {}));
  58129. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58130. var BABYLON;
  58131. (function (BABYLON) {
  58132. /**
  58133. * @hidden
  58134. */
  58135. var IntersectionInfo = /** @class */ (function () {
  58136. function IntersectionInfo(bu, bv, distance) {
  58137. this.bu = bu;
  58138. this.bv = bv;
  58139. this.distance = distance;
  58140. this.faceId = 0;
  58141. this.subMeshId = 0;
  58142. }
  58143. return IntersectionInfo;
  58144. }());
  58145. BABYLON.IntersectionInfo = IntersectionInfo;
  58146. /**
  58147. * Information about the result of picking within a scene
  58148. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58149. */
  58150. var PickingInfo = /** @class */ (function () {
  58151. function PickingInfo() {
  58152. /**
  58153. * If the pick collided with an object
  58154. */
  58155. this.hit = false;
  58156. /**
  58157. * Distance away where the pick collided
  58158. */
  58159. this.distance = 0;
  58160. /**
  58161. * The location of pick collision
  58162. */
  58163. this.pickedPoint = null;
  58164. /**
  58165. * The mesh corresponding the the pick collision
  58166. */
  58167. this.pickedMesh = null;
  58168. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58169. this.bu = 0;
  58170. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58171. this.bv = 0;
  58172. /** The id of the face on the mesh that was picked */
  58173. this.faceId = -1;
  58174. /** Id of the the submesh that was picked */
  58175. this.subMeshId = 0;
  58176. /** If a sprite was picked, this will be the sprite the pick collided with */
  58177. this.pickedSprite = null;
  58178. /**
  58179. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58180. */
  58181. this.originMesh = null;
  58182. /**
  58183. * The ray that was used to perform the picking.
  58184. */
  58185. this.ray = null;
  58186. }
  58187. /**
  58188. * Gets the normal correspodning to the face the pick collided with
  58189. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58190. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58191. * @returns The normal correspodning to the face the pick collided with
  58192. */
  58193. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58194. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58195. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58196. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58197. return null;
  58198. }
  58199. var indices = this.pickedMesh.getIndices();
  58200. if (!indices) {
  58201. return null;
  58202. }
  58203. var result;
  58204. if (useVerticesNormals) {
  58205. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58206. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58207. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58208. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58209. normal0 = normal0.scale(this.bu);
  58210. normal1 = normal1.scale(this.bv);
  58211. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58212. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58213. }
  58214. else {
  58215. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58216. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58217. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58218. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58219. var p1p2 = vertex1.subtract(vertex2);
  58220. var p3p2 = vertex3.subtract(vertex2);
  58221. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58222. }
  58223. if (useWorldCoordinates) {
  58224. var wm = this.pickedMesh.getWorldMatrix();
  58225. if (this.pickedMesh.nonUniformScaling) {
  58226. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58227. wm = BABYLON.Tmp.Matrix[0];
  58228. wm.setTranslationFromFloats(0, 0, 0);
  58229. wm.invert();
  58230. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58231. wm = BABYLON.Tmp.Matrix[1];
  58232. }
  58233. result = BABYLON.Vector3.TransformNormal(result, wm);
  58234. }
  58235. result.normalize();
  58236. return result;
  58237. };
  58238. /**
  58239. * Gets the texture coordinates of where the pick occured
  58240. * @returns the vector containing the coordnates of the texture
  58241. */
  58242. PickingInfo.prototype.getTextureCoordinates = function () {
  58243. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58244. return null;
  58245. }
  58246. var indices = this.pickedMesh.getIndices();
  58247. if (!indices) {
  58248. return null;
  58249. }
  58250. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58251. if (!uvs) {
  58252. return null;
  58253. }
  58254. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58255. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58256. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58257. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58258. uv1 = uv1.scale(this.bu);
  58259. uv2 = uv2.scale(this.bv);
  58260. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58261. };
  58262. return PickingInfo;
  58263. }());
  58264. BABYLON.PickingInfo = PickingInfo;
  58265. })(BABYLON || (BABYLON = {}));
  58266. //# sourceMappingURL=babylon.pickingInfo.js.map
  58267. var BABYLON;
  58268. (function (BABYLON) {
  58269. /**
  58270. * Class representing a ray with position and direction
  58271. */
  58272. var Ray = /** @class */ (function () {
  58273. /**
  58274. * Creates a new ray
  58275. * @param origin origin point
  58276. * @param direction direction
  58277. * @param length length of the ray
  58278. */
  58279. function Ray(
  58280. /** origin point */
  58281. origin,
  58282. /** direction */
  58283. direction,
  58284. /** length of the ray */
  58285. length) {
  58286. if (length === void 0) { length = Number.MAX_VALUE; }
  58287. this.origin = origin;
  58288. this.direction = direction;
  58289. this.length = length;
  58290. }
  58291. // Methods
  58292. /**
  58293. * Checks if the ray intersects a box
  58294. * @param minimum bound of the box
  58295. * @param maximum bound of the box
  58296. * @returns if the box was hit
  58297. */
  58298. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  58299. var d = 0.0;
  58300. var maxValue = Number.MAX_VALUE;
  58301. var inv;
  58302. var min;
  58303. var max;
  58304. var temp;
  58305. if (Math.abs(this.direction.x) < 0.0000001) {
  58306. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  58307. return false;
  58308. }
  58309. }
  58310. else {
  58311. inv = 1.0 / this.direction.x;
  58312. min = (minimum.x - this.origin.x) * inv;
  58313. max = (maximum.x - this.origin.x) * inv;
  58314. if (max === -Infinity) {
  58315. max = Infinity;
  58316. }
  58317. if (min > max) {
  58318. temp = min;
  58319. min = max;
  58320. max = temp;
  58321. }
  58322. d = Math.max(min, d);
  58323. maxValue = Math.min(max, maxValue);
  58324. if (d > maxValue) {
  58325. return false;
  58326. }
  58327. }
  58328. if (Math.abs(this.direction.y) < 0.0000001) {
  58329. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  58330. return false;
  58331. }
  58332. }
  58333. else {
  58334. inv = 1.0 / this.direction.y;
  58335. min = (minimum.y - this.origin.y) * inv;
  58336. max = (maximum.y - this.origin.y) * inv;
  58337. if (max === -Infinity) {
  58338. max = Infinity;
  58339. }
  58340. if (min > max) {
  58341. temp = min;
  58342. min = max;
  58343. max = temp;
  58344. }
  58345. d = Math.max(min, d);
  58346. maxValue = Math.min(max, maxValue);
  58347. if (d > maxValue) {
  58348. return false;
  58349. }
  58350. }
  58351. if (Math.abs(this.direction.z) < 0.0000001) {
  58352. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  58353. return false;
  58354. }
  58355. }
  58356. else {
  58357. inv = 1.0 / this.direction.z;
  58358. min = (minimum.z - this.origin.z) * inv;
  58359. max = (maximum.z - this.origin.z) * inv;
  58360. if (max === -Infinity) {
  58361. max = Infinity;
  58362. }
  58363. if (min > max) {
  58364. temp = min;
  58365. min = max;
  58366. max = temp;
  58367. }
  58368. d = Math.max(min, d);
  58369. maxValue = Math.min(max, maxValue);
  58370. if (d > maxValue) {
  58371. return false;
  58372. }
  58373. }
  58374. return true;
  58375. };
  58376. /**
  58377. * Checks if the ray intersects a box
  58378. * @param box the bounding box to check
  58379. * @returns if the box was hit
  58380. */
  58381. Ray.prototype.intersectsBox = function (box) {
  58382. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  58383. };
  58384. /**
  58385. * If the ray hits a sphere
  58386. * @param sphere the bounding sphere to check
  58387. * @returns true if it hits the sphere
  58388. */
  58389. Ray.prototype.intersectsSphere = function (sphere) {
  58390. var x = sphere.center.x - this.origin.x;
  58391. var y = sphere.center.y - this.origin.y;
  58392. var z = sphere.center.z - this.origin.z;
  58393. var pyth = (x * x) + (y * y) + (z * z);
  58394. var rr = sphere.radius * sphere.radius;
  58395. if (pyth <= rr) {
  58396. return true;
  58397. }
  58398. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58399. if (dot < 0.0) {
  58400. return false;
  58401. }
  58402. var temp = pyth - (dot * dot);
  58403. return temp <= rr;
  58404. };
  58405. /**
  58406. * If the ray hits a triange
  58407. * @param vertex0 triangle vertex
  58408. * @param vertex1 triangle vertex
  58409. * @param vertex2 triangle vertex
  58410. * @returns intersection information if hit
  58411. */
  58412. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58413. if (!this._edge1) {
  58414. this._edge1 = BABYLON.Vector3.Zero();
  58415. this._edge2 = BABYLON.Vector3.Zero();
  58416. this._pvec = BABYLON.Vector3.Zero();
  58417. this._tvec = BABYLON.Vector3.Zero();
  58418. this._qvec = BABYLON.Vector3.Zero();
  58419. }
  58420. vertex1.subtractToRef(vertex0, this._edge1);
  58421. vertex2.subtractToRef(vertex0, this._edge2);
  58422. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  58423. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  58424. if (det === 0) {
  58425. return null;
  58426. }
  58427. var invdet = 1 / det;
  58428. this.origin.subtractToRef(vertex0, this._tvec);
  58429. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  58430. if (bu < 0 || bu > 1.0) {
  58431. return null;
  58432. }
  58433. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  58434. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  58435. if (bv < 0 || bu + bv > 1.0) {
  58436. return null;
  58437. }
  58438. //check if the distance is longer than the predefined length.
  58439. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  58440. if (distance > this.length) {
  58441. return null;
  58442. }
  58443. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58444. };
  58445. /**
  58446. * Checks if ray intersects a plane
  58447. * @param plane the plane to check
  58448. * @returns the distance away it was hit
  58449. */
  58450. Ray.prototype.intersectsPlane = function (plane) {
  58451. var distance;
  58452. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58453. if (Math.abs(result1) < 9.99999997475243E-07) {
  58454. return null;
  58455. }
  58456. else {
  58457. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58458. distance = (-plane.d - result2) / result1;
  58459. if (distance < 0.0) {
  58460. if (distance < -9.99999997475243E-07) {
  58461. return null;
  58462. }
  58463. else {
  58464. return 0;
  58465. }
  58466. }
  58467. return distance;
  58468. }
  58469. };
  58470. /**
  58471. * Checks if ray intersects a mesh
  58472. * @param mesh the mesh to check
  58473. * @param fastCheck if only the bounding box should checked
  58474. * @returns picking info of the intersecton
  58475. */
  58476. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58477. var tm = BABYLON.Tmp.Matrix[0];
  58478. mesh.getWorldMatrix().invertToRef(tm);
  58479. if (this._tmpRay) {
  58480. Ray.TransformToRef(this, tm, this._tmpRay);
  58481. }
  58482. else {
  58483. this._tmpRay = Ray.Transform(this, tm);
  58484. }
  58485. return mesh.intersects(this._tmpRay, fastCheck);
  58486. };
  58487. /**
  58488. * Checks if ray intersects a mesh
  58489. * @param meshes the meshes to check
  58490. * @param fastCheck if only the bounding box should checked
  58491. * @param results array to store result in
  58492. * @returns Array of picking infos
  58493. */
  58494. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58495. if (results) {
  58496. results.length = 0;
  58497. }
  58498. else {
  58499. results = [];
  58500. }
  58501. for (var i = 0; i < meshes.length; i++) {
  58502. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58503. if (pickInfo.hit) {
  58504. results.push(pickInfo);
  58505. }
  58506. }
  58507. results.sort(this._comparePickingInfo);
  58508. return results;
  58509. };
  58510. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58511. if (pickingInfoA.distance < pickingInfoB.distance) {
  58512. return -1;
  58513. }
  58514. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58515. return 1;
  58516. }
  58517. else {
  58518. return 0;
  58519. }
  58520. };
  58521. /**
  58522. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58523. * @param sega the first point of the segment to test the intersection against
  58524. * @param segb the second point of the segment to test the intersection against
  58525. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58526. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58527. */
  58528. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58529. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58530. var u = segb.subtract(sega);
  58531. var v = rsegb.subtract(this.origin);
  58532. var w = sega.subtract(this.origin);
  58533. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58534. var b = BABYLON.Vector3.Dot(u, v);
  58535. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58536. var d = BABYLON.Vector3.Dot(u, w);
  58537. var e = BABYLON.Vector3.Dot(v, w);
  58538. var D = a * c - b * b; // always >= 0
  58539. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58540. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58541. // compute the line parameters of the two closest points
  58542. if (D < Ray.smallnum) { // the lines are almost parallel
  58543. sN = 0.0; // force using point P0 on segment S1
  58544. sD = 1.0; // to prevent possible division by 0.0 later
  58545. tN = e;
  58546. tD = c;
  58547. }
  58548. else { // get the closest points on the infinite lines
  58549. sN = (b * e - c * d);
  58550. tN = (a * e - b * d);
  58551. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58552. sN = 0.0;
  58553. tN = e;
  58554. tD = c;
  58555. }
  58556. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58557. sN = sD;
  58558. tN = e + b;
  58559. tD = c;
  58560. }
  58561. }
  58562. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58563. tN = 0.0;
  58564. // recompute sc for this edge
  58565. if (-d < 0.0) {
  58566. sN = 0.0;
  58567. }
  58568. else if (-d > a) {
  58569. sN = sD;
  58570. }
  58571. else {
  58572. sN = -d;
  58573. sD = a;
  58574. }
  58575. }
  58576. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58577. tN = tD;
  58578. // recompute sc for this edge
  58579. if ((-d + b) < 0.0) {
  58580. sN = 0;
  58581. }
  58582. else if ((-d + b) > a) {
  58583. sN = sD;
  58584. }
  58585. else {
  58586. sN = (-d + b);
  58587. sD = a;
  58588. }
  58589. }
  58590. // finally do the division to get sc and tc
  58591. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58592. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58593. // get the difference of the two closest points
  58594. var qtc = v.multiplyByFloats(tc, tc, tc);
  58595. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58596. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58597. if (isIntersected) {
  58598. return qtc.length();
  58599. }
  58600. return -1;
  58601. };
  58602. /**
  58603. * Update the ray from viewport position
  58604. * @param x position
  58605. * @param y y position
  58606. * @param viewportWidth viewport width
  58607. * @param viewportHeight viewport height
  58608. * @param world world matrix
  58609. * @param view view matrix
  58610. * @param projection projection matrix
  58611. * @returns this ray updated
  58612. */
  58613. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58614. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58615. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58616. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58617. this.direction.normalize();
  58618. return this;
  58619. };
  58620. // Statics
  58621. /**
  58622. * Creates a ray with origin and direction of 0,0,0
  58623. * @returns the new ray
  58624. */
  58625. Ray.Zero = function () {
  58626. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58627. };
  58628. /**
  58629. * Creates a new ray from screen space and viewport
  58630. * @param x position
  58631. * @param y y position
  58632. * @param viewportWidth viewport width
  58633. * @param viewportHeight viewport height
  58634. * @param world world matrix
  58635. * @param view view matrix
  58636. * @param projection projection matrix
  58637. * @returns new ray
  58638. */
  58639. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58640. var result = Ray.Zero();
  58641. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58642. };
  58643. /**
  58644. * 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
  58645. * transformed to the given world matrix.
  58646. * @param origin The origin point
  58647. * @param end The end point
  58648. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58649. * @returns the new ray
  58650. */
  58651. Ray.CreateNewFromTo = function (origin, end, world) {
  58652. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  58653. var direction = end.subtract(origin);
  58654. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58655. direction.normalize();
  58656. return Ray.Transform(new Ray(origin, direction, length), world);
  58657. };
  58658. /**
  58659. * Transforms a ray by a matrix
  58660. * @param ray ray to transform
  58661. * @param matrix matrix to apply
  58662. * @returns the resulting new ray
  58663. */
  58664. Ray.Transform = function (ray, matrix) {
  58665. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58666. Ray.TransformToRef(ray, matrix, result);
  58667. return result;
  58668. };
  58669. /**
  58670. * Transforms a ray by a matrix
  58671. * @param ray ray to transform
  58672. * @param matrix matrix to apply
  58673. * @param result ray to store result in
  58674. */
  58675. Ray.TransformToRef = function (ray, matrix, result) {
  58676. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58677. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58678. result.length = ray.length;
  58679. var dir = result.direction;
  58680. var len = dir.length();
  58681. if (!(len === 0 || len === 1)) {
  58682. var num = 1.0 / len;
  58683. dir.x *= num;
  58684. dir.y *= num;
  58685. dir.z *= num;
  58686. result.length *= len;
  58687. }
  58688. };
  58689. Ray.smallnum = 0.00000001;
  58690. Ray.rayl = 10e8;
  58691. return Ray;
  58692. }());
  58693. BABYLON.Ray = Ray;
  58694. })(BABYLON || (BABYLON = {}));
  58695. //# sourceMappingURL=babylon.ray.js.map
  58696. var BABYLON;
  58697. (function (BABYLON) {
  58698. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58699. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58700. return false;
  58701. }
  58702. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58703. return false;
  58704. }
  58705. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58706. return false;
  58707. }
  58708. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58709. return false;
  58710. }
  58711. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58712. return false;
  58713. }
  58714. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58715. return false;
  58716. }
  58717. return true;
  58718. };
  58719. var getLowestRoot = (function () {
  58720. var result = { root: 0, found: false };
  58721. return function (a, b, c, maxR) {
  58722. result.root = 0;
  58723. result.found = false;
  58724. var determinant = b * b - 4.0 * a * c;
  58725. if (determinant < 0) {
  58726. return result;
  58727. }
  58728. var sqrtD = Math.sqrt(determinant);
  58729. var r1 = (-b - sqrtD) / (2.0 * a);
  58730. var r2 = (-b + sqrtD) / (2.0 * a);
  58731. if (r1 > r2) {
  58732. var temp = r2;
  58733. r2 = r1;
  58734. r1 = temp;
  58735. }
  58736. if (r1 > 0 && r1 < maxR) {
  58737. result.root = r1;
  58738. result.found = true;
  58739. return result;
  58740. }
  58741. if (r2 > 0 && r2 < maxR) {
  58742. result.root = r2;
  58743. result.found = true;
  58744. return result;
  58745. }
  58746. return result;
  58747. };
  58748. })();
  58749. /** @hidden */
  58750. var Collider = /** @class */ (function () {
  58751. function Collider() {
  58752. this._collisionPoint = BABYLON.Vector3.Zero();
  58753. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  58754. this._tempVector = BABYLON.Vector3.Zero();
  58755. this._tempVector2 = BABYLON.Vector3.Zero();
  58756. this._tempVector3 = BABYLON.Vector3.Zero();
  58757. this._tempVector4 = BABYLON.Vector3.Zero();
  58758. this._edge = BABYLON.Vector3.Zero();
  58759. this._baseToVertex = BABYLON.Vector3.Zero();
  58760. this._destinationPoint = BABYLON.Vector3.Zero();
  58761. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  58762. this._displacementVector = BABYLON.Vector3.Zero();
  58763. /** @hidden */
  58764. this._radius = BABYLON.Vector3.One();
  58765. /** @hidden */
  58766. this._retry = 0;
  58767. /** @hidden */
  58768. this._basePointWorld = BABYLON.Vector3.Zero();
  58769. this._velocityWorld = BABYLON.Vector3.Zero();
  58770. this._normalizedVelocity = BABYLON.Vector3.Zero();
  58771. this._collisionMask = -1;
  58772. }
  58773. Object.defineProperty(Collider.prototype, "collisionMask", {
  58774. get: function () {
  58775. return this._collisionMask;
  58776. },
  58777. set: function (mask) {
  58778. this._collisionMask = !isNaN(mask) ? mask : -1;
  58779. },
  58780. enumerable: true,
  58781. configurable: true
  58782. });
  58783. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  58784. /**
  58785. * Gets the plane normal used to compute the sliding response (in local space)
  58786. */
  58787. get: function () {
  58788. return this._slidePlaneNormal;
  58789. },
  58790. enumerable: true,
  58791. configurable: true
  58792. });
  58793. // Methods
  58794. /** @hidden */
  58795. Collider.prototype._initialize = function (source, dir, e) {
  58796. this._velocity = dir;
  58797. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  58798. this._basePoint = source;
  58799. source.multiplyToRef(this._radius, this._basePointWorld);
  58800. dir.multiplyToRef(this._radius, this._velocityWorld);
  58801. this._velocityWorldLength = this._velocityWorld.length();
  58802. this._epsilon = e;
  58803. this.collisionFound = false;
  58804. };
  58805. /** @hidden */
  58806. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  58807. pa.subtractToRef(point, this._tempVector);
  58808. pb.subtractToRef(point, this._tempVector2);
  58809. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  58810. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58811. if (d < 0) {
  58812. return false;
  58813. }
  58814. pc.subtractToRef(point, this._tempVector3);
  58815. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  58816. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58817. if (d < 0) {
  58818. return false;
  58819. }
  58820. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  58821. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58822. return d >= 0;
  58823. };
  58824. /** @hidden */
  58825. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  58826. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  58827. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  58828. if (distance > this._velocityWorldLength + max + sphereRadius) {
  58829. return false;
  58830. }
  58831. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  58832. return false;
  58833. }
  58834. return true;
  58835. };
  58836. /** @hidden */
  58837. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  58838. var t0;
  58839. var embeddedInPlane = false;
  58840. //defensive programming, actually not needed.
  58841. if (!trianglePlaneArray) {
  58842. trianglePlaneArray = [];
  58843. }
  58844. if (!trianglePlaneArray[faceIndex]) {
  58845. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  58846. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  58847. }
  58848. var trianglePlane = trianglePlaneArray[faceIndex];
  58849. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  58850. return;
  58851. }
  58852. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  58853. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  58854. if (normalDotVelocity == 0) {
  58855. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  58856. return;
  58857. }
  58858. embeddedInPlane = true;
  58859. t0 = 0;
  58860. }
  58861. else {
  58862. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58863. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  58864. if (t0 > t1) {
  58865. var temp = t1;
  58866. t1 = t0;
  58867. t0 = temp;
  58868. }
  58869. if (t0 > 1.0 || t1 < 0.0) {
  58870. return;
  58871. }
  58872. if (t0 < 0) {
  58873. t0 = 0;
  58874. }
  58875. if (t0 > 1.0) {
  58876. t0 = 1.0;
  58877. }
  58878. }
  58879. this._collisionPoint.copyFromFloats(0, 0, 0);
  58880. var found = false;
  58881. var t = 1.0;
  58882. if (!embeddedInPlane) {
  58883. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  58884. this._velocity.scaleToRef(t0, this._tempVector);
  58885. this._planeIntersectionPoint.addInPlace(this._tempVector);
  58886. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  58887. found = true;
  58888. t = t0;
  58889. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  58890. }
  58891. }
  58892. if (!found) {
  58893. var velocitySquaredLength = this._velocity.lengthSquared();
  58894. var a = velocitySquaredLength;
  58895. this._basePoint.subtractToRef(p1, this._tempVector);
  58896. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58897. var c = this._tempVector.lengthSquared() - 1.0;
  58898. var lowestRoot = getLowestRoot(a, b, c, t);
  58899. if (lowestRoot.found) {
  58900. t = lowestRoot.root;
  58901. found = true;
  58902. this._collisionPoint.copyFrom(p1);
  58903. }
  58904. this._basePoint.subtractToRef(p2, this._tempVector);
  58905. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58906. c = this._tempVector.lengthSquared() - 1.0;
  58907. lowestRoot = getLowestRoot(a, b, c, t);
  58908. if (lowestRoot.found) {
  58909. t = lowestRoot.root;
  58910. found = true;
  58911. this._collisionPoint.copyFrom(p2);
  58912. }
  58913. this._basePoint.subtractToRef(p3, this._tempVector);
  58914. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  58915. c = this._tempVector.lengthSquared() - 1.0;
  58916. lowestRoot = getLowestRoot(a, b, c, t);
  58917. if (lowestRoot.found) {
  58918. t = lowestRoot.root;
  58919. found = true;
  58920. this._collisionPoint.copyFrom(p3);
  58921. }
  58922. p2.subtractToRef(p1, this._edge);
  58923. p1.subtractToRef(this._basePoint, this._baseToVertex);
  58924. var edgeSquaredLength = this._edge.lengthSquared();
  58925. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58926. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58927. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58928. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58929. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58930. lowestRoot = getLowestRoot(a, b, c, t);
  58931. if (lowestRoot.found) {
  58932. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58933. if (f >= 0.0 && f <= 1.0) {
  58934. t = lowestRoot.root;
  58935. found = true;
  58936. this._edge.scaleInPlace(f);
  58937. p1.addToRef(this._edge, this._collisionPoint);
  58938. }
  58939. }
  58940. p3.subtractToRef(p2, this._edge);
  58941. p2.subtractToRef(this._basePoint, this._baseToVertex);
  58942. edgeSquaredLength = this._edge.lengthSquared();
  58943. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58944. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58945. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58946. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58947. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58948. lowestRoot = getLowestRoot(a, b, c, t);
  58949. if (lowestRoot.found) {
  58950. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58951. if (f >= 0.0 && f <= 1.0) {
  58952. t = lowestRoot.root;
  58953. found = true;
  58954. this._edge.scaleInPlace(f);
  58955. p2.addToRef(this._edge, this._collisionPoint);
  58956. }
  58957. }
  58958. p1.subtractToRef(p3, this._edge);
  58959. p3.subtractToRef(this._basePoint, this._baseToVertex);
  58960. edgeSquaredLength = this._edge.lengthSquared();
  58961. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  58962. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  58963. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  58964. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  58965. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  58966. lowestRoot = getLowestRoot(a, b, c, t);
  58967. if (lowestRoot.found) {
  58968. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  58969. if (f >= 0.0 && f <= 1.0) {
  58970. t = lowestRoot.root;
  58971. found = true;
  58972. this._edge.scaleInPlace(f);
  58973. p3.addToRef(this._edge, this._collisionPoint);
  58974. }
  58975. }
  58976. }
  58977. if (found) {
  58978. var distToCollision = t * this._velocity.length();
  58979. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  58980. if (!this.intersectionPoint) {
  58981. this.intersectionPoint = this._collisionPoint.clone();
  58982. }
  58983. else {
  58984. this.intersectionPoint.copyFrom(this._collisionPoint);
  58985. }
  58986. this._nearestDistance = distToCollision;
  58987. this.collisionFound = true;
  58988. }
  58989. }
  58990. };
  58991. /** @hidden */
  58992. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  58993. for (var i = indexStart; i < indexEnd; i += 3) {
  58994. var p1 = pts[indices[i] - decal];
  58995. var p2 = pts[indices[i + 1] - decal];
  58996. var p3 = pts[indices[i + 2] - decal];
  58997. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  58998. }
  58999. };
  59000. /** @hidden */
  59001. Collider.prototype._getResponse = function (pos, vel) {
  59002. pos.addToRef(vel, this._destinationPoint);
  59003. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59004. this._basePoint.addToRef(vel, pos);
  59005. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59006. this._slidePlaneNormal.normalize();
  59007. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59008. pos.addInPlace(this._displacementVector);
  59009. this.intersectionPoint.addInPlace(this._displacementVector);
  59010. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59011. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59012. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59013. };
  59014. return Collider;
  59015. }());
  59016. BABYLON.Collider = Collider;
  59017. })(BABYLON || (BABYLON = {}));
  59018. //# sourceMappingURL=babylon.collider.js.map
  59019. var BABYLON;
  59020. (function (BABYLON) {
  59021. //WebWorker code will be inserted to this variable.
  59022. /** @hidden */
  59023. BABYLON.CollisionWorker = "";
  59024. /** Defines supported task for worker process */
  59025. var WorkerTaskType;
  59026. (function (WorkerTaskType) {
  59027. /** Initialization */
  59028. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59029. /** Update of geometry */
  59030. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59031. /** Evaluate collision */
  59032. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59033. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59034. /** Defines kind of replies returned by worker */
  59035. var WorkerReplyType;
  59036. (function (WorkerReplyType) {
  59037. /** Success */
  59038. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59039. /** Unkown error */
  59040. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59041. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59042. /** @hidden */
  59043. var CollisionCoordinatorWorker = /** @class */ (function () {
  59044. function CollisionCoordinatorWorker() {
  59045. var _this = this;
  59046. this._scaledPosition = BABYLON.Vector3.Zero();
  59047. this._scaledVelocity = BABYLON.Vector3.Zero();
  59048. this.onMeshUpdated = function (transformNode) {
  59049. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59050. };
  59051. this.onGeometryUpdated = function (geometry) {
  59052. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59053. };
  59054. this._afterRender = function () {
  59055. if (!_this._init) {
  59056. return;
  59057. }
  59058. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59059. return;
  59060. }
  59061. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59062. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59063. if (_this._runningUpdated > 4) {
  59064. return;
  59065. }
  59066. ++_this._runningUpdated;
  59067. var payload = {
  59068. updatedMeshes: _this._addUpdateMeshesList,
  59069. updatedGeometries: _this._addUpdateGeometriesList,
  59070. removedGeometries: _this._toRemoveGeometryArray,
  59071. removedMeshes: _this._toRemoveMeshesArray
  59072. };
  59073. var message = {
  59074. payload: payload,
  59075. taskType: WorkerTaskType.UPDATE
  59076. };
  59077. var serializable = [];
  59078. for (var id in payload.updatedGeometries) {
  59079. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59080. //prepare transferables
  59081. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59082. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59083. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59084. }
  59085. }
  59086. _this._worker.postMessage(message, serializable);
  59087. _this._addUpdateMeshesList = {};
  59088. _this._addUpdateGeometriesList = {};
  59089. _this._toRemoveGeometryArray = [];
  59090. _this._toRemoveMeshesArray = [];
  59091. };
  59092. this._onMessageFromWorker = function (e) {
  59093. var returnData = e.data;
  59094. if (returnData.error != WorkerReplyType.SUCCESS) {
  59095. //TODO what errors can be returned from the worker?
  59096. BABYLON.Tools.Warn("error returned from worker!");
  59097. return;
  59098. }
  59099. switch (returnData.taskType) {
  59100. case WorkerTaskType.INIT:
  59101. _this._init = true;
  59102. //Update the worked with ALL of the scene's current state
  59103. _this._scene.meshes.forEach(function (mesh) {
  59104. _this.onMeshAdded(mesh);
  59105. });
  59106. _this._scene.getGeometries().forEach(function (geometry) {
  59107. _this.onGeometryAdded(geometry);
  59108. });
  59109. break;
  59110. case WorkerTaskType.UPDATE:
  59111. _this._runningUpdated--;
  59112. break;
  59113. case WorkerTaskType.COLLIDE:
  59114. var returnPayload = returnData.payload;
  59115. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59116. return;
  59117. }
  59118. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59119. if (callback) {
  59120. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59121. if (mesh) {
  59122. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59123. }
  59124. }
  59125. //cleanup
  59126. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59127. break;
  59128. }
  59129. };
  59130. this._collisionsCallbackArray = [];
  59131. this._init = false;
  59132. this._runningUpdated = 0;
  59133. this._addUpdateMeshesList = {};
  59134. this._addUpdateGeometriesList = {};
  59135. this._toRemoveGeometryArray = [];
  59136. this._toRemoveMeshesArray = [];
  59137. }
  59138. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59139. if (!this._init) {
  59140. return;
  59141. }
  59142. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59143. return;
  59144. }
  59145. position.divideToRef(collider._radius, this._scaledPosition);
  59146. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59147. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59148. var payload = {
  59149. collider: {
  59150. position: this._scaledPosition.asArray(),
  59151. velocity: this._scaledVelocity.asArray(),
  59152. radius: collider._radius.asArray()
  59153. },
  59154. collisionId: collisionIndex,
  59155. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59156. maximumRetry: maximumRetry
  59157. };
  59158. var message = {
  59159. payload: payload,
  59160. taskType: WorkerTaskType.COLLIDE
  59161. };
  59162. this._worker.postMessage(message);
  59163. };
  59164. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59165. this._scene = scene;
  59166. this._scene.registerAfterRender(this._afterRender);
  59167. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59168. this._worker = new Worker(workerUrl);
  59169. this._worker.onmessage = this._onMessageFromWorker;
  59170. var message = {
  59171. payload: {},
  59172. taskType: WorkerTaskType.INIT
  59173. };
  59174. this._worker.postMessage(message);
  59175. };
  59176. CollisionCoordinatorWorker.prototype.destroy = function () {
  59177. this._scene.unregisterAfterRender(this._afterRender);
  59178. this._worker.terminate();
  59179. };
  59180. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59181. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59182. this.onMeshUpdated(mesh);
  59183. };
  59184. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59185. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59186. };
  59187. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59188. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59189. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59190. this.onGeometryUpdated(geometry);
  59191. };
  59192. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59193. this._toRemoveGeometryArray.push(geometry.id);
  59194. };
  59195. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59196. var submeshes = [];
  59197. if (mesh.subMeshes) {
  59198. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59199. var boundingInfo = sm.getBoundingInfo();
  59200. return {
  59201. position: idx,
  59202. verticesStart: sm.verticesStart,
  59203. verticesCount: sm.verticesCount,
  59204. indexStart: sm.indexStart,
  59205. indexCount: sm.indexCount,
  59206. hasMaterial: !!sm.getMaterial(),
  59207. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59208. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59209. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59210. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59211. };
  59212. });
  59213. }
  59214. var geometryId = null;
  59215. if (mesh instanceof BABYLON.Mesh) {
  59216. var geometry = mesh.geometry;
  59217. geometryId = geometry ? geometry.id : null;
  59218. }
  59219. else if (mesh instanceof BABYLON.InstancedMesh) {
  59220. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59221. geometryId = geometry ? geometry.id : null;
  59222. }
  59223. var boundingInfo = mesh.getBoundingInfo();
  59224. return {
  59225. uniqueId: mesh.uniqueId,
  59226. id: mesh.id,
  59227. name: mesh.name,
  59228. geometryId: geometryId,
  59229. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59230. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59231. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59232. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59233. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59234. subMeshes: submeshes,
  59235. checkCollisions: mesh.checkCollisions
  59236. };
  59237. };
  59238. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59239. return {
  59240. id: geometry.id,
  59241. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59242. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59243. indices: new Uint32Array(geometry.getIndices() || []),
  59244. };
  59245. };
  59246. return CollisionCoordinatorWorker;
  59247. }());
  59248. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59249. /** @hidden */
  59250. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59251. function CollisionCoordinatorLegacy() {
  59252. this._scaledPosition = BABYLON.Vector3.Zero();
  59253. this._scaledVelocity = BABYLON.Vector3.Zero();
  59254. this._finalPosition = BABYLON.Vector3.Zero();
  59255. }
  59256. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59257. position.divideToRef(collider._radius, this._scaledPosition);
  59258. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59259. collider.collidedMesh = null;
  59260. collider._retry = 0;
  59261. collider._initialVelocity = this._scaledVelocity;
  59262. collider._initialPosition = this._scaledPosition;
  59263. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59264. this._finalPosition.multiplyInPlace(collider._radius);
  59265. //run the callback
  59266. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59267. };
  59268. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59269. this._scene = scene;
  59270. };
  59271. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59272. //Legacy need no destruction method.
  59273. };
  59274. //No update in legacy mode
  59275. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59276. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59277. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59278. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59279. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59280. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59281. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59282. if (excludedMesh === void 0) { excludedMesh = null; }
  59283. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59284. if (collider._retry >= maximumRetry) {
  59285. finalPosition.copyFrom(position);
  59286. return;
  59287. }
  59288. // Check if this is a mesh else camera or -1
  59289. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59290. collider._initialize(position, velocity, closeDistance);
  59291. // Check all meshes
  59292. for (var index = 0; index < this._scene.meshes.length; index++) {
  59293. var mesh = this._scene.meshes[index];
  59294. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59295. mesh._checkCollision(collider);
  59296. }
  59297. }
  59298. if (!collider.collisionFound) {
  59299. position.addToRef(velocity, finalPosition);
  59300. return;
  59301. }
  59302. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59303. collider._getResponse(position, velocity);
  59304. }
  59305. if (velocity.length() <= closeDistance) {
  59306. finalPosition.copyFrom(position);
  59307. return;
  59308. }
  59309. collider._retry++;
  59310. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59311. };
  59312. return CollisionCoordinatorLegacy;
  59313. }());
  59314. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59315. })(BABYLON || (BABYLON = {}));
  59316. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59317. var BABYLON;
  59318. (function (BABYLON) {
  59319. /**
  59320. * A particle represents one of the element emitted by a particle system.
  59321. * This is mainly define by its coordinates, direction, velocity and age.
  59322. */
  59323. var Particle = /** @class */ (function () {
  59324. /**
  59325. * Creates a new instance Particle
  59326. * @param particleSystem the particle system the particle belongs to
  59327. */
  59328. function Particle(
  59329. /**
  59330. * The particle system the particle belongs to.
  59331. */
  59332. particleSystem) {
  59333. this.particleSystem = particleSystem;
  59334. /**
  59335. * The world position of the particle in the scene.
  59336. */
  59337. this.position = BABYLON.Vector3.Zero();
  59338. /**
  59339. * The world direction of the particle in the scene.
  59340. */
  59341. this.direction = BABYLON.Vector3.Zero();
  59342. /**
  59343. * The color of the particle.
  59344. */
  59345. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59346. /**
  59347. * The color change of the particle per step.
  59348. */
  59349. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59350. /**
  59351. * Defines how long will the life of the particle be.
  59352. */
  59353. this.lifeTime = 1.0;
  59354. /**
  59355. * The current age of the particle.
  59356. */
  59357. this.age = 0;
  59358. /**
  59359. * The current size of the particle.
  59360. */
  59361. this.size = 0;
  59362. /**
  59363. * The current scale of the particle.
  59364. */
  59365. this.scale = new BABYLON.Vector2(1, 1);
  59366. /**
  59367. * The current angle of the particle.
  59368. */
  59369. this.angle = 0;
  59370. /**
  59371. * Defines how fast is the angle changing.
  59372. */
  59373. this.angularSpeed = 0;
  59374. /**
  59375. * Defines the cell index used by the particle to be rendered from a sprite.
  59376. */
  59377. this.cellIndex = 0;
  59378. /** @hidden */
  59379. this._attachedSubEmitters = null;
  59380. /** @hidden */
  59381. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59382. /** @hidden */
  59383. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59384. /** @hidden */
  59385. this._currentSize1 = 0;
  59386. /** @hidden */
  59387. this._currentSize2 = 0;
  59388. /** @hidden */
  59389. this._currentAngularSpeed1 = 0;
  59390. /** @hidden */
  59391. this._currentAngularSpeed2 = 0;
  59392. /** @hidden */
  59393. this._currentVelocity1 = 0;
  59394. /** @hidden */
  59395. this._currentVelocity2 = 0;
  59396. /** @hidden */
  59397. this._currentLimitVelocity1 = 0;
  59398. /** @hidden */
  59399. this._currentLimitVelocity2 = 0;
  59400. /** @hidden */
  59401. this._currentDrag1 = 0;
  59402. /** @hidden */
  59403. this._currentDrag2 = 0;
  59404. this.id = Particle._Count++;
  59405. if (!this.particleSystem.isAnimationSheetEnabled) {
  59406. return;
  59407. }
  59408. this.updateCellInfoFromSystem();
  59409. }
  59410. Particle.prototype.updateCellInfoFromSystem = function () {
  59411. this.cellIndex = this.particleSystem.startSpriteCellID;
  59412. };
  59413. /**
  59414. * Defines how the sprite cell index is updated for the particle
  59415. */
  59416. Particle.prototype.updateCellIndex = function () {
  59417. var offsetAge = this.age;
  59418. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59419. if (this.particleSystem.spriteRandomStartCell) {
  59420. if (this._randomCellOffset === undefined) {
  59421. this._randomCellOffset = Math.random() * this.lifeTime;
  59422. }
  59423. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59424. changeSpeed = 1;
  59425. offsetAge = this._randomCellOffset;
  59426. }
  59427. else {
  59428. offsetAge += this._randomCellOffset;
  59429. }
  59430. }
  59431. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59432. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59433. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59434. };
  59435. /** @hidden */
  59436. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59437. if (subEmitter.particleSystem.emitter.position) {
  59438. var emitterMesh = subEmitter.particleSystem.emitter;
  59439. emitterMesh.position.copyFrom(this.position);
  59440. if (subEmitter.inheritDirection) {
  59441. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59442. // Look at using Y as forward
  59443. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59444. }
  59445. }
  59446. else {
  59447. var emitterPosition = subEmitter.particleSystem.emitter;
  59448. emitterPosition.copyFrom(this.position);
  59449. }
  59450. // Set inheritedVelocityOffset to be used when new particles are created
  59451. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59452. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59453. };
  59454. /** @hidden */
  59455. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59456. var _this = this;
  59457. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59458. this._attachedSubEmitters.forEach(function (subEmitter) {
  59459. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59460. });
  59461. }
  59462. };
  59463. /** @hidden */
  59464. Particle.prototype._reset = function () {
  59465. this.age = 0;
  59466. this._currentColorGradient = null;
  59467. this._currentSizeGradient = null;
  59468. this._currentAngularSpeedGradient = null;
  59469. this._currentVelocityGradient = null;
  59470. this._currentLimitVelocityGradient = null;
  59471. this._currentDragGradient = null;
  59472. this.cellIndex = this.particleSystem.startSpriteCellID;
  59473. this._randomCellOffset = undefined;
  59474. };
  59475. /**
  59476. * Copy the properties of particle to another one.
  59477. * @param other the particle to copy the information to.
  59478. */
  59479. Particle.prototype.copyTo = function (other) {
  59480. other.position.copyFrom(this.position);
  59481. if (this._initialDirection) {
  59482. if (other._initialDirection) {
  59483. other._initialDirection.copyFrom(this._initialDirection);
  59484. }
  59485. else {
  59486. other._initialDirection = this._initialDirection.clone();
  59487. }
  59488. }
  59489. else {
  59490. other._initialDirection = null;
  59491. }
  59492. other.direction.copyFrom(this.direction);
  59493. other.color.copyFrom(this.color);
  59494. other.colorStep.copyFrom(this.colorStep);
  59495. other.lifeTime = this.lifeTime;
  59496. other.age = this.age;
  59497. other._randomCellOffset = this._randomCellOffset;
  59498. other.size = this.size;
  59499. other.scale.copyFrom(this.scale);
  59500. other.angle = this.angle;
  59501. other.angularSpeed = this.angularSpeed;
  59502. other.particleSystem = this.particleSystem;
  59503. other.cellIndex = this.cellIndex;
  59504. other.id = this.id;
  59505. other._attachedSubEmitters = this._attachedSubEmitters;
  59506. if (this._currentColorGradient) {
  59507. other._currentColorGradient = this._currentColorGradient;
  59508. other._currentColor1.copyFrom(this._currentColor1);
  59509. other._currentColor2.copyFrom(this._currentColor2);
  59510. }
  59511. if (this._currentSizeGradient) {
  59512. other._currentSizeGradient = this._currentSizeGradient;
  59513. other._currentSize1 = this._currentSize1;
  59514. other._currentSize2 = this._currentSize2;
  59515. }
  59516. if (this._currentAngularSpeedGradient) {
  59517. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59518. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59519. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59520. }
  59521. if (this._currentVelocityGradient) {
  59522. other._currentVelocityGradient = this._currentVelocityGradient;
  59523. other._currentVelocity1 = this._currentVelocity1;
  59524. other._currentVelocity2 = this._currentVelocity2;
  59525. }
  59526. if (this._currentLimitVelocityGradient) {
  59527. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59528. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59529. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59530. }
  59531. if (this._currentDragGradient) {
  59532. other._currentDragGradient = this._currentDragGradient;
  59533. other._currentDrag1 = this._currentDrag1;
  59534. other._currentDrag2 = this._currentDrag2;
  59535. }
  59536. if (this.particleSystem.isAnimationSheetEnabled) {
  59537. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59538. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59539. }
  59540. if (this.particleSystem.useRampGradients) {
  59541. other.remapData.copyFrom(this.remapData);
  59542. }
  59543. if (this._randomNoiseCoordinates1) {
  59544. if (other._randomNoiseCoordinates1) {
  59545. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59546. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59547. }
  59548. else {
  59549. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59550. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59551. }
  59552. }
  59553. };
  59554. Particle._Count = 0;
  59555. return Particle;
  59556. }());
  59557. BABYLON.Particle = Particle;
  59558. })(BABYLON || (BABYLON = {}));
  59559. //# sourceMappingURL=babylon.particle.js.map
  59560. var BABYLON;
  59561. (function (BABYLON) {
  59562. /**
  59563. * This represents the base class for particle system in Babylon.
  59564. * 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.
  59565. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59566. * @example https://doc.babylonjs.com/babylon101/particles
  59567. */
  59568. var BaseParticleSystem = /** @class */ (function () {
  59569. /**
  59570. * Instantiates a particle system.
  59571. * 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.
  59572. * @param name The name of the particle system
  59573. */
  59574. function BaseParticleSystem(name) {
  59575. /**
  59576. * List of animations used by the particle system.
  59577. */
  59578. this.animations = [];
  59579. /**
  59580. * The rendering group used by the Particle system to chose when to render.
  59581. */
  59582. this.renderingGroupId = 0;
  59583. /**
  59584. * The emitter represents the Mesh or position we are attaching the particle system to.
  59585. */
  59586. this.emitter = null;
  59587. /**
  59588. * The maximum number of particles to emit per frame
  59589. */
  59590. this.emitRate = 10;
  59591. /**
  59592. * If you want to launch only a few particles at once, that can be done, as well.
  59593. */
  59594. this.manualEmitCount = -1;
  59595. /**
  59596. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59597. */
  59598. this.updateSpeed = 0.01;
  59599. /**
  59600. * The amount of time the particle system is running (depends of the overall update speed).
  59601. */
  59602. this.targetStopDuration = 0;
  59603. /**
  59604. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59605. */
  59606. this.disposeOnStop = false;
  59607. /**
  59608. * Minimum power of emitting particles.
  59609. */
  59610. this.minEmitPower = 1;
  59611. /**
  59612. * Maximum power of emitting particles.
  59613. */
  59614. this.maxEmitPower = 1;
  59615. /**
  59616. * Minimum life time of emitting particles.
  59617. */
  59618. this.minLifeTime = 1;
  59619. /**
  59620. * Maximum life time of emitting particles.
  59621. */
  59622. this.maxLifeTime = 1;
  59623. /**
  59624. * Minimum Size of emitting particles.
  59625. */
  59626. this.minSize = 1;
  59627. /**
  59628. * Maximum Size of emitting particles.
  59629. */
  59630. this.maxSize = 1;
  59631. /**
  59632. * Minimum scale of emitting particles on X axis.
  59633. */
  59634. this.minScaleX = 1;
  59635. /**
  59636. * Maximum scale of emitting particles on X axis.
  59637. */
  59638. this.maxScaleX = 1;
  59639. /**
  59640. * Minimum scale of emitting particles on Y axis.
  59641. */
  59642. this.minScaleY = 1;
  59643. /**
  59644. * Maximum scale of emitting particles on Y axis.
  59645. */
  59646. this.maxScaleY = 1;
  59647. /**
  59648. * Gets or sets the minimal initial rotation in radians.
  59649. */
  59650. this.minInitialRotation = 0;
  59651. /**
  59652. * Gets or sets the maximal initial rotation in radians.
  59653. */
  59654. this.maxInitialRotation = 0;
  59655. /**
  59656. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59657. */
  59658. this.minAngularSpeed = 0;
  59659. /**
  59660. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59661. */
  59662. this.maxAngularSpeed = 0;
  59663. /**
  59664. * The layer mask we are rendering the particles through.
  59665. */
  59666. this.layerMask = 0x0FFFFFFF;
  59667. /**
  59668. * This can help using your own shader to render the particle system.
  59669. * The according effect will be created
  59670. */
  59671. this.customShader = null;
  59672. /**
  59673. * By default particle system starts as soon as they are created. This prevents the
  59674. * automatic start to happen and let you decide when to start emitting particles.
  59675. */
  59676. this.preventAutoStart = false;
  59677. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59678. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59679. /**
  59680. * Callback triggered when the particle animation is ending.
  59681. */
  59682. this.onAnimationEnd = null;
  59683. /**
  59684. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59685. */
  59686. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59687. /**
  59688. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59689. * to override the particles.
  59690. */
  59691. this.forceDepthWrite = false;
  59692. /** 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 */
  59693. this.preWarmCycles = 0;
  59694. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59695. this.preWarmStepOffset = 1;
  59696. /**
  59697. * 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)
  59698. */
  59699. this.spriteCellChangeSpeed = 1;
  59700. /**
  59701. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59702. */
  59703. this.startSpriteCellID = 0;
  59704. /**
  59705. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59706. */
  59707. this.endSpriteCellID = 0;
  59708. /**
  59709. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59710. */
  59711. this.spriteCellWidth = 0;
  59712. /**
  59713. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59714. */
  59715. this.spriteCellHeight = 0;
  59716. /**
  59717. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59718. */
  59719. this.spriteRandomStartCell = false;
  59720. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59721. this.translationPivot = new BABYLON.Vector2(0, 0);
  59722. /**
  59723. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59724. */
  59725. this.beginAnimationOnStart = false;
  59726. /**
  59727. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59728. */
  59729. this.beginAnimationFrom = 0;
  59730. /**
  59731. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59732. */
  59733. this.beginAnimationTo = 60;
  59734. /**
  59735. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59736. */
  59737. this.beginAnimationLoop = false;
  59738. /**
  59739. * You can use gravity if you want to give an orientation to your particles.
  59740. */
  59741. this.gravity = BABYLON.Vector3.Zero();
  59742. this._colorGradients = null;
  59743. this._sizeGradients = null;
  59744. this._lifeTimeGradients = null;
  59745. this._angularSpeedGradients = null;
  59746. this._velocityGradients = null;
  59747. this._limitVelocityGradients = null;
  59748. this._dragGradients = null;
  59749. this._emitRateGradients = null;
  59750. this._startSizeGradients = null;
  59751. this._rampGradients = null;
  59752. this._colorRemapGradients = null;
  59753. this._alphaRemapGradients = null;
  59754. /**
  59755. * Defines the delay in milliseconds before starting the system (0 by default)
  59756. */
  59757. this.startDelay = 0;
  59758. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  59759. this.limitVelocityDamping = 0.4;
  59760. /**
  59761. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59762. */
  59763. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59764. /**
  59765. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59766. */
  59767. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59768. /**
  59769. * Color the particle will have at the end of its lifetime
  59770. */
  59771. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  59772. /**
  59773. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  59774. */
  59775. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59776. /** @hidden */
  59777. this._isSubEmitter = false;
  59778. /**
  59779. * Gets or sets the billboard mode to use when isBillboardBased = true.
  59780. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  59781. */
  59782. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  59783. this._isBillboardBased = true;
  59784. /**
  59785. * Local cache of defines for image processing.
  59786. */
  59787. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  59788. this.id = name;
  59789. this.name = name;
  59790. }
  59791. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  59792. /**
  59793. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  59794. */
  59795. get: function () {
  59796. return this._isAnimationSheetEnabled;
  59797. },
  59798. set: function (value) {
  59799. if (this._isAnimationSheetEnabled == value) {
  59800. return;
  59801. }
  59802. this._isAnimationSheetEnabled = value;
  59803. this._reset();
  59804. },
  59805. enumerable: true,
  59806. configurable: true
  59807. });
  59808. /**
  59809. * Get hosting scene
  59810. * @returns the scene
  59811. */
  59812. BaseParticleSystem.prototype.getScene = function () {
  59813. return this._scene;
  59814. };
  59815. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  59816. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  59817. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  59818. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  59819. };
  59820. /**
  59821. * Gets the current list of drag gradients.
  59822. * You must use addDragGradient and removeDragGradient to udpate this list
  59823. * @returns the list of drag gradients
  59824. */
  59825. BaseParticleSystem.prototype.getDragGradients = function () {
  59826. return this._dragGradients;
  59827. };
  59828. /**
  59829. * Gets the current list of limit velocity gradients.
  59830. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  59831. * @returns the list of limit velocity gradients
  59832. */
  59833. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  59834. return this._limitVelocityGradients;
  59835. };
  59836. /**
  59837. * Gets the current list of color gradients.
  59838. * You must use addColorGradient and removeColorGradient to udpate this list
  59839. * @returns the list of color gradients
  59840. */
  59841. BaseParticleSystem.prototype.getColorGradients = function () {
  59842. return this._colorGradients;
  59843. };
  59844. /**
  59845. * Gets the current list of size gradients.
  59846. * You must use addSizeGradient and removeSizeGradient to udpate this list
  59847. * @returns the list of size gradients
  59848. */
  59849. BaseParticleSystem.prototype.getSizeGradients = function () {
  59850. return this._sizeGradients;
  59851. };
  59852. /**
  59853. * Gets the current list of color remap gradients.
  59854. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  59855. * @returns the list of color remap gradients
  59856. */
  59857. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  59858. return this._colorRemapGradients;
  59859. };
  59860. /**
  59861. * Gets the current list of alpha remap gradients.
  59862. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  59863. * @returns the list of alpha remap gradients
  59864. */
  59865. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  59866. return this._alphaRemapGradients;
  59867. };
  59868. /**
  59869. * Gets the current list of life time gradients.
  59870. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  59871. * @returns the list of life time gradients
  59872. */
  59873. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  59874. return this._lifeTimeGradients;
  59875. };
  59876. /**
  59877. * Gets the current list of angular speed gradients.
  59878. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  59879. * @returns the list of angular speed gradients
  59880. */
  59881. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  59882. return this._angularSpeedGradients;
  59883. };
  59884. /**
  59885. * Gets the current list of velocity gradients.
  59886. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  59887. * @returns the list of velocity gradients
  59888. */
  59889. BaseParticleSystem.prototype.getVelocityGradients = function () {
  59890. return this._velocityGradients;
  59891. };
  59892. /**
  59893. * Gets the current list of start size gradients.
  59894. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  59895. * @returns the list of start size gradients
  59896. */
  59897. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  59898. return this._startSizeGradients;
  59899. };
  59900. /**
  59901. * Gets the current list of emit rate gradients.
  59902. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  59903. * @returns the list of emit rate gradients
  59904. */
  59905. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  59906. return this._emitRateGradients;
  59907. };
  59908. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  59909. /**
  59910. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59911. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59912. */
  59913. get: function () {
  59914. if (this.particleEmitterType.direction1) {
  59915. return this.particleEmitterType.direction1;
  59916. }
  59917. return BABYLON.Vector3.Zero();
  59918. },
  59919. set: function (value) {
  59920. if (this.particleEmitterType.direction1) {
  59921. this.particleEmitterType.direction1 = value;
  59922. }
  59923. },
  59924. enumerable: true,
  59925. configurable: true
  59926. });
  59927. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  59928. /**
  59929. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  59930. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59931. */
  59932. get: function () {
  59933. if (this.particleEmitterType.direction2) {
  59934. return this.particleEmitterType.direction2;
  59935. }
  59936. return BABYLON.Vector3.Zero();
  59937. },
  59938. set: function (value) {
  59939. if (this.particleEmitterType.direction2) {
  59940. this.particleEmitterType.direction2 = value;
  59941. }
  59942. },
  59943. enumerable: true,
  59944. configurable: true
  59945. });
  59946. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  59947. /**
  59948. * 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.
  59949. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59950. */
  59951. get: function () {
  59952. if (this.particleEmitterType.minEmitBox) {
  59953. return this.particleEmitterType.minEmitBox;
  59954. }
  59955. return BABYLON.Vector3.Zero();
  59956. },
  59957. set: function (value) {
  59958. if (this.particleEmitterType.minEmitBox) {
  59959. this.particleEmitterType.minEmitBox = value;
  59960. }
  59961. },
  59962. enumerable: true,
  59963. configurable: true
  59964. });
  59965. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  59966. /**
  59967. * 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.
  59968. * This only works when particleEmitterTyps is a BoxParticleEmitter
  59969. */
  59970. get: function () {
  59971. if (this.particleEmitterType.maxEmitBox) {
  59972. return this.particleEmitterType.maxEmitBox;
  59973. }
  59974. return BABYLON.Vector3.Zero();
  59975. },
  59976. set: function (value) {
  59977. if (this.particleEmitterType.maxEmitBox) {
  59978. this.particleEmitterType.maxEmitBox = value;
  59979. }
  59980. },
  59981. enumerable: true,
  59982. configurable: true
  59983. });
  59984. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  59985. /**
  59986. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  59987. */
  59988. get: function () {
  59989. return this._isBillboardBased;
  59990. },
  59991. set: function (value) {
  59992. if (this._isBillboardBased === value) {
  59993. return;
  59994. }
  59995. this._isBillboardBased = value;
  59996. this._reset();
  59997. },
  59998. enumerable: true,
  59999. configurable: true
  60000. });
  60001. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60002. /**
  60003. * Gets the image processing configuration used either in this material.
  60004. */
  60005. get: function () {
  60006. return this._imageProcessingConfiguration;
  60007. },
  60008. /**
  60009. * Sets the Default image processing configuration used either in the this material.
  60010. *
  60011. * If sets to null, the scene one is in use.
  60012. */
  60013. set: function (value) {
  60014. this._attachImageProcessingConfiguration(value);
  60015. },
  60016. enumerable: true,
  60017. configurable: true
  60018. });
  60019. /**
  60020. * Attaches a new image processing configuration to the Standard Material.
  60021. * @param configuration
  60022. */
  60023. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60024. if (configuration === this._imageProcessingConfiguration) {
  60025. return;
  60026. }
  60027. // Pick the scene configuration if needed.
  60028. if (!configuration) {
  60029. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60030. }
  60031. else {
  60032. this._imageProcessingConfiguration = configuration;
  60033. }
  60034. };
  60035. /** @hidden */
  60036. BaseParticleSystem.prototype._reset = function () {
  60037. };
  60038. /** @hidden */
  60039. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60040. if (!gradients) {
  60041. return this;
  60042. }
  60043. var index = 0;
  60044. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60045. var valueGradient = gradients_1[_i];
  60046. if (valueGradient.gradient === gradient) {
  60047. gradients.splice(index, 1);
  60048. break;
  60049. }
  60050. index++;
  60051. }
  60052. if (texture) {
  60053. texture.dispose();
  60054. }
  60055. return this;
  60056. };
  60057. /**
  60058. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60059. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60060. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60061. * @returns the emitter
  60062. */
  60063. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60064. var particleEmitter = new BABYLON.PointParticleEmitter();
  60065. particleEmitter.direction1 = direction1;
  60066. particleEmitter.direction2 = direction2;
  60067. this.particleEmitterType = particleEmitter;
  60068. return particleEmitter;
  60069. };
  60070. /**
  60071. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60072. * @param radius The radius of the hemisphere to emit from
  60073. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60074. * @returns the emitter
  60075. */
  60076. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60077. if (radius === void 0) { radius = 1; }
  60078. if (radiusRange === void 0) { radiusRange = 1; }
  60079. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60080. this.particleEmitterType = particleEmitter;
  60081. return particleEmitter;
  60082. };
  60083. /**
  60084. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60085. * @param radius The radius of the sphere to emit from
  60086. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60087. * @returns the emitter
  60088. */
  60089. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60090. if (radius === void 0) { radius = 1; }
  60091. if (radiusRange === void 0) { radiusRange = 1; }
  60092. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60093. this.particleEmitterType = particleEmitter;
  60094. return particleEmitter;
  60095. };
  60096. /**
  60097. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60098. * @param radius The radius of the sphere to emit from
  60099. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60100. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60101. * @returns the emitter
  60102. */
  60103. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60104. if (radius === void 0) { radius = 1; }
  60105. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60106. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60107. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60108. this.particleEmitterType = particleEmitter;
  60109. return particleEmitter;
  60110. };
  60111. /**
  60112. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60113. * @param radius The radius of the emission cylinder
  60114. * @param height The height of the emission cylinder
  60115. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60116. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60117. * @returns the emitter
  60118. */
  60119. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60120. if (radius === void 0) { radius = 1; }
  60121. if (height === void 0) { height = 1; }
  60122. if (radiusRange === void 0) { radiusRange = 1; }
  60123. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60124. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60125. this.particleEmitterType = particleEmitter;
  60126. return particleEmitter;
  60127. };
  60128. /**
  60129. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60130. * @param radius The radius of the cylinder to emit from
  60131. * @param height The height of the emission cylinder
  60132. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60133. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60134. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60135. * @returns the emitter
  60136. */
  60137. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60138. if (radius === void 0) { radius = 1; }
  60139. if (height === void 0) { height = 1; }
  60140. if (radiusRange === void 0) { radiusRange = 1; }
  60141. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60142. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60143. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60144. this.particleEmitterType = particleEmitter;
  60145. return particleEmitter;
  60146. };
  60147. /**
  60148. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60149. * @param radius The radius of the cone to emit from
  60150. * @param angle The base angle of the cone
  60151. * @returns the emitter
  60152. */
  60153. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60154. if (radius === void 0) { radius = 1; }
  60155. if (angle === void 0) { angle = Math.PI / 4; }
  60156. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60157. this.particleEmitterType = particleEmitter;
  60158. return particleEmitter;
  60159. };
  60160. /**
  60161. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60162. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60163. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60164. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60165. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60166. * @returns the emitter
  60167. */
  60168. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60169. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60170. this.particleEmitterType = particleEmitter;
  60171. this.direction1 = direction1;
  60172. this.direction2 = direction2;
  60173. this.minEmitBox = minEmitBox;
  60174. this.maxEmitBox = maxEmitBox;
  60175. return particleEmitter;
  60176. };
  60177. /**
  60178. * Source color is added to the destination color without alpha affecting the result
  60179. */
  60180. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60181. /**
  60182. * Blend current color and particle color using particle’s alpha
  60183. */
  60184. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60185. /**
  60186. * Add current color and particle color multiplied by particle’s alpha
  60187. */
  60188. BaseParticleSystem.BLENDMODE_ADD = 2;
  60189. /**
  60190. * Multiply current color with particle color
  60191. */
  60192. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60193. /**
  60194. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60195. */
  60196. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60197. return BaseParticleSystem;
  60198. }());
  60199. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60200. })(BABYLON || (BABYLON = {}));
  60201. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60202. var BABYLON;
  60203. (function (BABYLON) {
  60204. /**
  60205. * This represents a particle system in Babylon.
  60206. * 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.
  60207. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60208. * @example https://doc.babylonjs.com/babylon101/particles
  60209. */
  60210. var ParticleSystem = /** @class */ (function (_super) {
  60211. __extends(ParticleSystem, _super);
  60212. /**
  60213. * Instantiates a particle system.
  60214. * 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.
  60215. * @param name The name of the particle system
  60216. * @param capacity The max number of particles alive at the same time
  60217. * @param scene The scene the particle system belongs to
  60218. * @param customEffect a custom effect used to change the way particles are rendered by default
  60219. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60220. * @param epsilon Offset used to render the particles
  60221. */
  60222. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60223. if (customEffect === void 0) { customEffect = null; }
  60224. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60225. if (epsilon === void 0) { epsilon = 0.01; }
  60226. var _this = _super.call(this, name) || this;
  60227. /**
  60228. * @hidden
  60229. */
  60230. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60231. /**
  60232. * An event triggered when the system is disposed
  60233. */
  60234. _this.onDisposeObservable = new BABYLON.Observable();
  60235. _this._particles = new Array();
  60236. _this._stockParticles = new Array();
  60237. _this._newPartsExcess = 0;
  60238. _this._vertexBuffers = {};
  60239. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60240. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60241. _this._scaledDirection = BABYLON.Vector3.Zero();
  60242. _this._scaledGravity = BABYLON.Vector3.Zero();
  60243. _this._currentRenderId = -1;
  60244. _this._useInstancing = false;
  60245. _this._started = false;
  60246. _this._stopped = false;
  60247. _this._actualFrame = 0;
  60248. /** @hidden */
  60249. _this._currentEmitRate1 = 0;
  60250. /** @hidden */
  60251. _this._currentEmitRate2 = 0;
  60252. /** @hidden */
  60253. _this._currentStartSize1 = 0;
  60254. /** @hidden */
  60255. _this._currentStartSize2 = 0;
  60256. _this._rawTextureWidth = 256;
  60257. _this._useRampGradients = false;
  60258. /**
  60259. * @hidden
  60260. * If the particle systems emitter should be disposed when the particle system is disposed
  60261. */
  60262. _this._disposeEmitterOnDispose = false;
  60263. // start of sub system methods
  60264. /**
  60265. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60266. * Its lifetime will start back at 0.
  60267. */
  60268. _this.recycleParticle = function (particle) {
  60269. // move particle from activeParticle list to stock particles
  60270. var lastParticle = _this._particles.pop();
  60271. if (lastParticle !== particle) {
  60272. lastParticle.copyTo(particle);
  60273. }
  60274. _this._stockParticles.push(lastParticle);
  60275. };
  60276. _this._createParticle = function () {
  60277. var particle;
  60278. if (_this._stockParticles.length !== 0) {
  60279. particle = _this._stockParticles.pop();
  60280. particle._reset();
  60281. }
  60282. else {
  60283. particle = new BABYLON.Particle(_this);
  60284. }
  60285. // Attach emitters
  60286. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60287. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60288. particle._attachedSubEmitters = [];
  60289. subEmitters.forEach(function (subEmitter) {
  60290. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60291. var newEmitter = subEmitter.clone();
  60292. particle._attachedSubEmitters.push(newEmitter);
  60293. newEmitter.particleSystem.start();
  60294. }
  60295. });
  60296. }
  60297. return particle;
  60298. };
  60299. _this._emitFromParticle = function (particle) {
  60300. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60301. return;
  60302. }
  60303. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60304. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60305. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60306. var subSystem = subEmitter.clone();
  60307. particle._inheritParticleInfoToSubEmitter(subSystem);
  60308. subSystem.particleSystem._rootParticleSystem = _this;
  60309. _this.activeSubSystems.push(subSystem.particleSystem);
  60310. subSystem.particleSystem.start();
  60311. }
  60312. });
  60313. };
  60314. _this._capacity = capacity;
  60315. _this._epsilon = epsilon;
  60316. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60317. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60318. // Setup the default processing configuration to the scene.
  60319. _this._attachImageProcessingConfiguration(null);
  60320. _this._customEffect = customEffect;
  60321. _this._scene.particleSystems.push(_this);
  60322. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60323. _this._createIndexBuffer();
  60324. _this._createVertexBuffers();
  60325. // Default emitter type
  60326. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60327. // Update
  60328. _this.updateFunction = function (particles) {
  60329. var noiseTextureSize = null;
  60330. var noiseTextureData = null;
  60331. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60332. noiseTextureSize = _this.noiseTexture.getSize();
  60333. noiseTextureData = (_this.noiseTexture.getContent());
  60334. }
  60335. var _loop_1 = function () {
  60336. particle = particles[index];
  60337. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60338. var previousAge = particle.age;
  60339. particle.age += scaledUpdateSpeed;
  60340. // Evaluate step to death
  60341. if (particle.age > particle.lifeTime) {
  60342. var diff = particle.age - previousAge;
  60343. var oldDiff = particle.lifeTime - previousAge;
  60344. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60345. particle.age = particle.lifeTime;
  60346. }
  60347. var ratio = particle.age / particle.lifeTime;
  60348. // Color
  60349. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60350. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60351. if (currentGradient !== particle._currentColorGradient) {
  60352. particle._currentColor1.copyFrom(particle._currentColor2);
  60353. nextGradient.getColorToRef(particle._currentColor2);
  60354. particle._currentColorGradient = currentGradient;
  60355. }
  60356. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60357. });
  60358. }
  60359. else {
  60360. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60361. particle.color.addInPlace(_this._scaledColorStep);
  60362. if (particle.color.a < 0) {
  60363. particle.color.a = 0;
  60364. }
  60365. }
  60366. // Angular speed
  60367. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60368. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60369. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60370. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60371. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60372. particle._currentAngularSpeedGradient = currentGradient;
  60373. }
  60374. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60375. });
  60376. }
  60377. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60378. // Direction
  60379. var directionScale = scaledUpdateSpeed;
  60380. /// Velocity
  60381. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60382. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60383. if (currentGradient !== particle._currentVelocityGradient) {
  60384. particle._currentVelocity1 = particle._currentVelocity2;
  60385. particle._currentVelocity2 = nextGradient.getFactor();
  60386. particle._currentVelocityGradient = currentGradient;
  60387. }
  60388. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60389. });
  60390. }
  60391. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60392. /// Limit velocity
  60393. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60394. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60395. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60396. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60397. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60398. particle._currentLimitVelocityGradient = currentGradient;
  60399. }
  60400. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60401. var currentVelocity = particle.direction.length();
  60402. if (currentVelocity > limitVelocity) {
  60403. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60404. }
  60405. });
  60406. }
  60407. /// Drag
  60408. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60409. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60410. if (currentGradient !== particle._currentDragGradient) {
  60411. particle._currentDrag1 = particle._currentDrag2;
  60412. particle._currentDrag2 = nextGradient.getFactor();
  60413. particle._currentDragGradient = currentGradient;
  60414. }
  60415. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60416. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60417. });
  60418. }
  60419. particle.position.addInPlace(_this._scaledDirection);
  60420. // Noise
  60421. if (noiseTextureData && noiseTextureSize) {
  60422. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60423. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60424. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60425. var force = BABYLON.Tmp.Vector3[0];
  60426. var scaledForce = BABYLON.Tmp.Vector3[1];
  60427. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60428. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60429. particle.direction.addInPlace(scaledForce);
  60430. }
  60431. // Gravity
  60432. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60433. particle.direction.addInPlace(_this._scaledGravity);
  60434. // Size
  60435. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60436. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60437. if (currentGradient !== particle._currentSizeGradient) {
  60438. particle._currentSize1 = particle._currentSize2;
  60439. particle._currentSize2 = nextGradient.getFactor();
  60440. particle._currentSizeGradient = currentGradient;
  60441. }
  60442. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60443. });
  60444. }
  60445. // Remap data
  60446. if (_this._useRampGradients) {
  60447. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60448. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60449. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60450. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60451. particle.remapData.x = min;
  60452. particle.remapData.y = max - min;
  60453. });
  60454. }
  60455. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60456. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60457. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60458. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60459. particle.remapData.z = min;
  60460. particle.remapData.w = max - min;
  60461. });
  60462. }
  60463. }
  60464. if (_this._isAnimationSheetEnabled) {
  60465. particle.updateCellIndex();
  60466. }
  60467. // Update the position of the attached sub-emitters to match their attached particle
  60468. particle._inheritParticleInfoToSubEmitters();
  60469. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60470. _this._emitFromParticle(particle);
  60471. if (particle._attachedSubEmitters) {
  60472. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60473. subEmitter.particleSystem.disposeOnStop = true;
  60474. subEmitter.particleSystem.stop();
  60475. });
  60476. particle._attachedSubEmitters = null;
  60477. }
  60478. _this.recycleParticle(particle);
  60479. index--;
  60480. return "continue";
  60481. }
  60482. };
  60483. var particle;
  60484. for (var index = 0; index < particles.length; index++) {
  60485. _loop_1();
  60486. }
  60487. };
  60488. return _this;
  60489. }
  60490. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60491. /**
  60492. * Sets a callback that will be triggered when the system is disposed
  60493. */
  60494. set: function (callback) {
  60495. if (this._onDisposeObserver) {
  60496. this.onDisposeObservable.remove(this._onDisposeObserver);
  60497. }
  60498. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60499. },
  60500. enumerable: true,
  60501. configurable: true
  60502. });
  60503. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60504. /** Gets or sets a boolean indicating that ramp gradients must be used
  60505. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60506. */
  60507. get: function () {
  60508. return this._useRampGradients;
  60509. },
  60510. set: function (value) {
  60511. if (this._useRampGradients === value) {
  60512. return;
  60513. }
  60514. this._useRampGradients = value;
  60515. this._resetEffect();
  60516. },
  60517. enumerable: true,
  60518. configurable: true
  60519. });
  60520. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60521. //end of Sub-emitter
  60522. /**
  60523. * Gets the current list of active particles
  60524. */
  60525. get: function () {
  60526. return this._particles;
  60527. },
  60528. enumerable: true,
  60529. configurable: true
  60530. });
  60531. /**
  60532. * Returns the string "ParticleSystem"
  60533. * @returns a string containing the class name
  60534. */
  60535. ParticleSystem.prototype.getClassName = function () {
  60536. return "ParticleSystem";
  60537. };
  60538. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60539. var newGradient = new BABYLON.FactorGradient();
  60540. newGradient.gradient = gradient;
  60541. newGradient.factor1 = factor;
  60542. newGradient.factor2 = factor2;
  60543. factorGradients.push(newGradient);
  60544. factorGradients.sort(function (a, b) {
  60545. if (a.gradient < b.gradient) {
  60546. return -1;
  60547. }
  60548. else if (a.gradient > b.gradient) {
  60549. return 1;
  60550. }
  60551. return 0;
  60552. });
  60553. };
  60554. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60555. if (!factorGradients) {
  60556. return;
  60557. }
  60558. var index = 0;
  60559. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60560. var factorGradient = factorGradients_1[_i];
  60561. if (factorGradient.gradient === gradient) {
  60562. factorGradients.splice(index, 1);
  60563. break;
  60564. }
  60565. index++;
  60566. }
  60567. };
  60568. /**
  60569. * Adds a new life time gradient
  60570. * @param gradient defines the gradient to use (between 0 and 1)
  60571. * @param factor defines the life time factor to affect to the specified gradient
  60572. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60573. * @returns the current particle system
  60574. */
  60575. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60576. if (!this._lifeTimeGradients) {
  60577. this._lifeTimeGradients = [];
  60578. }
  60579. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60580. return this;
  60581. };
  60582. /**
  60583. * Remove a specific life time gradient
  60584. * @param gradient defines the gradient to remove
  60585. * @returns the current particle system
  60586. */
  60587. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60588. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60589. return this;
  60590. };
  60591. /**
  60592. * Adds a new size gradient
  60593. * @param gradient defines the gradient to use (between 0 and 1)
  60594. * @param factor defines the size factor to affect to the specified gradient
  60595. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60596. * @returns the current particle system
  60597. */
  60598. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60599. if (!this._sizeGradients) {
  60600. this._sizeGradients = [];
  60601. }
  60602. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60603. return this;
  60604. };
  60605. /**
  60606. * Remove a specific size gradient
  60607. * @param gradient defines the gradient to remove
  60608. * @returns the current particle system
  60609. */
  60610. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60611. this._removeFactorGradient(this._sizeGradients, gradient);
  60612. return this;
  60613. };
  60614. /**
  60615. * Adds a new color remap gradient
  60616. * @param gradient defines the gradient to use (between 0 and 1)
  60617. * @param min defines the color remap minimal range
  60618. * @param max defines the color remap maximal range
  60619. * @returns the current particle system
  60620. */
  60621. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60622. if (!this._colorRemapGradients) {
  60623. this._colorRemapGradients = [];
  60624. }
  60625. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60626. return this;
  60627. };
  60628. /**
  60629. * Remove a specific color remap gradient
  60630. * @param gradient defines the gradient to remove
  60631. * @returns the current particle system
  60632. */
  60633. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60634. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60635. return this;
  60636. };
  60637. /**
  60638. * Adds a new alpha remap gradient
  60639. * @param gradient defines the gradient to use (between 0 and 1)
  60640. * @param min defines the alpha remap minimal range
  60641. * @param max defines the alpha remap maximal range
  60642. * @returns the current particle system
  60643. */
  60644. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60645. if (!this._alphaRemapGradients) {
  60646. this._alphaRemapGradients = [];
  60647. }
  60648. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60649. return this;
  60650. };
  60651. /**
  60652. * Remove a specific alpha remap gradient
  60653. * @param gradient defines the gradient to remove
  60654. * @returns the current particle system
  60655. */
  60656. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60657. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60658. return this;
  60659. };
  60660. /**
  60661. * Adds a new angular speed gradient
  60662. * @param gradient defines the gradient to use (between 0 and 1)
  60663. * @param factor defines the angular speed to affect to the specified gradient
  60664. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60665. * @returns the current particle system
  60666. */
  60667. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60668. if (!this._angularSpeedGradients) {
  60669. this._angularSpeedGradients = [];
  60670. }
  60671. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60672. return this;
  60673. };
  60674. /**
  60675. * Remove a specific angular speed gradient
  60676. * @param gradient defines the gradient to remove
  60677. * @returns the current particle system
  60678. */
  60679. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60680. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60681. return this;
  60682. };
  60683. /**
  60684. * Adds a new velocity gradient
  60685. * @param gradient defines the gradient to use (between 0 and 1)
  60686. * @param factor defines the velocity to affect to the specified gradient
  60687. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60688. * @returns the current particle system
  60689. */
  60690. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60691. if (!this._velocityGradients) {
  60692. this._velocityGradients = [];
  60693. }
  60694. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60695. return this;
  60696. };
  60697. /**
  60698. * Remove a specific velocity gradient
  60699. * @param gradient defines the gradient to remove
  60700. * @returns the current particle system
  60701. */
  60702. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60703. this._removeFactorGradient(this._velocityGradients, gradient);
  60704. return this;
  60705. };
  60706. /**
  60707. * Adds a new limit velocity gradient
  60708. * @param gradient defines the gradient to use (between 0 and 1)
  60709. * @param factor defines the limit velocity value to affect to the specified gradient
  60710. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60711. * @returns the current particle system
  60712. */
  60713. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60714. if (!this._limitVelocityGradients) {
  60715. this._limitVelocityGradients = [];
  60716. }
  60717. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60718. return this;
  60719. };
  60720. /**
  60721. * Remove a specific limit velocity gradient
  60722. * @param gradient defines the gradient to remove
  60723. * @returns the current particle system
  60724. */
  60725. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60726. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60727. return this;
  60728. };
  60729. /**
  60730. * Adds a new drag gradient
  60731. * @param gradient defines the gradient to use (between 0 and 1)
  60732. * @param factor defines the drag value to affect to the specified gradient
  60733. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60734. * @returns the current particle system
  60735. */
  60736. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  60737. if (!this._dragGradients) {
  60738. this._dragGradients = [];
  60739. }
  60740. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  60741. return this;
  60742. };
  60743. /**
  60744. * Remove a specific drag gradient
  60745. * @param gradient defines the gradient to remove
  60746. * @returns the current particle system
  60747. */
  60748. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  60749. this._removeFactorGradient(this._dragGradients, gradient);
  60750. return this;
  60751. };
  60752. /**
  60753. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  60754. * @param gradient defines the gradient to use (between 0 and 1)
  60755. * @param factor defines the emit rate value to affect to the specified gradient
  60756. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60757. * @returns the current particle system
  60758. */
  60759. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  60760. if (!this._emitRateGradients) {
  60761. this._emitRateGradients = [];
  60762. }
  60763. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  60764. return this;
  60765. };
  60766. /**
  60767. * Remove a specific emit rate gradient
  60768. * @param gradient defines the gradient to remove
  60769. * @returns the current particle system
  60770. */
  60771. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  60772. this._removeFactorGradient(this._emitRateGradients, gradient);
  60773. return this;
  60774. };
  60775. /**
  60776. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  60777. * @param gradient defines the gradient to use (between 0 and 1)
  60778. * @param factor defines the start size value to affect to the specified gradient
  60779. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60780. * @returns the current particle system
  60781. */
  60782. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  60783. if (!this._startSizeGradients) {
  60784. this._startSizeGradients = [];
  60785. }
  60786. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  60787. return this;
  60788. };
  60789. /**
  60790. * Remove a specific start size gradient
  60791. * @param gradient defines the gradient to remove
  60792. * @returns the current particle system
  60793. */
  60794. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  60795. this._removeFactorGradient(this._emitRateGradients, gradient);
  60796. return this;
  60797. };
  60798. ParticleSystem.prototype._createRampGradientTexture = function () {
  60799. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  60800. return;
  60801. }
  60802. var data = new Uint8Array(this._rawTextureWidth * 4);
  60803. var tmpColor = BABYLON.Tmp.Color3[0];
  60804. for (var x = 0; x < this._rawTextureWidth; x++) {
  60805. var ratio = x / this._rawTextureWidth;
  60806. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  60807. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  60808. data[x * 4] = tmpColor.r * 255;
  60809. data[x * 4 + 1] = tmpColor.g * 255;
  60810. data[x * 4 + 2] = tmpColor.b * 255;
  60811. data[x * 4 + 3] = 255;
  60812. });
  60813. }
  60814. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  60815. };
  60816. /**
  60817. * Gets the current list of ramp gradients.
  60818. * You must use addRampGradient and removeRampGradient to udpate this list
  60819. * @returns the list of ramp gradients
  60820. */
  60821. ParticleSystem.prototype.getRampGradients = function () {
  60822. return this._rampGradients;
  60823. };
  60824. /**
  60825. * Adds a new ramp gradient used to remap particle colors
  60826. * @param gradient defines the gradient to use (between 0 and 1)
  60827. * @param color defines the color to affect to the specified gradient
  60828. * @returns the current particle system
  60829. */
  60830. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  60831. if (!this._rampGradients) {
  60832. this._rampGradients = [];
  60833. }
  60834. var rampGradient = new BABYLON.Color3Gradient();
  60835. rampGradient.gradient = gradient;
  60836. rampGradient.color = color;
  60837. this._rampGradients.push(rampGradient);
  60838. this._rampGradients.sort(function (a, b) {
  60839. if (a.gradient < b.gradient) {
  60840. return -1;
  60841. }
  60842. else if (a.gradient > b.gradient) {
  60843. return 1;
  60844. }
  60845. return 0;
  60846. });
  60847. if (this._rampGradientsTexture) {
  60848. this._rampGradientsTexture.dispose();
  60849. this._rampGradientsTexture = null;
  60850. }
  60851. this._createRampGradientTexture();
  60852. return this;
  60853. };
  60854. /**
  60855. * Remove a specific ramp gradient
  60856. * @param gradient defines the gradient to remove
  60857. * @returns the current particle system
  60858. */
  60859. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  60860. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  60861. this._rampGradientsTexture = null;
  60862. if (this._rampGradients && this._rampGradients.length > 0) {
  60863. this._createRampGradientTexture();
  60864. }
  60865. return this;
  60866. };
  60867. /**
  60868. * Adds a new color gradient
  60869. * @param gradient defines the gradient to use (between 0 and 1)
  60870. * @param color1 defines the color to affect to the specified gradient
  60871. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  60872. * @returns this particle system
  60873. */
  60874. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  60875. if (!this._colorGradients) {
  60876. this._colorGradients = [];
  60877. }
  60878. var colorGradient = new BABYLON.ColorGradient();
  60879. colorGradient.gradient = gradient;
  60880. colorGradient.color1 = color1;
  60881. colorGradient.color2 = color2;
  60882. this._colorGradients.push(colorGradient);
  60883. this._colorGradients.sort(function (a, b) {
  60884. if (a.gradient < b.gradient) {
  60885. return -1;
  60886. }
  60887. else if (a.gradient > b.gradient) {
  60888. return 1;
  60889. }
  60890. return 0;
  60891. });
  60892. return this;
  60893. };
  60894. /**
  60895. * Remove a specific color gradient
  60896. * @param gradient defines the gradient to remove
  60897. * @returns this particle system
  60898. */
  60899. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  60900. if (!this._colorGradients) {
  60901. return this;
  60902. }
  60903. var index = 0;
  60904. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  60905. var colorGradient = _a[_i];
  60906. if (colorGradient.gradient === gradient) {
  60907. this._colorGradients.splice(index, 1);
  60908. break;
  60909. }
  60910. index++;
  60911. }
  60912. return this;
  60913. };
  60914. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  60915. u = Math.abs(u) * 0.5 + 0.5;
  60916. v = Math.abs(v) * 0.5 + 0.5;
  60917. var wrappedU = ((u * width) % width) | 0;
  60918. var wrappedV = ((v * height) % height) | 0;
  60919. var position = (wrappedU + wrappedV * width) * 4;
  60920. return pixels[position] / 255;
  60921. };
  60922. ParticleSystem.prototype._reset = function () {
  60923. this._resetEffect();
  60924. };
  60925. ParticleSystem.prototype._resetEffect = function () {
  60926. if (this._vertexBuffer) {
  60927. this._vertexBuffer.dispose();
  60928. this._vertexBuffer = null;
  60929. }
  60930. if (this._spriteBuffer) {
  60931. this._spriteBuffer.dispose();
  60932. this._spriteBuffer = null;
  60933. }
  60934. this._createVertexBuffers();
  60935. };
  60936. ParticleSystem.prototype._createVertexBuffers = function () {
  60937. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  60938. if (this._isAnimationSheetEnabled) {
  60939. this._vertexBufferSize += 1;
  60940. }
  60941. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60942. this._vertexBufferSize += 3;
  60943. }
  60944. if (this._useRampGradients) {
  60945. this._vertexBufferSize += 4;
  60946. }
  60947. var engine = this._scene.getEngine();
  60948. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  60949. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  60950. var dataOffset = 0;
  60951. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60952. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  60953. dataOffset += 3;
  60954. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60955. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  60956. dataOffset += 4;
  60957. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60958. this._vertexBuffers["angle"] = options;
  60959. dataOffset += 1;
  60960. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60961. this._vertexBuffers["size"] = size;
  60962. dataOffset += 2;
  60963. if (this._isAnimationSheetEnabled) {
  60964. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  60965. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  60966. dataOffset += 1;
  60967. }
  60968. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  60969. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  60970. this._vertexBuffers["direction"] = directionBuffer;
  60971. dataOffset += 3;
  60972. }
  60973. if (this._useRampGradients) {
  60974. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  60975. this._vertexBuffers["remapData"] = rampDataBuffer;
  60976. dataOffset += 4;
  60977. }
  60978. var offsets;
  60979. if (this._useInstancing) {
  60980. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  60981. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  60982. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  60983. }
  60984. else {
  60985. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  60986. dataOffset += 2;
  60987. }
  60988. this._vertexBuffers["offset"] = offsets;
  60989. };
  60990. ParticleSystem.prototype._createIndexBuffer = function () {
  60991. if (this._useInstancing) {
  60992. return;
  60993. }
  60994. var indices = [];
  60995. var index = 0;
  60996. for (var count = 0; count < this._capacity; count++) {
  60997. indices.push(index);
  60998. indices.push(index + 1);
  60999. indices.push(index + 2);
  61000. indices.push(index);
  61001. indices.push(index + 2);
  61002. indices.push(index + 3);
  61003. index += 4;
  61004. }
  61005. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61006. };
  61007. /**
  61008. * Gets the maximum number of particles active at the same time.
  61009. * @returns The max number of active particles.
  61010. */
  61011. ParticleSystem.prototype.getCapacity = function () {
  61012. return this._capacity;
  61013. };
  61014. /**
  61015. * Gets whether there are still active particles in the system.
  61016. * @returns True if it is alive, otherwise false.
  61017. */
  61018. ParticleSystem.prototype.isAlive = function () {
  61019. return this._alive;
  61020. };
  61021. /**
  61022. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61023. * @returns True if it has been started, otherwise false.
  61024. */
  61025. ParticleSystem.prototype.isStarted = function () {
  61026. return this._started;
  61027. };
  61028. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61029. var _this = this;
  61030. this._subEmitters = new Array();
  61031. if (this.subEmitters) {
  61032. this.subEmitters.forEach(function (subEmitter) {
  61033. if (subEmitter instanceof ParticleSystem) {
  61034. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61035. }
  61036. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61037. _this._subEmitters.push([subEmitter]);
  61038. }
  61039. else if (subEmitter instanceof Array) {
  61040. _this._subEmitters.push(subEmitter);
  61041. }
  61042. });
  61043. }
  61044. };
  61045. /**
  61046. * Starts the particle system and begins to emit
  61047. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61048. */
  61049. ParticleSystem.prototype.start = function (delay) {
  61050. var _this = this;
  61051. if (delay === void 0) { delay = this.startDelay; }
  61052. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61053. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61054. }
  61055. if (delay) {
  61056. setTimeout(function () {
  61057. _this.start(0);
  61058. }, delay);
  61059. return;
  61060. }
  61061. // Convert the subEmitters field to the constant type field _subEmitters
  61062. this._prepareSubEmitterInternalArray();
  61063. this._started = true;
  61064. this._stopped = false;
  61065. this._actualFrame = 0;
  61066. if (this._subEmitters && this._subEmitters.length != 0) {
  61067. this.activeSubSystems = new Array();
  61068. }
  61069. // Reset emit gradient so it acts the same on every start
  61070. if (this._emitRateGradients) {
  61071. if (this._emitRateGradients.length > 0) {
  61072. this._currentEmitRateGradient = this._emitRateGradients[0];
  61073. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61074. this._currentEmitRate2 = this._currentEmitRate1;
  61075. }
  61076. if (this._emitRateGradients.length > 1) {
  61077. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61078. }
  61079. }
  61080. // Reset start size gradient so it acts the same on every start
  61081. if (this._startSizeGradients) {
  61082. if (this._startSizeGradients.length > 0) {
  61083. this._currentStartSizeGradient = this._startSizeGradients[0];
  61084. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61085. this._currentStartSize2 = this._currentStartSize1;
  61086. }
  61087. if (this._startSizeGradients.length > 1) {
  61088. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61089. }
  61090. }
  61091. if (this.preWarmCycles) {
  61092. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61093. this.emitter.computeWorldMatrix(true);
  61094. }
  61095. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61096. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61097. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61098. setTimeout(function () {
  61099. for (var index = 0; index < _this.preWarmCycles; index++) {
  61100. _this.animate(true);
  61101. noiseTextureAsProcedural_1.render();
  61102. }
  61103. });
  61104. });
  61105. }
  61106. else {
  61107. for (var index = 0; index < this.preWarmCycles; index++) {
  61108. this.animate(true);
  61109. }
  61110. }
  61111. }
  61112. // Animations
  61113. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61114. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61115. }
  61116. };
  61117. /**
  61118. * Stops the particle system.
  61119. * @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.
  61120. */
  61121. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61122. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61123. this._stopped = true;
  61124. if (stopSubEmitters) {
  61125. this._stopSubEmitters();
  61126. }
  61127. };
  61128. // animation sheet
  61129. /**
  61130. * Remove all active particles
  61131. */
  61132. ParticleSystem.prototype.reset = function () {
  61133. this._stockParticles = [];
  61134. this._particles = [];
  61135. };
  61136. /**
  61137. * @hidden (for internal use only)
  61138. */
  61139. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61140. var offset = index * this._vertexBufferSize;
  61141. this._vertexData[offset++] = particle.position.x;
  61142. this._vertexData[offset++] = particle.position.y;
  61143. this._vertexData[offset++] = particle.position.z;
  61144. this._vertexData[offset++] = particle.color.r;
  61145. this._vertexData[offset++] = particle.color.g;
  61146. this._vertexData[offset++] = particle.color.b;
  61147. this._vertexData[offset++] = particle.color.a;
  61148. this._vertexData[offset++] = particle.angle;
  61149. this._vertexData[offset++] = particle.scale.x * particle.size;
  61150. this._vertexData[offset++] = particle.scale.y * particle.size;
  61151. if (this._isAnimationSheetEnabled) {
  61152. this._vertexData[offset++] = particle.cellIndex;
  61153. }
  61154. if (!this._isBillboardBased) {
  61155. if (particle._initialDirection) {
  61156. this._vertexData[offset++] = particle._initialDirection.x;
  61157. this._vertexData[offset++] = particle._initialDirection.y;
  61158. this._vertexData[offset++] = particle._initialDirection.z;
  61159. }
  61160. else {
  61161. this._vertexData[offset++] = particle.direction.x;
  61162. this._vertexData[offset++] = particle.direction.y;
  61163. this._vertexData[offset++] = particle.direction.z;
  61164. }
  61165. }
  61166. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61167. this._vertexData[offset++] = particle.direction.x;
  61168. this._vertexData[offset++] = particle.direction.y;
  61169. this._vertexData[offset++] = particle.direction.z;
  61170. }
  61171. if (this._useRampGradients) {
  61172. this._vertexData[offset++] = particle.remapData.x;
  61173. this._vertexData[offset++] = particle.remapData.y;
  61174. this._vertexData[offset++] = particle.remapData.z;
  61175. this._vertexData[offset++] = particle.remapData.w;
  61176. }
  61177. if (!this._useInstancing) {
  61178. if (this._isAnimationSheetEnabled) {
  61179. if (offsetX === 0) {
  61180. offsetX = this._epsilon;
  61181. }
  61182. else if (offsetX === 1) {
  61183. offsetX = 1 - this._epsilon;
  61184. }
  61185. if (offsetY === 0) {
  61186. offsetY = this._epsilon;
  61187. }
  61188. else if (offsetY === 1) {
  61189. offsetY = 1 - this._epsilon;
  61190. }
  61191. }
  61192. this._vertexData[offset++] = offsetX;
  61193. this._vertexData[offset++] = offsetY;
  61194. }
  61195. };
  61196. ParticleSystem.prototype._stopSubEmitters = function () {
  61197. if (!this.activeSubSystems) {
  61198. return;
  61199. }
  61200. this.activeSubSystems.forEach(function (subSystem) {
  61201. subSystem.stop(true);
  61202. });
  61203. this.activeSubSystems = new Array();
  61204. };
  61205. ParticleSystem.prototype._removeFromRoot = function () {
  61206. if (!this._rootParticleSystem) {
  61207. return;
  61208. }
  61209. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61210. if (index !== -1) {
  61211. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61212. }
  61213. this._rootParticleSystem = null;
  61214. };
  61215. // End of sub system methods
  61216. ParticleSystem.prototype._update = function (newParticles) {
  61217. var _this = this;
  61218. // Update current
  61219. this._alive = this._particles.length > 0;
  61220. if (this.emitter.position) {
  61221. var emitterMesh = this.emitter;
  61222. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61223. }
  61224. else {
  61225. var emitterPosition = this.emitter;
  61226. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61227. }
  61228. this.updateFunction(this._particles);
  61229. // Add new ones
  61230. var particle;
  61231. var _loop_2 = function () {
  61232. if (this_1._particles.length === this_1._capacity) {
  61233. return "break";
  61234. }
  61235. particle = this_1._createParticle();
  61236. this_1._particles.push(particle);
  61237. // Emitter
  61238. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61239. if (this_1.startPositionFunction) {
  61240. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61241. }
  61242. else {
  61243. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61244. }
  61245. if (this_1.startDirectionFunction) {
  61246. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61247. }
  61248. else {
  61249. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61250. }
  61251. if (emitPower === 0) {
  61252. if (!particle._initialDirection) {
  61253. particle._initialDirection = particle.direction.clone();
  61254. }
  61255. else {
  61256. particle._initialDirection.copyFrom(particle.direction);
  61257. }
  61258. }
  61259. else {
  61260. particle._initialDirection = null;
  61261. }
  61262. particle.direction.scaleInPlace(emitPower);
  61263. // Life time
  61264. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61265. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61266. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61267. var factorGradient1 = currentGradient;
  61268. var factorGradient2 = nextGradient;
  61269. var lifeTime1 = factorGradient1.getFactor();
  61270. var lifeTime2 = factorGradient2.getFactor();
  61271. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61272. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61273. });
  61274. }
  61275. else {
  61276. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61277. }
  61278. // Size
  61279. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61280. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61281. }
  61282. else {
  61283. particle._currentSizeGradient = this_1._sizeGradients[0];
  61284. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61285. particle.size = particle._currentSize1;
  61286. if (this_1._sizeGradients.length > 1) {
  61287. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61288. }
  61289. else {
  61290. particle._currentSize2 = particle._currentSize1;
  61291. }
  61292. }
  61293. // Size and scale
  61294. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61295. // Adjust scale by start size
  61296. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61297. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61298. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61299. if (currentGradient !== _this._currentStartSizeGradient) {
  61300. _this._currentStartSize1 = _this._currentStartSize2;
  61301. _this._currentStartSize2 = nextGradient.getFactor();
  61302. _this._currentStartSizeGradient = currentGradient;
  61303. }
  61304. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61305. particle.scale.scaleInPlace(value);
  61306. });
  61307. }
  61308. // Angle
  61309. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61310. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61311. }
  61312. else {
  61313. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61314. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61315. particle._currentAngularSpeed1 = particle.angularSpeed;
  61316. if (this_1._angularSpeedGradients.length > 1) {
  61317. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61318. }
  61319. else {
  61320. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61321. }
  61322. }
  61323. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61324. // Velocity
  61325. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61326. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61327. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61328. if (this_1._velocityGradients.length > 1) {
  61329. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61330. }
  61331. else {
  61332. particle._currentVelocity2 = particle._currentVelocity1;
  61333. }
  61334. }
  61335. // Limit velocity
  61336. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61337. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61338. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61339. if (this_1._limitVelocityGradients.length > 1) {
  61340. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61341. }
  61342. else {
  61343. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61344. }
  61345. }
  61346. // Drag
  61347. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61348. particle._currentDragGradient = this_1._dragGradients[0];
  61349. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61350. if (this_1._dragGradients.length > 1) {
  61351. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61352. }
  61353. else {
  61354. particle._currentDrag2 = particle._currentDrag1;
  61355. }
  61356. }
  61357. // Color
  61358. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61359. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61360. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61361. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61362. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61363. }
  61364. else {
  61365. particle._currentColorGradient = this_1._colorGradients[0];
  61366. particle._currentColorGradient.getColorToRef(particle.color);
  61367. particle._currentColor1.copyFrom(particle.color);
  61368. if (this_1._colorGradients.length > 1) {
  61369. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61370. }
  61371. else {
  61372. particle._currentColor2.copyFrom(particle.color);
  61373. }
  61374. }
  61375. // Sheet
  61376. if (this_1._isAnimationSheetEnabled) {
  61377. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61378. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61379. }
  61380. // Inherited Velocity
  61381. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61382. // Ramp
  61383. if (this_1._useRampGradients) {
  61384. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61385. }
  61386. // Noise texture coordinates
  61387. if (this_1.noiseTexture) {
  61388. if (particle._randomNoiseCoordinates1) {
  61389. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61390. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61391. }
  61392. else {
  61393. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61394. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61395. }
  61396. }
  61397. // Update the position of the attached sub-emitters to match their attached particle
  61398. particle._inheritParticleInfoToSubEmitters();
  61399. };
  61400. var this_1 = this, step;
  61401. for (var index = 0; index < newParticles; index++) {
  61402. var state_1 = _loop_2();
  61403. if (state_1 === "break")
  61404. break;
  61405. }
  61406. };
  61407. /** @hidden */
  61408. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61409. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61410. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61411. if (useRampGradients === void 0) { useRampGradients = false; }
  61412. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61413. if (isAnimationSheetEnabled) {
  61414. attributeNamesOrOptions.push("cellIndex");
  61415. }
  61416. if (!isBillboardBased) {
  61417. attributeNamesOrOptions.push("direction");
  61418. }
  61419. if (useRampGradients) {
  61420. attributeNamesOrOptions.push("remapData");
  61421. }
  61422. return attributeNamesOrOptions;
  61423. };
  61424. /** @hidden */
  61425. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61426. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61427. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61428. if (isAnimationSheetEnabled) {
  61429. effectCreationOption.push("particlesInfos");
  61430. }
  61431. return effectCreationOption;
  61432. };
  61433. /** @hidden */
  61434. ParticleSystem.prototype._getEffect = function (blendMode) {
  61435. if (this._customEffect) {
  61436. return this._customEffect;
  61437. }
  61438. var defines = [];
  61439. if (this._scene.clipPlane) {
  61440. defines.push("#define CLIPPLANE");
  61441. }
  61442. if (this._scene.clipPlane2) {
  61443. defines.push("#define CLIPPLANE2");
  61444. }
  61445. if (this._scene.clipPlane3) {
  61446. defines.push("#define CLIPPLANE3");
  61447. }
  61448. if (this._scene.clipPlane4) {
  61449. defines.push("#define CLIPPLANE4");
  61450. }
  61451. if (this._isAnimationSheetEnabled) {
  61452. defines.push("#define ANIMATESHEET");
  61453. }
  61454. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61455. defines.push("#define BLENDMULTIPLYMODE");
  61456. }
  61457. if (this._useRampGradients) {
  61458. defines.push("#define RAMPGRADIENT");
  61459. }
  61460. if (this._isBillboardBased) {
  61461. defines.push("#define BILLBOARD");
  61462. switch (this.billboardMode) {
  61463. case ParticleSystem.BILLBOARDMODE_Y:
  61464. defines.push("#define BILLBOARDY");
  61465. break;
  61466. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61467. defines.push("#define BILLBOARDSTRETCHED");
  61468. break;
  61469. case ParticleSystem.BILLBOARDMODE_ALL:
  61470. default:
  61471. break;
  61472. }
  61473. }
  61474. if (this._imageProcessingConfiguration) {
  61475. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61476. defines.push(this._imageProcessingConfigurationDefines.toString());
  61477. }
  61478. // Effect
  61479. var join = defines.join("\n");
  61480. if (this._cachedDefines !== join) {
  61481. this._cachedDefines = join;
  61482. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61483. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61484. var samplers = ["diffuseSampler", "rampSampler"];
  61485. if (BABYLON.ImageProcessingConfiguration) {
  61486. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61487. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61488. }
  61489. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61490. }
  61491. return this._effect;
  61492. };
  61493. /**
  61494. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61495. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61496. */
  61497. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61498. var _this = this;
  61499. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61500. if (!this._started) {
  61501. return;
  61502. }
  61503. if (!preWarmOnly) {
  61504. // Check
  61505. if (!this.isReady()) {
  61506. return;
  61507. }
  61508. if (this._currentRenderId === this._scene.getRenderId()) {
  61509. return;
  61510. }
  61511. this._currentRenderId = this._scene.getRenderId();
  61512. }
  61513. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61514. // Determine the number of particles we need to create
  61515. var newParticles;
  61516. if (this.manualEmitCount > -1) {
  61517. newParticles = this.manualEmitCount;
  61518. this._newPartsExcess = 0;
  61519. this.manualEmitCount = 0;
  61520. }
  61521. else {
  61522. var rate_1 = this.emitRate;
  61523. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61524. var ratio = this._actualFrame / this.targetStopDuration;
  61525. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61526. if (currentGradient !== _this._currentEmitRateGradient) {
  61527. _this._currentEmitRate1 = _this._currentEmitRate2;
  61528. _this._currentEmitRate2 = nextGradient.getFactor();
  61529. _this._currentEmitRateGradient = currentGradient;
  61530. }
  61531. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61532. });
  61533. }
  61534. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61535. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61536. }
  61537. if (this._newPartsExcess > 1.0) {
  61538. newParticles += this._newPartsExcess >> 0;
  61539. this._newPartsExcess -= this._newPartsExcess >> 0;
  61540. }
  61541. this._alive = false;
  61542. if (!this._stopped) {
  61543. this._actualFrame += this._scaledUpdateSpeed;
  61544. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61545. this.stop();
  61546. }
  61547. }
  61548. else {
  61549. newParticles = 0;
  61550. }
  61551. this._update(newParticles);
  61552. // Stopped?
  61553. if (this._stopped) {
  61554. if (!this._alive) {
  61555. this._started = false;
  61556. if (this.onAnimationEnd) {
  61557. this.onAnimationEnd();
  61558. }
  61559. if (this.disposeOnStop) {
  61560. this._scene._toBeDisposed.push(this);
  61561. }
  61562. }
  61563. }
  61564. if (!preWarmOnly) {
  61565. // Update VBO
  61566. var offset = 0;
  61567. for (var index = 0; index < this._particles.length; index++) {
  61568. var particle = this._particles[index];
  61569. this._appendParticleVertices(offset, particle);
  61570. offset += this._useInstancing ? 1 : 4;
  61571. }
  61572. if (this._vertexBuffer) {
  61573. this._vertexBuffer.update(this._vertexData);
  61574. }
  61575. }
  61576. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61577. this.stop();
  61578. }
  61579. };
  61580. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61581. this._appendParticleVertex(offset++, particle, 0, 0);
  61582. if (!this._useInstancing) {
  61583. this._appendParticleVertex(offset++, particle, 1, 0);
  61584. this._appendParticleVertex(offset++, particle, 1, 1);
  61585. this._appendParticleVertex(offset++, particle, 0, 1);
  61586. }
  61587. };
  61588. /**
  61589. * Rebuilds the particle system.
  61590. */
  61591. ParticleSystem.prototype.rebuild = function () {
  61592. this._createIndexBuffer();
  61593. if (this._vertexBuffer) {
  61594. this._vertexBuffer._rebuild();
  61595. }
  61596. };
  61597. /**
  61598. * Is this system ready to be used/rendered
  61599. * @return true if the system is ready
  61600. */
  61601. ParticleSystem.prototype.isReady = function () {
  61602. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61603. return false;
  61604. }
  61605. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61606. if (!this._getEffect(this.blendMode).isReady()) {
  61607. return false;
  61608. }
  61609. }
  61610. else {
  61611. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61612. return false;
  61613. }
  61614. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61615. return false;
  61616. }
  61617. }
  61618. return true;
  61619. };
  61620. ParticleSystem.prototype._render = function (blendMode) {
  61621. var effect = this._getEffect(blendMode);
  61622. var engine = this._scene.getEngine();
  61623. // Render
  61624. engine.enableEffect(effect);
  61625. var viewMatrix = this._scene.getViewMatrix();
  61626. effect.setTexture("diffuseSampler", this.particleTexture);
  61627. effect.setMatrix("view", viewMatrix);
  61628. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61629. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61630. var baseSize = this.particleTexture.getBaseSize();
  61631. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61632. }
  61633. effect.setVector2("translationPivot", this.translationPivot);
  61634. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61635. if (this._isBillboardBased) {
  61636. var camera = this._scene.activeCamera;
  61637. effect.setVector3("eyePosition", camera.globalPosition);
  61638. }
  61639. if (this._rampGradientsTexture) {
  61640. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61641. }
  61642. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61643. var invView = viewMatrix.clone();
  61644. invView.invert();
  61645. effect.setMatrix("invView", invView);
  61646. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61647. }
  61648. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61649. // image processing
  61650. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61651. this._imageProcessingConfiguration.bind(effect);
  61652. }
  61653. // Draw order
  61654. switch (blendMode) {
  61655. case ParticleSystem.BLENDMODE_ADD:
  61656. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61657. break;
  61658. case ParticleSystem.BLENDMODE_ONEONE:
  61659. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61660. break;
  61661. case ParticleSystem.BLENDMODE_STANDARD:
  61662. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61663. break;
  61664. case ParticleSystem.BLENDMODE_MULTIPLY:
  61665. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61666. break;
  61667. }
  61668. if (this._useInstancing) {
  61669. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61670. }
  61671. else {
  61672. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61673. }
  61674. return this._particles.length;
  61675. };
  61676. /**
  61677. * Renders the particle system in its current state.
  61678. * @returns the current number of particles
  61679. */
  61680. ParticleSystem.prototype.render = function () {
  61681. // Check
  61682. if (!this.isReady() || !this._particles.length) {
  61683. return 0;
  61684. }
  61685. var engine = this._scene.getEngine();
  61686. engine.setState(false);
  61687. if (this.forceDepthWrite) {
  61688. engine.setDepthWrite(true);
  61689. }
  61690. var outparticles = 0;
  61691. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61692. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61693. }
  61694. outparticles = this._render(this.blendMode);
  61695. engine.unbindInstanceAttributes();
  61696. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61697. return outparticles;
  61698. };
  61699. /**
  61700. * Disposes the particle system and free the associated resources
  61701. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61702. */
  61703. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61704. if (disposeTexture === void 0) { disposeTexture = true; }
  61705. if (this._vertexBuffer) {
  61706. this._vertexBuffer.dispose();
  61707. this._vertexBuffer = null;
  61708. }
  61709. if (this._spriteBuffer) {
  61710. this._spriteBuffer.dispose();
  61711. this._spriteBuffer = null;
  61712. }
  61713. if (this._indexBuffer) {
  61714. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61715. this._indexBuffer = null;
  61716. }
  61717. if (disposeTexture && this.particleTexture) {
  61718. this.particleTexture.dispose();
  61719. this.particleTexture = null;
  61720. }
  61721. if (disposeTexture && this.noiseTexture) {
  61722. this.noiseTexture.dispose();
  61723. this.noiseTexture = null;
  61724. }
  61725. if (this._rampGradientsTexture) {
  61726. this._rampGradientsTexture.dispose();
  61727. this._rampGradientsTexture = null;
  61728. }
  61729. this._removeFromRoot();
  61730. if (this._subEmitters && this._subEmitters.length) {
  61731. for (var index = 0; index < this._subEmitters.length; index++) {
  61732. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61733. var subEmitter = _a[_i];
  61734. subEmitter.dispose();
  61735. }
  61736. }
  61737. this._subEmitters = [];
  61738. this.subEmitters = [];
  61739. }
  61740. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  61741. this.emitter.dispose(true);
  61742. }
  61743. // Remove from scene
  61744. var index = this._scene.particleSystems.indexOf(this);
  61745. if (index > -1) {
  61746. this._scene.particleSystems.splice(index, 1);
  61747. }
  61748. this._scene._activeParticleSystems.dispose();
  61749. // Callback
  61750. this.onDisposeObservable.notifyObservers(this);
  61751. this.onDisposeObservable.clear();
  61752. this.reset();
  61753. };
  61754. // Clone
  61755. /**
  61756. * Clones the particle system.
  61757. * @param name The name of the cloned object
  61758. * @param newEmitter The new emitter to use
  61759. * @returns the cloned particle system
  61760. */
  61761. ParticleSystem.prototype.clone = function (name, newEmitter) {
  61762. var custom = null;
  61763. var program = null;
  61764. if (this.customShader != null) {
  61765. program = this.customShader;
  61766. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  61767. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  61768. }
  61769. else if (this._customEffect) {
  61770. custom = this._customEffect;
  61771. }
  61772. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  61773. result.customShader = program;
  61774. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  61775. if (newEmitter === undefined) {
  61776. newEmitter = this.emitter;
  61777. }
  61778. result.noiseTexture = this.noiseTexture;
  61779. result.emitter = newEmitter;
  61780. if (this.particleTexture) {
  61781. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  61782. }
  61783. // Clone gradients
  61784. if (this._colorGradients) {
  61785. this._colorGradients.forEach(function (v) {
  61786. result.addColorGradient(v.gradient, v.color1, v.color2);
  61787. });
  61788. }
  61789. if (this._dragGradients) {
  61790. this._dragGradients.forEach(function (v) {
  61791. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  61792. });
  61793. }
  61794. if (this._angularSpeedGradients) {
  61795. this._angularSpeedGradients.forEach(function (v) {
  61796. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  61797. });
  61798. }
  61799. if (this._emitRateGradients) {
  61800. this._emitRateGradients.forEach(function (v) {
  61801. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  61802. });
  61803. }
  61804. if (this._lifeTimeGradients) {
  61805. this._lifeTimeGradients.forEach(function (v) {
  61806. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  61807. });
  61808. }
  61809. if (this._limitVelocityGradients) {
  61810. this._limitVelocityGradients.forEach(function (v) {
  61811. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  61812. });
  61813. }
  61814. if (this._sizeGradients) {
  61815. this._sizeGradients.forEach(function (v) {
  61816. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  61817. });
  61818. }
  61819. if (this._startSizeGradients) {
  61820. this._startSizeGradients.forEach(function (v) {
  61821. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  61822. });
  61823. }
  61824. if (this._velocityGradients) {
  61825. this._velocityGradients.forEach(function (v) {
  61826. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  61827. });
  61828. }
  61829. if (this._rampGradients) {
  61830. this._rampGradients.forEach(function (v) {
  61831. result.addRampGradient(v.gradient, v.color);
  61832. });
  61833. }
  61834. if (this._colorRemapGradients) {
  61835. this._colorRemapGradients.forEach(function (v) {
  61836. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  61837. });
  61838. }
  61839. if (this._alphaRemapGradients) {
  61840. this._alphaRemapGradients.forEach(function (v) {
  61841. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  61842. });
  61843. }
  61844. if (!this.preventAutoStart) {
  61845. result.start();
  61846. }
  61847. return result;
  61848. };
  61849. /**
  61850. * Serializes the particle system to a JSON object.
  61851. * @returns the JSON object
  61852. */
  61853. ParticleSystem.prototype.serialize = function () {
  61854. var serializationObject = {};
  61855. ParticleSystem._Serialize(serializationObject, this);
  61856. serializationObject.textureMask = this.textureMask.asArray();
  61857. serializationObject.customShader = this.customShader;
  61858. serializationObject.preventAutoStart = this.preventAutoStart;
  61859. // SubEmitters
  61860. if (this.subEmitters) {
  61861. serializationObject.subEmitters = [];
  61862. if (!this._subEmitters) {
  61863. this._prepareSubEmitterInternalArray();
  61864. }
  61865. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  61866. var subs = _a[_i];
  61867. var cell = [];
  61868. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  61869. var sub = subs_1[_b];
  61870. cell.push(sub.serialize());
  61871. }
  61872. serializationObject.subEmitters.push(cell);
  61873. }
  61874. }
  61875. return serializationObject;
  61876. };
  61877. /** @hidden */
  61878. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  61879. serializationObject.name = particleSystem.name;
  61880. serializationObject.id = particleSystem.id;
  61881. serializationObject.capacity = particleSystem.getCapacity();
  61882. // Emitter
  61883. if (particleSystem.emitter.position) {
  61884. var emitterMesh = particleSystem.emitter;
  61885. serializationObject.emitterId = emitterMesh.id;
  61886. }
  61887. else {
  61888. var emitterPosition = particleSystem.emitter;
  61889. serializationObject.emitter = emitterPosition.asArray();
  61890. }
  61891. // Emitter
  61892. if (particleSystem.particleEmitterType) {
  61893. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  61894. }
  61895. if (particleSystem.particleTexture) {
  61896. serializationObject.textureName = particleSystem.particleTexture.name;
  61897. serializationObject.invertY = particleSystem.particleTexture._invertY;
  61898. }
  61899. // Animations
  61900. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  61901. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  61902. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  61903. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  61904. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  61905. // Particle system
  61906. serializationObject.startDelay = particleSystem.startDelay;
  61907. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  61908. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  61909. serializationObject.billboardMode = particleSystem.billboardMode;
  61910. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  61911. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  61912. serializationObject.minSize = particleSystem.minSize;
  61913. serializationObject.maxSize = particleSystem.maxSize;
  61914. serializationObject.minScaleX = particleSystem.minScaleX;
  61915. serializationObject.maxScaleX = particleSystem.maxScaleX;
  61916. serializationObject.minScaleY = particleSystem.minScaleY;
  61917. serializationObject.maxScaleY = particleSystem.maxScaleY;
  61918. serializationObject.minEmitPower = particleSystem.minEmitPower;
  61919. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  61920. serializationObject.minLifeTime = particleSystem.minLifeTime;
  61921. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  61922. serializationObject.emitRate = particleSystem.emitRate;
  61923. serializationObject.gravity = particleSystem.gravity.asArray();
  61924. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  61925. serializationObject.color1 = particleSystem.color1.asArray();
  61926. serializationObject.color2 = particleSystem.color2.asArray();
  61927. serializationObject.colorDead = particleSystem.colorDead.asArray();
  61928. serializationObject.updateSpeed = particleSystem.updateSpeed;
  61929. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  61930. serializationObject.blendMode = particleSystem.blendMode;
  61931. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  61932. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  61933. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  61934. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  61935. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  61936. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  61937. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  61938. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  61939. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  61940. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  61941. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  61942. var colorGradients = particleSystem.getColorGradients();
  61943. if (colorGradients) {
  61944. serializationObject.colorGradients = [];
  61945. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  61946. var colorGradient = colorGradients_1[_i];
  61947. var serializedGradient = {
  61948. gradient: colorGradient.gradient,
  61949. color1: colorGradient.color1.asArray()
  61950. };
  61951. if (colorGradient.color2) {
  61952. serializedGradient.color2 = colorGradient.color2.asArray();
  61953. }
  61954. serializationObject.colorGradients.push(serializedGradient);
  61955. }
  61956. }
  61957. var rampGradients = particleSystem.getRampGradients();
  61958. if (rampGradients) {
  61959. serializationObject.rampGradients = [];
  61960. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  61961. var rampGradient = rampGradients_1[_a];
  61962. var serializedGradient = {
  61963. gradient: rampGradient.gradient,
  61964. color: rampGradient.color.asArray()
  61965. };
  61966. serializationObject.rampGradients.push(serializedGradient);
  61967. }
  61968. serializationObject.useRampGradients = particleSystem.useRampGradients;
  61969. }
  61970. var colorRemapGradients = particleSystem.getColorRemapGradients();
  61971. if (colorRemapGradients) {
  61972. serializationObject.colorRemapGradients = [];
  61973. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  61974. var colorRemapGradient = colorRemapGradients_1[_b];
  61975. var serializedGradient = {
  61976. gradient: colorRemapGradient.gradient,
  61977. factor1: colorRemapGradient.factor1
  61978. };
  61979. if (colorRemapGradient.factor2 !== undefined) {
  61980. serializedGradient.factor2 = colorRemapGradient.factor2;
  61981. }
  61982. serializationObject.colorRemapGradients.push(serializedGradient);
  61983. }
  61984. }
  61985. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  61986. if (alphaRemapGradients) {
  61987. serializationObject.alphaRemapGradients = [];
  61988. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  61989. var alphaRemapGradient = alphaRemapGradients_1[_c];
  61990. var serializedGradient = {
  61991. gradient: alphaRemapGradient.gradient,
  61992. factor1: alphaRemapGradient.factor1
  61993. };
  61994. if (alphaRemapGradient.factor2 !== undefined) {
  61995. serializedGradient.factor2 = alphaRemapGradient.factor2;
  61996. }
  61997. serializationObject.alphaRemapGradients.push(serializedGradient);
  61998. }
  61999. }
  62000. var sizeGradients = particleSystem.getSizeGradients();
  62001. if (sizeGradients) {
  62002. serializationObject.sizeGradients = [];
  62003. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62004. var sizeGradient = sizeGradients_1[_d];
  62005. var serializedGradient = {
  62006. gradient: sizeGradient.gradient,
  62007. factor1: sizeGradient.factor1
  62008. };
  62009. if (sizeGradient.factor2 !== undefined) {
  62010. serializedGradient.factor2 = sizeGradient.factor2;
  62011. }
  62012. serializationObject.sizeGradients.push(serializedGradient);
  62013. }
  62014. }
  62015. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62016. if (angularSpeedGradients) {
  62017. serializationObject.angularSpeedGradients = [];
  62018. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62019. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62020. var serializedGradient = {
  62021. gradient: angularSpeedGradient.gradient,
  62022. factor1: angularSpeedGradient.factor1
  62023. };
  62024. if (angularSpeedGradient.factor2 !== undefined) {
  62025. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62026. }
  62027. serializationObject.angularSpeedGradients.push(serializedGradient);
  62028. }
  62029. }
  62030. var velocityGradients = particleSystem.getVelocityGradients();
  62031. if (velocityGradients) {
  62032. serializationObject.velocityGradients = [];
  62033. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62034. var velocityGradient = velocityGradients_1[_f];
  62035. var serializedGradient = {
  62036. gradient: velocityGradient.gradient,
  62037. factor1: velocityGradient.factor1
  62038. };
  62039. if (velocityGradient.factor2 !== undefined) {
  62040. serializedGradient.factor2 = velocityGradient.factor2;
  62041. }
  62042. serializationObject.velocityGradients.push(serializedGradient);
  62043. }
  62044. }
  62045. var dragGradients = particleSystem.getDragGradients();
  62046. if (dragGradients) {
  62047. serializationObject.dragyGradients = [];
  62048. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62049. var dragGradient = dragGradients_1[_g];
  62050. var serializedGradient = {
  62051. gradient: dragGradient.gradient,
  62052. factor1: dragGradient.factor1
  62053. };
  62054. if (dragGradient.factor2 !== undefined) {
  62055. serializedGradient.factor2 = dragGradient.factor2;
  62056. }
  62057. serializationObject.dragGradients.push(serializedGradient);
  62058. }
  62059. }
  62060. var emitRateGradients = particleSystem.getEmitRateGradients();
  62061. if (emitRateGradients) {
  62062. serializationObject.emitRateGradients = [];
  62063. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62064. var emitRateGradient = emitRateGradients_1[_h];
  62065. var serializedGradient = {
  62066. gradient: emitRateGradient.gradient,
  62067. factor1: emitRateGradient.factor1
  62068. };
  62069. if (emitRateGradient.factor2 !== undefined) {
  62070. serializedGradient.factor2 = emitRateGradient.factor2;
  62071. }
  62072. serializationObject.emitRateGradients.push(serializedGradient);
  62073. }
  62074. }
  62075. var startSizeGradients = particleSystem.getStartSizeGradients();
  62076. if (startSizeGradients) {
  62077. serializationObject.startSizeGradients = [];
  62078. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62079. var startSizeGradient = startSizeGradients_1[_j];
  62080. var serializedGradient = {
  62081. gradient: startSizeGradient.gradient,
  62082. factor1: startSizeGradient.factor1
  62083. };
  62084. if (startSizeGradient.factor2 !== undefined) {
  62085. serializedGradient.factor2 = startSizeGradient.factor2;
  62086. }
  62087. serializationObject.startSizeGradients.push(serializedGradient);
  62088. }
  62089. }
  62090. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62091. if (lifeTimeGradients) {
  62092. serializationObject.lifeTimeGradients = [];
  62093. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62094. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62095. var serializedGradient = {
  62096. gradient: lifeTimeGradient.gradient,
  62097. factor1: lifeTimeGradient.factor1
  62098. };
  62099. if (lifeTimeGradient.factor2 !== undefined) {
  62100. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62101. }
  62102. serializationObject.lifeTimeGradients.push(serializedGradient);
  62103. }
  62104. }
  62105. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62106. if (limitVelocityGradients) {
  62107. serializationObject.limitVelocityGradients = [];
  62108. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62109. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62110. var serializedGradient = {
  62111. gradient: limitVelocityGradient.gradient,
  62112. factor1: limitVelocityGradient.factor1
  62113. };
  62114. if (limitVelocityGradient.factor2 !== undefined) {
  62115. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62116. }
  62117. serializationObject.limitVelocityGradients.push(serializedGradient);
  62118. }
  62119. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62120. }
  62121. if (particleSystem.noiseTexture) {
  62122. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62123. }
  62124. };
  62125. /** @hidden */
  62126. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62127. // Texture
  62128. if (parsedParticleSystem.textureName) {
  62129. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62130. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62131. }
  62132. // Emitter
  62133. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62134. particleSystem.emitter = BABYLON.Vector3.Zero();
  62135. }
  62136. else if (parsedParticleSystem.emitterId) {
  62137. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62138. }
  62139. else {
  62140. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62141. }
  62142. // Misc.
  62143. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62144. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62145. }
  62146. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62147. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62148. }
  62149. if (parsedParticleSystem.billboardMode !== undefined) {
  62150. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62151. }
  62152. // Animations
  62153. if (parsedParticleSystem.animations) {
  62154. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62155. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62156. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62157. }
  62158. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62159. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62160. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62161. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62162. }
  62163. if (parsedParticleSystem.autoAnimate) {
  62164. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62165. }
  62166. // Particle system
  62167. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62168. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62169. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62170. particleSystem.minSize = parsedParticleSystem.minSize;
  62171. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62172. if (parsedParticleSystem.minScaleX) {
  62173. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62174. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62175. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62176. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62177. }
  62178. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62179. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62180. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62181. }
  62182. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62183. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62184. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62185. }
  62186. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62187. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62188. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62189. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62190. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62191. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62192. if (parsedParticleSystem.noiseStrength) {
  62193. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62194. }
  62195. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62196. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62197. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62198. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62199. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62200. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62201. if (parsedParticleSystem.colorGradients) {
  62202. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62203. var colorGradient = _a[_i];
  62204. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62205. }
  62206. }
  62207. if (parsedParticleSystem.rampGradients) {
  62208. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62209. var rampGradient = _c[_b];
  62210. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62211. }
  62212. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62213. }
  62214. if (parsedParticleSystem.colorRemapGradients) {
  62215. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62216. var colorRemapGradient = _e[_d];
  62217. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62218. }
  62219. }
  62220. if (parsedParticleSystem.alphaRemapGradients) {
  62221. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62222. var alphaRemapGradient = _g[_f];
  62223. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62224. }
  62225. }
  62226. if (parsedParticleSystem.sizeGradients) {
  62227. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62228. var sizeGradient = _j[_h];
  62229. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62230. }
  62231. }
  62232. if (parsedParticleSystem.sizeGradients) {
  62233. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62234. var sizeGradient = _l[_k];
  62235. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62236. }
  62237. }
  62238. if (parsedParticleSystem.angularSpeedGradients) {
  62239. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62240. var angularSpeedGradient = _o[_m];
  62241. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62242. }
  62243. }
  62244. if (parsedParticleSystem.velocityGradients) {
  62245. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62246. var velocityGradient = _q[_p];
  62247. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62248. }
  62249. }
  62250. if (parsedParticleSystem.dragGradients) {
  62251. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62252. var dragGradient = _s[_r];
  62253. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62254. }
  62255. }
  62256. if (parsedParticleSystem.emitRateGradients) {
  62257. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62258. var emitRateGradient = _u[_t];
  62259. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62260. }
  62261. }
  62262. if (parsedParticleSystem.startSizeGradients) {
  62263. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62264. var startSizeGradient = _w[_v];
  62265. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62266. }
  62267. }
  62268. if (parsedParticleSystem.lifeTimeGradients) {
  62269. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62270. var lifeTimeGradient = _y[_x];
  62271. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62272. }
  62273. }
  62274. if (parsedParticleSystem.limitVelocityGradients) {
  62275. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62276. var limitVelocityGradient = _0[_z];
  62277. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62278. }
  62279. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62280. }
  62281. if (parsedParticleSystem.noiseTexture) {
  62282. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62283. }
  62284. // Emitter
  62285. var emitterType;
  62286. if (parsedParticleSystem.particleEmitterType) {
  62287. switch (parsedParticleSystem.particleEmitterType.type) {
  62288. case "SphereParticleEmitter":
  62289. emitterType = new BABYLON.SphereParticleEmitter();
  62290. break;
  62291. case "SphereDirectedParticleEmitter":
  62292. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62293. break;
  62294. case "ConeEmitter":
  62295. case "ConeParticleEmitter":
  62296. emitterType = new BABYLON.ConeParticleEmitter();
  62297. break;
  62298. case "CylinderParticleEmitter":
  62299. emitterType = new BABYLON.CylinderParticleEmitter();
  62300. break;
  62301. case "HemisphericParticleEmitter":
  62302. emitterType = new BABYLON.HemisphericParticleEmitter();
  62303. break;
  62304. case "BoxEmitter":
  62305. case "BoxParticleEmitter":
  62306. default:
  62307. emitterType = new BABYLON.BoxParticleEmitter();
  62308. break;
  62309. }
  62310. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62311. }
  62312. else {
  62313. emitterType = new BABYLON.BoxParticleEmitter();
  62314. emitterType.parse(parsedParticleSystem);
  62315. }
  62316. particleSystem.particleEmitterType = emitterType;
  62317. // Animation sheet
  62318. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62319. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62320. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62321. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62322. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62323. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62324. };
  62325. /**
  62326. * Parses a JSON object to create a particle system.
  62327. * @param parsedParticleSystem The JSON object to parse
  62328. * @param scene The scene to create the particle system in
  62329. * @param rootUrl The root url to use to load external dependencies like texture
  62330. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62331. * @returns the Parsed particle system
  62332. */
  62333. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62334. if (doNotStart === void 0) { doNotStart = false; }
  62335. var name = parsedParticleSystem.name;
  62336. var custom = null;
  62337. var program = null;
  62338. if (parsedParticleSystem.customShader) {
  62339. program = parsedParticleSystem.customShader;
  62340. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62341. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62342. }
  62343. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62344. particleSystem.customShader = program;
  62345. if (parsedParticleSystem.id) {
  62346. particleSystem.id = parsedParticleSystem.id;
  62347. }
  62348. // SubEmitters
  62349. if (parsedParticleSystem.subEmitters) {
  62350. particleSystem.subEmitters = [];
  62351. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62352. var cell = _a[_i];
  62353. var cellArray = [];
  62354. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62355. var sub = cell_1[_b];
  62356. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62357. }
  62358. particleSystem.subEmitters.push(cellArray);
  62359. }
  62360. }
  62361. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62362. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62363. // Auto start
  62364. if (parsedParticleSystem.preventAutoStart) {
  62365. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62366. }
  62367. if (!doNotStart && !particleSystem.preventAutoStart) {
  62368. particleSystem.start();
  62369. }
  62370. return particleSystem;
  62371. };
  62372. /**
  62373. * Billboard mode will only apply to Y axis
  62374. */
  62375. ParticleSystem.BILLBOARDMODE_Y = 2;
  62376. /**
  62377. * Billboard mode will apply to all axes
  62378. */
  62379. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62380. /**
  62381. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62382. */
  62383. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62384. return ParticleSystem;
  62385. }(BABYLON.BaseParticleSystem));
  62386. BABYLON.ParticleSystem = ParticleSystem;
  62387. })(BABYLON || (BABYLON = {}));
  62388. //# sourceMappingURL=babylon.particleSystem.js.map
  62389. var BABYLON;
  62390. (function (BABYLON) {
  62391. /**
  62392. * Particle emitter emitting particles from the inside of a box.
  62393. * It emits the particles randomly between 2 given directions.
  62394. */
  62395. var BoxParticleEmitter = /** @class */ (function () {
  62396. /**
  62397. * Creates a new instance BoxParticleEmitter
  62398. */
  62399. function BoxParticleEmitter() {
  62400. /**
  62401. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62402. */
  62403. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62404. /**
  62405. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62406. */
  62407. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62408. /**
  62409. * 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.
  62410. */
  62411. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62412. /**
  62413. * 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.
  62414. */
  62415. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62416. }
  62417. /**
  62418. * Called by the particle System when the direction is computed for the created particle.
  62419. * @param worldMatrix is the world matrix of the particle system
  62420. * @param directionToUpdate is the direction vector to update with the result
  62421. * @param particle is the particle we are computed the direction for
  62422. */
  62423. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62424. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62425. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62426. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62427. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62428. };
  62429. /**
  62430. * Called by the particle System when the position is computed for the created particle.
  62431. * @param worldMatrix is the world matrix of the particle system
  62432. * @param positionToUpdate is the position vector to update with the result
  62433. * @param particle is the particle we are computed the position for
  62434. */
  62435. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62436. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62437. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62438. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62439. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62440. };
  62441. /**
  62442. * Clones the current emitter and returns a copy of it
  62443. * @returns the new emitter
  62444. */
  62445. BoxParticleEmitter.prototype.clone = function () {
  62446. var newOne = new BoxParticleEmitter();
  62447. BABYLON.Tools.DeepCopy(this, newOne);
  62448. return newOne;
  62449. };
  62450. /**
  62451. * Called by the GPUParticleSystem to setup the update shader
  62452. * @param effect defines the update shader
  62453. */
  62454. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62455. effect.setVector3("direction1", this.direction1);
  62456. effect.setVector3("direction2", this.direction2);
  62457. effect.setVector3("minEmitBox", this.minEmitBox);
  62458. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62459. };
  62460. /**
  62461. * Returns a string to use to update the GPU particles update shader
  62462. * @returns a string containng the defines string
  62463. */
  62464. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62465. return "#define BOXEMITTER";
  62466. };
  62467. /**
  62468. * Returns the string "BoxParticleEmitter"
  62469. * @returns a string containing the class name
  62470. */
  62471. BoxParticleEmitter.prototype.getClassName = function () {
  62472. return "BoxParticleEmitter";
  62473. };
  62474. /**
  62475. * Serializes the particle system to a JSON object.
  62476. * @returns the JSON object
  62477. */
  62478. BoxParticleEmitter.prototype.serialize = function () {
  62479. var serializationObject = {};
  62480. serializationObject.type = this.getClassName();
  62481. serializationObject.direction1 = this.direction1.asArray();
  62482. serializationObject.direction2 = this.direction2.asArray();
  62483. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62484. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62485. return serializationObject;
  62486. };
  62487. /**
  62488. * Parse properties from a JSON object
  62489. * @param serializationObject defines the JSON object
  62490. */
  62491. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62492. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62493. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62494. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62495. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62496. };
  62497. return BoxParticleEmitter;
  62498. }());
  62499. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62500. })(BABYLON || (BABYLON = {}));
  62501. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62502. var BABYLON;
  62503. (function (BABYLON) {
  62504. /**
  62505. * Particle emitter emitting particles from the inside of a cylinder.
  62506. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62507. */
  62508. var CylinderParticleEmitter = /** @class */ (function () {
  62509. /**
  62510. * Creates a new instance CylinderParticleEmitter
  62511. * @param radius the radius of the emission cylinder (1 by default)
  62512. * @param height the height of the emission cylinder (1 by default)
  62513. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62514. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62515. */
  62516. function CylinderParticleEmitter(
  62517. /**
  62518. * The radius of the emission cylinder.
  62519. */
  62520. radius,
  62521. /**
  62522. * The height of the emission cylinder.
  62523. */
  62524. height,
  62525. /**
  62526. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62527. */
  62528. radiusRange,
  62529. /**
  62530. * How much to randomize the particle direction [0-1].
  62531. */
  62532. directionRandomizer) {
  62533. if (radius === void 0) { radius = 1; }
  62534. if (height === void 0) { height = 1; }
  62535. if (radiusRange === void 0) { radiusRange = 1; }
  62536. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62537. this.radius = radius;
  62538. this.height = height;
  62539. this.radiusRange = radiusRange;
  62540. this.directionRandomizer = directionRandomizer;
  62541. }
  62542. /**
  62543. * Called by the particle System when the direction is computed for the created particle.
  62544. * @param worldMatrix is the world matrix of the particle system
  62545. * @param directionToUpdate is the direction vector to update with the result
  62546. * @param particle is the particle we are computed the direction for
  62547. */
  62548. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62549. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62550. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62551. var angle = Math.atan2(direction.x, direction.z);
  62552. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62553. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62554. direction.x = Math.sin(angle);
  62555. direction.z = Math.cos(angle);
  62556. direction.normalize();
  62557. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62558. };
  62559. /**
  62560. * Called by the particle System when the position is computed for the created particle.
  62561. * @param worldMatrix is the world matrix of the particle system
  62562. * @param positionToUpdate is the position vector to update with the result
  62563. * @param particle is the particle we are computed the position for
  62564. */
  62565. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62566. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62567. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62568. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62569. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62570. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62571. var xPos = positionRadius * Math.cos(angle);
  62572. var zPos = positionRadius * Math.sin(angle);
  62573. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62574. };
  62575. /**
  62576. * Clones the current emitter and returns a copy of it
  62577. * @returns the new emitter
  62578. */
  62579. CylinderParticleEmitter.prototype.clone = function () {
  62580. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62581. BABYLON.Tools.DeepCopy(this, newOne);
  62582. return newOne;
  62583. };
  62584. /**
  62585. * Called by the GPUParticleSystem to setup the update shader
  62586. * @param effect defines the update shader
  62587. */
  62588. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62589. effect.setFloat("radius", this.radius);
  62590. effect.setFloat("height", this.height);
  62591. effect.setFloat("radiusRange", this.radiusRange);
  62592. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62593. };
  62594. /**
  62595. * Returns a string to use to update the GPU particles update shader
  62596. * @returns a string containng the defines string
  62597. */
  62598. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62599. return "#define CYLINDEREMITTER";
  62600. };
  62601. /**
  62602. * Returns the string "CylinderParticleEmitter"
  62603. * @returns a string containing the class name
  62604. */
  62605. CylinderParticleEmitter.prototype.getClassName = function () {
  62606. return "CylinderParticleEmitter";
  62607. };
  62608. /**
  62609. * Serializes the particle system to a JSON object.
  62610. * @returns the JSON object
  62611. */
  62612. CylinderParticleEmitter.prototype.serialize = function () {
  62613. var serializationObject = {};
  62614. serializationObject.type = this.getClassName();
  62615. serializationObject.radius = this.radius;
  62616. serializationObject.height = this.height;
  62617. serializationObject.radiusRange = this.radiusRange;
  62618. serializationObject.directionRandomizer = this.directionRandomizer;
  62619. return serializationObject;
  62620. };
  62621. /**
  62622. * Parse properties from a JSON object
  62623. * @param serializationObject defines the JSON object
  62624. */
  62625. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62626. this.radius = serializationObject.radius;
  62627. this.height = serializationObject.height;
  62628. this.radiusRange = serializationObject.radiusRange;
  62629. this.directionRandomizer = serializationObject.directionRandomizer;
  62630. };
  62631. return CylinderParticleEmitter;
  62632. }());
  62633. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62634. /**
  62635. * Particle emitter emitting particles from the inside of a cylinder.
  62636. * It emits the particles randomly between two vectors.
  62637. */
  62638. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62639. __extends(CylinderDirectedParticleEmitter, _super);
  62640. /**
  62641. * Creates a new instance CylinderDirectedParticleEmitter
  62642. * @param radius the radius of the emission cylinder (1 by default)
  62643. * @param height the height of the emission cylinder (1 by default)
  62644. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62645. * @param direction1 the min limit of the emission direction (up vector by default)
  62646. * @param direction2 the max limit of the emission direction (up vector by default)
  62647. */
  62648. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62649. /**
  62650. * The min limit of the emission direction.
  62651. */
  62652. direction1,
  62653. /**
  62654. * The max limit of the emission direction.
  62655. */
  62656. direction2) {
  62657. if (radius === void 0) { radius = 1; }
  62658. if (height === void 0) { height = 1; }
  62659. if (radiusRange === void 0) { radiusRange = 1; }
  62660. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62661. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62662. var _this = _super.call(this, radius, height, radiusRange) || this;
  62663. _this.direction1 = direction1;
  62664. _this.direction2 = direction2;
  62665. return _this;
  62666. }
  62667. /**
  62668. * Called by the particle System when the direction is computed for the created particle.
  62669. * @param worldMatrix is the world matrix of the particle system
  62670. * @param directionToUpdate is the direction vector to update with the result
  62671. * @param particle is the particle we are computed the direction for
  62672. */
  62673. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62674. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62675. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62676. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62677. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62678. };
  62679. /**
  62680. * Clones the current emitter and returns a copy of it
  62681. * @returns the new emitter
  62682. */
  62683. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62684. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62685. BABYLON.Tools.DeepCopy(this, newOne);
  62686. return newOne;
  62687. };
  62688. /**
  62689. * Called by the GPUParticleSystem to setup the update shader
  62690. * @param effect defines the update shader
  62691. */
  62692. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62693. effect.setFloat("radius", this.radius);
  62694. effect.setFloat("height", this.height);
  62695. effect.setFloat("radiusRange", this.radiusRange);
  62696. effect.setVector3("direction1", this.direction1);
  62697. effect.setVector3("direction2", this.direction2);
  62698. };
  62699. /**
  62700. * Returns a string to use to update the GPU particles update shader
  62701. * @returns a string containng the defines string
  62702. */
  62703. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62704. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62705. };
  62706. /**
  62707. * Returns the string "CylinderDirectedParticleEmitter"
  62708. * @returns a string containing the class name
  62709. */
  62710. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62711. return "CylinderDirectedParticleEmitter";
  62712. };
  62713. /**
  62714. * Serializes the particle system to a JSON object.
  62715. * @returns the JSON object
  62716. */
  62717. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62718. var serializationObject = _super.prototype.serialize.call(this);
  62719. serializationObject.direction1 = this.direction1.asArray();
  62720. serializationObject.direction2 = this.direction2.asArray();
  62721. return serializationObject;
  62722. };
  62723. /**
  62724. * Parse properties from a JSON object
  62725. * @param serializationObject defines the JSON object
  62726. */
  62727. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62728. _super.prototype.parse.call(this, serializationObject);
  62729. this.direction1.copyFrom(serializationObject.direction1);
  62730. this.direction2.copyFrom(serializationObject.direction2);
  62731. };
  62732. return CylinderDirectedParticleEmitter;
  62733. }(CylinderParticleEmitter));
  62734. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62735. })(BABYLON || (BABYLON = {}));
  62736. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  62737. var BABYLON;
  62738. (function (BABYLON) {
  62739. /**
  62740. * Particle emitter emitting particles from the inside of a cone.
  62741. * It emits the particles alongside the cone volume from the base to the particle.
  62742. * The emission direction might be randomized.
  62743. */
  62744. var ConeParticleEmitter = /** @class */ (function () {
  62745. /**
  62746. * Creates a new instance ConeParticleEmitter
  62747. * @param radius the radius of the emission cone (1 by default)
  62748. * @param angles the cone base angle (PI by default)
  62749. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  62750. */
  62751. function ConeParticleEmitter(radius, angle,
  62752. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  62753. directionRandomizer) {
  62754. if (radius === void 0) { radius = 1; }
  62755. if (angle === void 0) { angle = Math.PI; }
  62756. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62757. this.directionRandomizer = directionRandomizer;
  62758. /**
  62759. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  62760. */
  62761. this.radiusRange = 1;
  62762. /**
  62763. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  62764. */
  62765. this.heightRange = 1;
  62766. /**
  62767. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  62768. */
  62769. this.emitFromSpawnPointOnly = false;
  62770. this.angle = angle;
  62771. this.radius = radius;
  62772. }
  62773. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  62774. /**
  62775. * Gets or sets the radius of the emission cone
  62776. */
  62777. get: function () {
  62778. return this._radius;
  62779. },
  62780. set: function (value) {
  62781. this._radius = value;
  62782. this._buildHeight();
  62783. },
  62784. enumerable: true,
  62785. configurable: true
  62786. });
  62787. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  62788. /**
  62789. * Gets or sets the angle of the emission cone
  62790. */
  62791. get: function () {
  62792. return this._angle;
  62793. },
  62794. set: function (value) {
  62795. this._angle = value;
  62796. this._buildHeight();
  62797. },
  62798. enumerable: true,
  62799. configurable: true
  62800. });
  62801. ConeParticleEmitter.prototype._buildHeight = function () {
  62802. if (this._angle !== 0) {
  62803. this._height = this._radius / Math.tan(this._angle / 2);
  62804. }
  62805. else {
  62806. this._height = 1;
  62807. }
  62808. };
  62809. /**
  62810. * Called by the particle System when the direction is computed for the created particle.
  62811. * @param worldMatrix is the world matrix of the particle system
  62812. * @param directionToUpdate is the direction vector to update with the result
  62813. * @param particle is the particle we are computed the direction for
  62814. */
  62815. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62816. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  62817. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  62818. }
  62819. else {
  62820. // measure the direction Vector from the emitter to the particle.
  62821. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62822. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62823. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62824. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62825. direction.x += randX;
  62826. direction.y += randY;
  62827. direction.z += randZ;
  62828. direction.normalize();
  62829. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62830. }
  62831. };
  62832. /**
  62833. * Called by the particle System when the position is computed for the created particle.
  62834. * @param worldMatrix is the world matrix of the particle system
  62835. * @param positionToUpdate is the position vector to update with the result
  62836. * @param particle is the particle we are computed the position for
  62837. */
  62838. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62839. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  62840. var h;
  62841. if (!this.emitFromSpawnPointOnly) {
  62842. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  62843. // Better distribution in a cone at normal angles.
  62844. h = 1 - h * h;
  62845. }
  62846. else {
  62847. h = 0.0001;
  62848. }
  62849. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  62850. radius = radius * h;
  62851. var randX = radius * Math.sin(s);
  62852. var randZ = radius * Math.cos(s);
  62853. var randY = h * this._height;
  62854. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62855. };
  62856. /**
  62857. * Clones the current emitter and returns a copy of it
  62858. * @returns the new emitter
  62859. */
  62860. ConeParticleEmitter.prototype.clone = function () {
  62861. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  62862. BABYLON.Tools.DeepCopy(this, newOne);
  62863. return newOne;
  62864. };
  62865. /**
  62866. * Called by the GPUParticleSystem to setup the update shader
  62867. * @param effect defines the update shader
  62868. */
  62869. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  62870. effect.setFloat2("radius", this._radius, this.radiusRange);
  62871. effect.setFloat("coneAngle", this._angle);
  62872. effect.setFloat2("height", this._height, this.heightRange);
  62873. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62874. };
  62875. /**
  62876. * Returns a string to use to update the GPU particles update shader
  62877. * @returns a string containng the defines string
  62878. */
  62879. ConeParticleEmitter.prototype.getEffectDefines = function () {
  62880. var defines = "#define CONEEMITTER";
  62881. if (this.emitFromSpawnPointOnly) {
  62882. defines += "\n#define CONEEMITTERSPAWNPOINT";
  62883. }
  62884. return defines;
  62885. };
  62886. /**
  62887. * Returns the string "ConeParticleEmitter"
  62888. * @returns a string containing the class name
  62889. */
  62890. ConeParticleEmitter.prototype.getClassName = function () {
  62891. return "ConeParticleEmitter";
  62892. };
  62893. /**
  62894. * Serializes the particle system to a JSON object.
  62895. * @returns the JSON object
  62896. */
  62897. ConeParticleEmitter.prototype.serialize = function () {
  62898. var serializationObject = {};
  62899. serializationObject.type = this.getClassName();
  62900. serializationObject.radius = this._radius;
  62901. serializationObject.angle = this._angle;
  62902. serializationObject.directionRandomizer = this.directionRandomizer;
  62903. return serializationObject;
  62904. };
  62905. /**
  62906. * Parse properties from a JSON object
  62907. * @param serializationObject defines the JSON object
  62908. */
  62909. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  62910. this.radius = serializationObject.radius;
  62911. this.angle = serializationObject.angle;
  62912. this.directionRandomizer = serializationObject.directionRandomizer;
  62913. };
  62914. return ConeParticleEmitter;
  62915. }());
  62916. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  62917. })(BABYLON || (BABYLON = {}));
  62918. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  62919. var BABYLON;
  62920. (function (BABYLON) {
  62921. /**
  62922. * Particle emitter emitting particles from the inside of a sphere.
  62923. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  62924. */
  62925. var SphereParticleEmitter = /** @class */ (function () {
  62926. /**
  62927. * Creates a new instance SphereParticleEmitter
  62928. * @param radius the radius of the emission sphere (1 by default)
  62929. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62930. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62931. */
  62932. function SphereParticleEmitter(
  62933. /**
  62934. * The radius of the emission sphere.
  62935. */
  62936. radius,
  62937. /**
  62938. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62939. */
  62940. radiusRange,
  62941. /**
  62942. * How much to randomize the particle direction [0-1].
  62943. */
  62944. directionRandomizer) {
  62945. if (radius === void 0) { radius = 1; }
  62946. if (radiusRange === void 0) { radiusRange = 1; }
  62947. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62948. this.radius = radius;
  62949. this.radiusRange = radiusRange;
  62950. this.directionRandomizer = directionRandomizer;
  62951. }
  62952. /**
  62953. * Called by the particle System when the direction is computed for the created particle.
  62954. * @param worldMatrix is the world matrix of the particle system
  62955. * @param directionToUpdate is the direction vector to update with the result
  62956. * @param particle is the particle we are computed the direction for
  62957. */
  62958. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62959. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62960. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62961. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62962. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62963. direction.x += randX;
  62964. direction.y += randY;
  62965. direction.z += randZ;
  62966. direction.normalize();
  62967. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62968. };
  62969. /**
  62970. * Called by the particle System when the position is computed for the created particle.
  62971. * @param worldMatrix is the world matrix of the particle system
  62972. * @param positionToUpdate is the position vector to update with the result
  62973. * @param particle is the particle we are computed the position for
  62974. */
  62975. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62976. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  62977. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  62978. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62979. var theta = Math.acos(2 * v - 1);
  62980. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  62981. var randY = randRadius * Math.cos(theta);
  62982. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  62983. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62984. };
  62985. /**
  62986. * Clones the current emitter and returns a copy of it
  62987. * @returns the new emitter
  62988. */
  62989. SphereParticleEmitter.prototype.clone = function () {
  62990. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  62991. BABYLON.Tools.DeepCopy(this, newOne);
  62992. return newOne;
  62993. };
  62994. /**
  62995. * Called by the GPUParticleSystem to setup the update shader
  62996. * @param effect defines the update shader
  62997. */
  62998. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  62999. effect.setFloat("radius", this.radius);
  63000. effect.setFloat("radiusRange", this.radiusRange);
  63001. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63002. };
  63003. /**
  63004. * Returns a string to use to update the GPU particles update shader
  63005. * @returns a string containng the defines string
  63006. */
  63007. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63008. return "#define SPHEREEMITTER";
  63009. };
  63010. /**
  63011. * Returns the string "SphereParticleEmitter"
  63012. * @returns a string containing the class name
  63013. */
  63014. SphereParticleEmitter.prototype.getClassName = function () {
  63015. return "SphereParticleEmitter";
  63016. };
  63017. /**
  63018. * Serializes the particle system to a JSON object.
  63019. * @returns the JSON object
  63020. */
  63021. SphereParticleEmitter.prototype.serialize = function () {
  63022. var serializationObject = {};
  63023. serializationObject.type = this.getClassName();
  63024. serializationObject.radius = this.radius;
  63025. serializationObject.radiusRange = this.radiusRange;
  63026. serializationObject.directionRandomizer = this.directionRandomizer;
  63027. return serializationObject;
  63028. };
  63029. /**
  63030. * Parse properties from a JSON object
  63031. * @param serializationObject defines the JSON object
  63032. */
  63033. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63034. this.radius = serializationObject.radius;
  63035. this.radiusRange = serializationObject.radiusRange;
  63036. this.directionRandomizer = serializationObject.directionRandomizer;
  63037. };
  63038. return SphereParticleEmitter;
  63039. }());
  63040. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63041. /**
  63042. * Particle emitter emitting particles from the inside of a sphere.
  63043. * It emits the particles randomly between two vectors.
  63044. */
  63045. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63046. __extends(SphereDirectedParticleEmitter, _super);
  63047. /**
  63048. * Creates a new instance SphereDirectedParticleEmitter
  63049. * @param radius the radius of the emission sphere (1 by default)
  63050. * @param direction1 the min limit of the emission direction (up vector by default)
  63051. * @param direction2 the max limit of the emission direction (up vector by default)
  63052. */
  63053. function SphereDirectedParticleEmitter(radius,
  63054. /**
  63055. * The min limit of the emission direction.
  63056. */
  63057. direction1,
  63058. /**
  63059. * The max limit of the emission direction.
  63060. */
  63061. direction2) {
  63062. if (radius === void 0) { radius = 1; }
  63063. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63064. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63065. var _this = _super.call(this, radius) || this;
  63066. _this.direction1 = direction1;
  63067. _this.direction2 = direction2;
  63068. return _this;
  63069. }
  63070. /**
  63071. * Called by the particle System when the direction is computed for the created particle.
  63072. * @param worldMatrix is the world matrix of the particle system
  63073. * @param directionToUpdate is the direction vector to update with the result
  63074. * @param particle is the particle we are computed the direction for
  63075. */
  63076. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63077. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63078. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63079. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63080. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63081. };
  63082. /**
  63083. * Clones the current emitter and returns a copy of it
  63084. * @returns the new emitter
  63085. */
  63086. SphereDirectedParticleEmitter.prototype.clone = function () {
  63087. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63088. BABYLON.Tools.DeepCopy(this, newOne);
  63089. return newOne;
  63090. };
  63091. /**
  63092. * Called by the GPUParticleSystem to setup the update shader
  63093. * @param effect defines the update shader
  63094. */
  63095. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63096. effect.setFloat("radius", this.radius);
  63097. effect.setFloat("radiusRange", this.radiusRange);
  63098. effect.setVector3("direction1", this.direction1);
  63099. effect.setVector3("direction2", this.direction2);
  63100. };
  63101. /**
  63102. * Returns a string to use to update the GPU particles update shader
  63103. * @returns a string containng the defines string
  63104. */
  63105. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63106. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63107. };
  63108. /**
  63109. * Returns the string "SphereDirectedParticleEmitter"
  63110. * @returns a string containing the class name
  63111. */
  63112. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63113. return "SphereDirectedParticleEmitter";
  63114. };
  63115. /**
  63116. * Serializes the particle system to a JSON object.
  63117. * @returns the JSON object
  63118. */
  63119. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63120. var serializationObject = _super.prototype.serialize.call(this);
  63121. serializationObject.direction1 = this.direction1.asArray();
  63122. serializationObject.direction2 = this.direction2.asArray();
  63123. return serializationObject;
  63124. };
  63125. /**
  63126. * Parse properties from a JSON object
  63127. * @param serializationObject defines the JSON object
  63128. */
  63129. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63130. _super.prototype.parse.call(this, serializationObject);
  63131. this.direction1.copyFrom(serializationObject.direction1);
  63132. this.direction2.copyFrom(serializationObject.direction2);
  63133. };
  63134. return SphereDirectedParticleEmitter;
  63135. }(SphereParticleEmitter));
  63136. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63137. })(BABYLON || (BABYLON = {}));
  63138. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63139. var BABYLON;
  63140. (function (BABYLON) {
  63141. /**
  63142. * Particle emitter emitting particles from the inside of a hemisphere.
  63143. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63144. */
  63145. var HemisphericParticleEmitter = /** @class */ (function () {
  63146. /**
  63147. * Creates a new instance HemisphericParticleEmitter
  63148. * @param radius the radius of the emission hemisphere (1 by default)
  63149. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63150. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63151. */
  63152. function HemisphericParticleEmitter(
  63153. /**
  63154. * The radius of the emission hemisphere.
  63155. */
  63156. radius,
  63157. /**
  63158. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63159. */
  63160. radiusRange,
  63161. /**
  63162. * How much to randomize the particle direction [0-1].
  63163. */
  63164. directionRandomizer) {
  63165. if (radius === void 0) { radius = 1; }
  63166. if (radiusRange === void 0) { radiusRange = 1; }
  63167. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63168. this.radius = radius;
  63169. this.radiusRange = radiusRange;
  63170. this.directionRandomizer = directionRandomizer;
  63171. }
  63172. /**
  63173. * Called by the particle System when the direction is computed for the created particle.
  63174. * @param worldMatrix is the world matrix of the particle system
  63175. * @param directionToUpdate is the direction vector to update with the result
  63176. * @param particle is the particle we are computed the direction for
  63177. */
  63178. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63179. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63180. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63181. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63182. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63183. direction.x += randX;
  63184. direction.y += randY;
  63185. direction.z += randZ;
  63186. direction.normalize();
  63187. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63188. };
  63189. /**
  63190. * Called by the particle System when the position is computed for the created particle.
  63191. * @param worldMatrix is the world matrix of the particle system
  63192. * @param positionToUpdate is the position vector to update with the result
  63193. * @param particle is the particle we are computed the position for
  63194. */
  63195. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63196. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63197. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63198. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63199. var theta = Math.acos(2 * v - 1);
  63200. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63201. var randY = randRadius * Math.cos(theta);
  63202. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63203. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63204. };
  63205. /**
  63206. * Clones the current emitter and returns a copy of it
  63207. * @returns the new emitter
  63208. */
  63209. HemisphericParticleEmitter.prototype.clone = function () {
  63210. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63211. BABYLON.Tools.DeepCopy(this, newOne);
  63212. return newOne;
  63213. };
  63214. /**
  63215. * Called by the GPUParticleSystem to setup the update shader
  63216. * @param effect defines the update shader
  63217. */
  63218. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63219. effect.setFloat("radius", this.radius);
  63220. effect.setFloat("radiusRange", this.radiusRange);
  63221. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63222. };
  63223. /**
  63224. * Returns a string to use to update the GPU particles update shader
  63225. * @returns a string containng the defines string
  63226. */
  63227. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63228. return "#define HEMISPHERICEMITTER";
  63229. };
  63230. /**
  63231. * Returns the string "HemisphericParticleEmitter"
  63232. * @returns a string containing the class name
  63233. */
  63234. HemisphericParticleEmitter.prototype.getClassName = function () {
  63235. return "HemisphericParticleEmitter";
  63236. };
  63237. /**
  63238. * Serializes the particle system to a JSON object.
  63239. * @returns the JSON object
  63240. */
  63241. HemisphericParticleEmitter.prototype.serialize = function () {
  63242. var serializationObject = {};
  63243. serializationObject.type = this.getClassName();
  63244. serializationObject.radius = this.radius;
  63245. serializationObject.radiusRange = this.radiusRange;
  63246. serializationObject.directionRandomizer = this.directionRandomizer;
  63247. return serializationObject;
  63248. };
  63249. /**
  63250. * Parse properties from a JSON object
  63251. * @param serializationObject defines the JSON object
  63252. */
  63253. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63254. this.radius = serializationObject.radius;
  63255. this.radiusRange = serializationObject.radiusRange;
  63256. this.directionRandomizer = serializationObject.directionRandomizer;
  63257. };
  63258. return HemisphericParticleEmitter;
  63259. }());
  63260. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63261. })(BABYLON || (BABYLON = {}));
  63262. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63263. var BABYLON;
  63264. (function (BABYLON) {
  63265. /**
  63266. * Particle emitter emitting particles from a point.
  63267. * It emits the particles randomly between 2 given directions.
  63268. */
  63269. var PointParticleEmitter = /** @class */ (function () {
  63270. /**
  63271. * Creates a new instance PointParticleEmitter
  63272. */
  63273. function PointParticleEmitter() {
  63274. /**
  63275. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63276. */
  63277. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63278. /**
  63279. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63280. */
  63281. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63282. }
  63283. /**
  63284. * Called by the particle System when the direction is computed for the created particle.
  63285. * @param worldMatrix is the world matrix of the particle system
  63286. * @param directionToUpdate is the direction vector to update with the result
  63287. * @param particle is the particle we are computed the direction for
  63288. */
  63289. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63290. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63291. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63292. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63293. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63294. };
  63295. /**
  63296. * Called by the particle System when the position is computed for the created particle.
  63297. * @param worldMatrix is the world matrix of the particle system
  63298. * @param positionToUpdate is the position vector to update with the result
  63299. * @param particle is the particle we are computed the position for
  63300. */
  63301. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63302. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63303. };
  63304. /**
  63305. * Clones the current emitter and returns a copy of it
  63306. * @returns the new emitter
  63307. */
  63308. PointParticleEmitter.prototype.clone = function () {
  63309. var newOne = new PointParticleEmitter();
  63310. BABYLON.Tools.DeepCopy(this, newOne);
  63311. return newOne;
  63312. };
  63313. /**
  63314. * Called by the GPUParticleSystem to setup the update shader
  63315. * @param effect defines the update shader
  63316. */
  63317. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63318. effect.setVector3("direction1", this.direction1);
  63319. effect.setVector3("direction2", this.direction2);
  63320. };
  63321. /**
  63322. * Returns a string to use to update the GPU particles update shader
  63323. * @returns a string containng the defines string
  63324. */
  63325. PointParticleEmitter.prototype.getEffectDefines = function () {
  63326. return "#define POINTEMITTER";
  63327. };
  63328. /**
  63329. * Returns the string "PointParticleEmitter"
  63330. * @returns a string containing the class name
  63331. */
  63332. PointParticleEmitter.prototype.getClassName = function () {
  63333. return "PointParticleEmitter";
  63334. };
  63335. /**
  63336. * Serializes the particle system to a JSON object.
  63337. * @returns the JSON object
  63338. */
  63339. PointParticleEmitter.prototype.serialize = function () {
  63340. var serializationObject = {};
  63341. serializationObject.type = this.getClassName();
  63342. serializationObject.direction1 = this.direction1.asArray();
  63343. serializationObject.direction2 = this.direction2.asArray();
  63344. return serializationObject;
  63345. };
  63346. /**
  63347. * Parse properties from a JSON object
  63348. * @param serializationObject defines the JSON object
  63349. */
  63350. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63351. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63352. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63353. };
  63354. return PointParticleEmitter;
  63355. }());
  63356. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63357. })(BABYLON || (BABYLON = {}));
  63358. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63359. var BABYLON;
  63360. (function (BABYLON) {
  63361. // Adds the parsers to the scene parsers.
  63362. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63363. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63364. if (!individualParser) {
  63365. return;
  63366. }
  63367. // Particles Systems
  63368. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63369. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63370. var parsedParticleSystem = parsedData.particleSystems[index];
  63371. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63372. }
  63373. }
  63374. });
  63375. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63376. if (parsedParticleSystem.activeParticleCount) {
  63377. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63378. return ps;
  63379. }
  63380. else {
  63381. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63382. return ps;
  63383. }
  63384. });
  63385. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63386. if (uniformsNames === void 0) { uniformsNames = []; }
  63387. if (samplers === void 0) { samplers = []; }
  63388. if (defines === void 0) { defines = ""; }
  63389. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63390. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63391. if (defines.indexOf(" BILLBOARD") === -1) {
  63392. defines += "\n#define BILLBOARD\n";
  63393. }
  63394. if (samplers.indexOf("diffuseSampler") === -1) {
  63395. samplers.push("diffuseSampler");
  63396. }
  63397. return this.createEffect({
  63398. vertex: "particles",
  63399. fragmentElement: fragmentName
  63400. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63401. };
  63402. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63403. var results = new Array();
  63404. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63405. var particleSystem = this.getScene().particleSystems[index];
  63406. if (particleSystem.emitter === this) {
  63407. results.push(particleSystem);
  63408. }
  63409. }
  63410. return results;
  63411. };
  63412. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63413. var results = new Array();
  63414. var descendants = this.getDescendants();
  63415. descendants.push(this);
  63416. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63417. var particleSystem = this.getScene().particleSystems[index];
  63418. var emitter = particleSystem.emitter;
  63419. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63420. results.push(particleSystem);
  63421. }
  63422. }
  63423. return results;
  63424. };
  63425. })(BABYLON || (BABYLON = {}));
  63426. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63427. var BABYLON;
  63428. (function (BABYLON) {
  63429. /**
  63430. * Type of sub emitter
  63431. */
  63432. var SubEmitterType;
  63433. (function (SubEmitterType) {
  63434. /**
  63435. * Attached to the particle over it's lifetime
  63436. */
  63437. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63438. /**
  63439. * Created when the particle dies
  63440. */
  63441. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63442. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63443. /**
  63444. * Sub emitter class used to emit particles from an existing particle
  63445. */
  63446. var SubEmitter = /** @class */ (function () {
  63447. /**
  63448. * Creates a sub emitter
  63449. * @param particleSystem the particle system to be used by the sub emitter
  63450. */
  63451. function SubEmitter(
  63452. /**
  63453. * the particle system to be used by the sub emitter
  63454. */
  63455. particleSystem) {
  63456. this.particleSystem = particleSystem;
  63457. /**
  63458. * Type of the submitter (Default: END)
  63459. */
  63460. this.type = SubEmitterType.END;
  63461. /**
  63462. * 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)
  63463. * Note: This only is supported when using an emitter of type Mesh
  63464. */
  63465. this.inheritDirection = false;
  63466. /**
  63467. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63468. */
  63469. this.inheritedVelocityAmount = 0;
  63470. // Create mesh as emitter to support rotation
  63471. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63472. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63473. }
  63474. // Automatically dispose of subemitter when system is disposed
  63475. particleSystem.onDisposeObservable.add(function () {
  63476. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63477. particleSystem.emitter.dispose();
  63478. }
  63479. });
  63480. }
  63481. /**
  63482. * Clones the sub emitter
  63483. * @returns the cloned sub emitter
  63484. */
  63485. SubEmitter.prototype.clone = function () {
  63486. // Clone particle system
  63487. var emitter = this.particleSystem.emitter;
  63488. if (!emitter) {
  63489. emitter = new BABYLON.Vector3();
  63490. }
  63491. else if (emitter instanceof BABYLON.Vector3) {
  63492. emitter = emitter.clone();
  63493. }
  63494. else if (emitter instanceof BABYLON.AbstractMesh) {
  63495. emitter = new BABYLON.Mesh("", emitter.getScene());
  63496. emitter.isVisible = false;
  63497. }
  63498. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63499. // Clone properties
  63500. clone.type = this.type;
  63501. clone.inheritDirection = this.inheritDirection;
  63502. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63503. clone.particleSystem._disposeEmitterOnDispose = true;
  63504. clone.particleSystem.disposeOnStop = true;
  63505. return clone;
  63506. };
  63507. /**
  63508. * Serialize current object to a JSON object
  63509. * @returns the serialized object
  63510. */
  63511. SubEmitter.prototype.serialize = function () {
  63512. var serializationObject = {};
  63513. serializationObject.type = this.type;
  63514. serializationObject.inheritDirection = this.inheritDirection;
  63515. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63516. serializationObject.particleSystem = this.particleSystem.serialize();
  63517. return serializationObject;
  63518. };
  63519. /**
  63520. * Creates a new SubEmitter from a serialized JSON version
  63521. * @param serializationObject defines the JSON object to read from
  63522. * @param scene defines the hosting scene
  63523. * @param rootUrl defines the rootUrl for data loading
  63524. * @returns a new SubEmitter
  63525. */
  63526. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63527. var system = serializationObject.particleSystem;
  63528. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63529. subEmitter.type = serializationObject.type;
  63530. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63531. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63532. subEmitter.particleSystem._isSubEmitter = true;
  63533. return subEmitter;
  63534. };
  63535. /** Release associated resources */
  63536. SubEmitter.prototype.dispose = function () {
  63537. this.particleSystem.dispose();
  63538. };
  63539. return SubEmitter;
  63540. }());
  63541. BABYLON.SubEmitter = SubEmitter;
  63542. })(BABYLON || (BABYLON = {}));
  63543. //# sourceMappingURL=babylon.subEmitter.js.map
  63544. var BABYLON;
  63545. (function (BABYLON) {
  63546. /**
  63547. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  63548. *
  63549. * This returned material effects how the mesh will look based on the code in the shaders.
  63550. *
  63551. * @see http://doc.babylonjs.com/how_to/shader_material
  63552. */
  63553. var ShaderMaterial = /** @class */ (function (_super) {
  63554. __extends(ShaderMaterial, _super);
  63555. /**
  63556. * Instantiate a new shader material.
  63557. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  63558. * This returned material effects how the mesh will look based on the code in the shaders.
  63559. * @see http://doc.babylonjs.com/how_to/shader_material
  63560. * @param name Define the name of the material in the scene
  63561. * @param scene Define the scene the material belongs to
  63562. * @param shaderPath Defines the route to the shader code in one of three ways:
  63563. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63564. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63565. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63566. * @param options Define the options used to create the shader
  63567. */
  63568. function ShaderMaterial(name, scene, shaderPath, options) {
  63569. if (options === void 0) { options = {}; }
  63570. var _this = _super.call(this, name, scene) || this;
  63571. _this._textures = {};
  63572. _this._textureArrays = {};
  63573. _this._floats = {};
  63574. _this._ints = {};
  63575. _this._floatsArrays = {};
  63576. _this._colors3 = {};
  63577. _this._colors3Arrays = {};
  63578. _this._colors4 = {};
  63579. _this._vectors2 = {};
  63580. _this._vectors3 = {};
  63581. _this._vectors4 = {};
  63582. _this._matrices = {};
  63583. _this._matrices3x3 = {};
  63584. _this._matrices2x2 = {};
  63585. _this._vectors2Arrays = {};
  63586. _this._vectors3Arrays = {};
  63587. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63588. _this._shaderPath = shaderPath;
  63589. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63590. return _this;
  63591. }
  63592. /**
  63593. * Gets the current class name of the material e.g. "ShaderMaterial"
  63594. * Mainly use in serialization.
  63595. * @returns the class name
  63596. */
  63597. ShaderMaterial.prototype.getClassName = function () {
  63598. return "ShaderMaterial";
  63599. };
  63600. /**
  63601. * Specifies if the material will require alpha blending
  63602. * @returns a boolean specifying if alpha blending is needed
  63603. */
  63604. ShaderMaterial.prototype.needAlphaBlending = function () {
  63605. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63606. };
  63607. /**
  63608. * Specifies if this material should be rendered in alpha test mode
  63609. * @returns a boolean specifying if an alpha test is needed.
  63610. */
  63611. ShaderMaterial.prototype.needAlphaTesting = function () {
  63612. return this._options.needAlphaTesting;
  63613. };
  63614. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63615. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63616. this._options.uniforms.push(uniformName);
  63617. }
  63618. };
  63619. /**
  63620. * Set a texture in the shader.
  63621. * @param name Define the name of the uniform samplers as defined in the shader
  63622. * @param texture Define the texture to bind to this sampler
  63623. * @return the material itself allowing "fluent" like uniform updates
  63624. */
  63625. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63626. if (this._options.samplers.indexOf(name) === -1) {
  63627. this._options.samplers.push(name);
  63628. }
  63629. this._textures[name] = texture;
  63630. return this;
  63631. };
  63632. /**
  63633. * Set a texture array in the shader.
  63634. * @param name Define the name of the uniform sampler array as defined in the shader
  63635. * @param textures Define the list of textures to bind to this sampler
  63636. * @return the material itself allowing "fluent" like uniform updates
  63637. */
  63638. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63639. if (this._options.samplers.indexOf(name) === -1) {
  63640. this._options.samplers.push(name);
  63641. }
  63642. this._checkUniform(name);
  63643. this._textureArrays[name] = textures;
  63644. return this;
  63645. };
  63646. /**
  63647. * Set a float in the shader.
  63648. * @param name Define the name of the uniform as defined in the shader
  63649. * @param value Define the value to give to the uniform
  63650. * @return the material itself allowing "fluent" like uniform updates
  63651. */
  63652. ShaderMaterial.prototype.setFloat = function (name, value) {
  63653. this._checkUniform(name);
  63654. this._floats[name] = value;
  63655. return this;
  63656. };
  63657. /**
  63658. * Set a int in the shader.
  63659. * @param name Define the name of the uniform as defined in the shader
  63660. * @param value Define the value to give to the uniform
  63661. * @return the material itself allowing "fluent" like uniform updates
  63662. */
  63663. ShaderMaterial.prototype.setInt = function (name, value) {
  63664. this._checkUniform(name);
  63665. this._ints[name] = value;
  63666. return this;
  63667. };
  63668. /**
  63669. * Set an array of floats in the shader.
  63670. * @param name Define the name of the uniform as defined in the shader
  63671. * @param value Define the value to give to the uniform
  63672. * @return the material itself allowing "fluent" like uniform updates
  63673. */
  63674. ShaderMaterial.prototype.setFloats = function (name, value) {
  63675. this._checkUniform(name);
  63676. this._floatsArrays[name] = value;
  63677. return this;
  63678. };
  63679. /**
  63680. * Set a vec3 in the shader from a Color3.
  63681. * @param name Define the name of the uniform as defined in the shader
  63682. * @param value Define the value to give to the uniform
  63683. * @return the material itself allowing "fluent" like uniform updates
  63684. */
  63685. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63686. this._checkUniform(name);
  63687. this._colors3[name] = value;
  63688. return this;
  63689. };
  63690. /**
  63691. * Set a vec3 array in the shader from a Color3 array.
  63692. * @param name Define the name of the uniform as defined in the shader
  63693. * @param value Define the value to give to the uniform
  63694. * @return the material itself allowing "fluent" like uniform updates
  63695. */
  63696. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63697. this._checkUniform(name);
  63698. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63699. color.toArray(arr, arr.length);
  63700. return arr;
  63701. }, []);
  63702. return this;
  63703. };
  63704. /**
  63705. * Set a vec4 in the shader from a Color4.
  63706. * @param name Define the name of the uniform as defined in the shader
  63707. * @param value Define the value to give to the uniform
  63708. * @return the material itself allowing "fluent" like uniform updates
  63709. */
  63710. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63711. this._checkUniform(name);
  63712. this._colors4[name] = value;
  63713. return this;
  63714. };
  63715. /**
  63716. * Set a vec2 in the shader from a Vector2.
  63717. * @param name Define the name of the uniform as defined in the shader
  63718. * @param value Define the value to give to the uniform
  63719. * @return the material itself allowing "fluent" like uniform updates
  63720. */
  63721. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63722. this._checkUniform(name);
  63723. this._vectors2[name] = value;
  63724. return this;
  63725. };
  63726. /**
  63727. * Set a vec3 in the shader from a Vector3.
  63728. * @param name Define the name of the uniform as defined in the shader
  63729. * @param value Define the value to give to the uniform
  63730. * @return the material itself allowing "fluent" like uniform updates
  63731. */
  63732. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63733. this._checkUniform(name);
  63734. this._vectors3[name] = value;
  63735. return this;
  63736. };
  63737. /**
  63738. * Set a vec4 in the shader from a Vector4.
  63739. * @param name Define the name of the uniform as defined in the shader
  63740. * @param value Define the value to give to the uniform
  63741. * @return the material itself allowing "fluent" like uniform updates
  63742. */
  63743. ShaderMaterial.prototype.setVector4 = function (name, value) {
  63744. this._checkUniform(name);
  63745. this._vectors4[name] = value;
  63746. return this;
  63747. };
  63748. /**
  63749. * Set a mat4 in the shader from a Matrix.
  63750. * @param name Define the name of the uniform as defined in the shader
  63751. * @param value Define the value to give to the uniform
  63752. * @return the material itself allowing "fluent" like uniform updates
  63753. */
  63754. ShaderMaterial.prototype.setMatrix = function (name, value) {
  63755. this._checkUniform(name);
  63756. this._matrices[name] = value;
  63757. return this;
  63758. };
  63759. /**
  63760. * Set a mat3 in the shader from a Float32Array.
  63761. * @param name Define the name of the uniform as defined in the shader
  63762. * @param value Define the value to give to the uniform
  63763. * @return the material itself allowing "fluent" like uniform updates
  63764. */
  63765. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  63766. this._checkUniform(name);
  63767. this._matrices3x3[name] = value;
  63768. return this;
  63769. };
  63770. /**
  63771. * Set a mat2 in the shader from a Float32Array.
  63772. * @param name Define the name of the uniform as defined in the shader
  63773. * @param value Define the value to give to the uniform
  63774. * @return the material itself allowing "fluent" like uniform updates
  63775. */
  63776. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  63777. this._checkUniform(name);
  63778. this._matrices2x2[name] = value;
  63779. return this;
  63780. };
  63781. /**
  63782. * Set a vec2 array in the shader from a number array.
  63783. * @param name Define the name of the uniform as defined in the shader
  63784. * @param value Define the value to give to the uniform
  63785. * @return the material itself allowing "fluent" like uniform updates
  63786. */
  63787. ShaderMaterial.prototype.setArray2 = function (name, value) {
  63788. this._checkUniform(name);
  63789. this._vectors2Arrays[name] = value;
  63790. return this;
  63791. };
  63792. /**
  63793. * Set a vec3 array in the shader from a number array.
  63794. * @param name Define the name of the uniform as defined in the shader
  63795. * @param value Define the value to give to the uniform
  63796. * @return the material itself allowing "fluent" like uniform updates
  63797. */
  63798. ShaderMaterial.prototype.setArray3 = function (name, value) {
  63799. this._checkUniform(name);
  63800. this._vectors3Arrays[name] = value;
  63801. return this;
  63802. };
  63803. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  63804. if (!mesh) {
  63805. return true;
  63806. }
  63807. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  63808. return false;
  63809. }
  63810. return false;
  63811. };
  63812. /**
  63813. * Checks if the material is ready to render the requested mesh
  63814. * @param mesh Define the mesh to render
  63815. * @param useInstances Define whether or not the material is used with instances
  63816. * @returns true if ready, otherwise false
  63817. */
  63818. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  63819. var scene = this.getScene();
  63820. var engine = scene.getEngine();
  63821. if (!this.checkReadyOnEveryCall) {
  63822. if (this._renderId === scene.getRenderId()) {
  63823. if (this._checkCache(scene, mesh, useInstances)) {
  63824. return true;
  63825. }
  63826. }
  63827. }
  63828. // Instances
  63829. var defines = [];
  63830. var attribs = [];
  63831. var fallbacks = new BABYLON.EffectFallbacks();
  63832. for (var index = 0; index < this._options.defines.length; index++) {
  63833. defines.push(this._options.defines[index]);
  63834. }
  63835. for (var index = 0; index < this._options.attributes.length; index++) {
  63836. attribs.push(this._options.attributes[index]);
  63837. }
  63838. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  63839. attribs.push(BABYLON.VertexBuffer.ColorKind);
  63840. defines.push("#define VERTEXCOLOR");
  63841. }
  63842. if (useInstances) {
  63843. defines.push("#define INSTANCES");
  63844. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  63845. }
  63846. // Bones
  63847. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  63848. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  63849. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  63850. if (mesh.numBoneInfluencers > 4) {
  63851. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  63852. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  63853. }
  63854. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  63855. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  63856. fallbacks.addCPUSkinningFallback(0, mesh);
  63857. if (this._options.uniforms.indexOf("mBones") === -1) {
  63858. this._options.uniforms.push("mBones");
  63859. }
  63860. }
  63861. else {
  63862. defines.push("#define NUM_BONE_INFLUENCERS 0");
  63863. }
  63864. // Textures
  63865. for (var name in this._textures) {
  63866. if (!this._textures[name].isReady()) {
  63867. return false;
  63868. }
  63869. }
  63870. // Alpha test
  63871. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  63872. defines.push("#define ALPHATEST");
  63873. }
  63874. var previousEffect = this._effect;
  63875. var join = defines.join("\n");
  63876. this._effect = engine.createEffect(this._shaderPath, {
  63877. attributes: attribs,
  63878. uniformsNames: this._options.uniforms,
  63879. uniformBuffersNames: this._options.uniformBuffers,
  63880. samplers: this._options.samplers,
  63881. defines: join,
  63882. fallbacks: fallbacks,
  63883. onCompiled: this.onCompiled,
  63884. onError: this.onError
  63885. }, engine);
  63886. if (!this._effect.isReady()) {
  63887. return false;
  63888. }
  63889. if (previousEffect !== this._effect) {
  63890. scene.resetCachedMaterial();
  63891. }
  63892. this._renderId = scene.getRenderId();
  63893. return true;
  63894. };
  63895. /**
  63896. * Binds the world matrix to the material
  63897. * @param world defines the world transformation matrix
  63898. */
  63899. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  63900. var scene = this.getScene();
  63901. if (!this._effect) {
  63902. return;
  63903. }
  63904. if (this._options.uniforms.indexOf("world") !== -1) {
  63905. this._effect.setMatrix("world", world);
  63906. }
  63907. if (this._options.uniforms.indexOf("worldView") !== -1) {
  63908. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  63909. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  63910. }
  63911. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  63912. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  63913. }
  63914. };
  63915. /**
  63916. * Binds the material to the mesh
  63917. * @param world defines the world transformation matrix
  63918. * @param mesh defines the mesh to bind the material to
  63919. */
  63920. ShaderMaterial.prototype.bind = function (world, mesh) {
  63921. // Std values
  63922. this.bindOnlyWorldMatrix(world);
  63923. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  63924. if (this._options.uniforms.indexOf("view") !== -1) {
  63925. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  63926. }
  63927. if (this._options.uniforms.indexOf("projection") !== -1) {
  63928. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  63929. }
  63930. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  63931. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  63932. }
  63933. // Bones
  63934. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  63935. var name;
  63936. // Texture
  63937. for (name in this._textures) {
  63938. this._effect.setTexture(name, this._textures[name]);
  63939. }
  63940. // Texture arrays
  63941. for (name in this._textureArrays) {
  63942. this._effect.setTextureArray(name, this._textureArrays[name]);
  63943. }
  63944. // Int
  63945. for (name in this._ints) {
  63946. this._effect.setInt(name, this._ints[name]);
  63947. }
  63948. // Float
  63949. for (name in this._floats) {
  63950. this._effect.setFloat(name, this._floats[name]);
  63951. }
  63952. // Floats
  63953. for (name in this._floatsArrays) {
  63954. this._effect.setArray(name, this._floatsArrays[name]);
  63955. }
  63956. // Color3
  63957. for (name in this._colors3) {
  63958. this._effect.setColor3(name, this._colors3[name]);
  63959. }
  63960. for (name in this._colors3Arrays) {
  63961. this._effect.setArray3(name, this._colors3Arrays[name]);
  63962. }
  63963. // Color4
  63964. for (name in this._colors4) {
  63965. var color = this._colors4[name];
  63966. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  63967. }
  63968. // Vector2
  63969. for (name in this._vectors2) {
  63970. this._effect.setVector2(name, this._vectors2[name]);
  63971. }
  63972. // Vector3
  63973. for (name in this._vectors3) {
  63974. this._effect.setVector3(name, this._vectors3[name]);
  63975. }
  63976. // Vector4
  63977. for (name in this._vectors4) {
  63978. this._effect.setVector4(name, this._vectors4[name]);
  63979. }
  63980. // Matrix
  63981. for (name in this._matrices) {
  63982. this._effect.setMatrix(name, this._matrices[name]);
  63983. }
  63984. // Matrix 3x3
  63985. for (name in this._matrices3x3) {
  63986. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  63987. }
  63988. // Matrix 2x2
  63989. for (name in this._matrices2x2) {
  63990. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  63991. }
  63992. // Vector2Array
  63993. for (name in this._vectors2Arrays) {
  63994. this._effect.setArray2(name, this._vectors2Arrays[name]);
  63995. }
  63996. // Vector3Array
  63997. for (name in this._vectors3Arrays) {
  63998. this._effect.setArray3(name, this._vectors3Arrays[name]);
  63999. }
  64000. }
  64001. this._afterBind(mesh);
  64002. };
  64003. /**
  64004. * Gets the active textures from the material
  64005. * @returns an array of textures
  64006. */
  64007. ShaderMaterial.prototype.getActiveTextures = function () {
  64008. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64009. for (var name in this._textures) {
  64010. activeTextures.push(this._textures[name]);
  64011. }
  64012. for (var name in this._textureArrays) {
  64013. var array = this._textureArrays[name];
  64014. for (var index = 0; index < array.length; index++) {
  64015. activeTextures.push(array[index]);
  64016. }
  64017. }
  64018. return activeTextures;
  64019. };
  64020. /**
  64021. * Specifies if the material uses a texture
  64022. * @param texture defines the texture to check against the material
  64023. * @returns a boolean specifying if the material uses the texture
  64024. */
  64025. ShaderMaterial.prototype.hasTexture = function (texture) {
  64026. if (_super.prototype.hasTexture.call(this, texture)) {
  64027. return true;
  64028. }
  64029. for (var name in this._textures) {
  64030. if (this._textures[name] === texture) {
  64031. return true;
  64032. }
  64033. }
  64034. for (var name in this._textureArrays) {
  64035. var array = this._textureArrays[name];
  64036. for (var index = 0; index < array.length; index++) {
  64037. if (array[index] === texture) {
  64038. return true;
  64039. }
  64040. }
  64041. }
  64042. return false;
  64043. };
  64044. /**
  64045. * Makes a duplicate of the material, and gives it a new name
  64046. * @param name defines the new name for the duplicated material
  64047. * @returns the cloned material
  64048. */
  64049. ShaderMaterial.prototype.clone = function (name) {
  64050. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64051. return newShaderMaterial;
  64052. };
  64053. /**
  64054. * Disposes the material
  64055. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64056. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64057. */
  64058. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  64059. if (forceDisposeTextures) {
  64060. var name;
  64061. for (name in this._textures) {
  64062. this._textures[name].dispose();
  64063. }
  64064. for (name in this._textureArrays) {
  64065. var array = this._textureArrays[name];
  64066. for (var index = 0; index < array.length; index++) {
  64067. array[index].dispose();
  64068. }
  64069. }
  64070. }
  64071. this._textures = {};
  64072. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  64073. };
  64074. /**
  64075. * Serializes this material in a JSON representation
  64076. * @returns the serialized material object
  64077. */
  64078. ShaderMaterial.prototype.serialize = function () {
  64079. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64080. serializationObject.customType = "BABYLON.ShaderMaterial";
  64081. serializationObject.options = this._options;
  64082. serializationObject.shaderPath = this._shaderPath;
  64083. var name;
  64084. // Texture
  64085. serializationObject.textures = {};
  64086. for (name in this._textures) {
  64087. serializationObject.textures[name] = this._textures[name].serialize();
  64088. }
  64089. // Texture arrays
  64090. serializationObject.textureArrays = {};
  64091. for (name in this._textureArrays) {
  64092. serializationObject.textureArrays[name] = [];
  64093. var array = this._textureArrays[name];
  64094. for (var index = 0; index < array.length; index++) {
  64095. serializationObject.textureArrays[name].push(array[index].serialize());
  64096. }
  64097. }
  64098. // Float
  64099. serializationObject.floats = {};
  64100. for (name in this._floats) {
  64101. serializationObject.floats[name] = this._floats[name];
  64102. }
  64103. // Float s
  64104. serializationObject.FloatArrays = {};
  64105. for (name in this._floatsArrays) {
  64106. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64107. }
  64108. // Color3
  64109. serializationObject.colors3 = {};
  64110. for (name in this._colors3) {
  64111. serializationObject.colors3[name] = this._colors3[name].asArray();
  64112. }
  64113. // Color3 array
  64114. serializationObject.colors3Arrays = {};
  64115. for (name in this._colors3Arrays) {
  64116. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64117. }
  64118. // Color4
  64119. serializationObject.colors4 = {};
  64120. for (name in this._colors4) {
  64121. serializationObject.colors4[name] = this._colors4[name].asArray();
  64122. }
  64123. // Vector2
  64124. serializationObject.vectors2 = {};
  64125. for (name in this._vectors2) {
  64126. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64127. }
  64128. // Vector3
  64129. serializationObject.vectors3 = {};
  64130. for (name in this._vectors3) {
  64131. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64132. }
  64133. // Vector4
  64134. serializationObject.vectors4 = {};
  64135. for (name in this._vectors4) {
  64136. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64137. }
  64138. // Matrix
  64139. serializationObject.matrices = {};
  64140. for (name in this._matrices) {
  64141. serializationObject.matrices[name] = this._matrices[name].asArray();
  64142. }
  64143. // Matrix 3x3
  64144. serializationObject.matrices3x3 = {};
  64145. for (name in this._matrices3x3) {
  64146. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64147. }
  64148. // Matrix 2x2
  64149. serializationObject.matrices2x2 = {};
  64150. for (name in this._matrices2x2) {
  64151. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64152. }
  64153. // Vector2Array
  64154. serializationObject.vectors2Arrays = {};
  64155. for (name in this._vectors2Arrays) {
  64156. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64157. }
  64158. // Vector3Array
  64159. serializationObject.vectors3Arrays = {};
  64160. for (name in this._vectors3Arrays) {
  64161. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64162. }
  64163. return serializationObject;
  64164. };
  64165. /**
  64166. * Creates a shader material from parsed shader material data
  64167. * @param source defines the JSON represnetation of the material
  64168. * @param scene defines the hosting scene
  64169. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64170. * @returns a new material
  64171. */
  64172. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64173. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64174. var name;
  64175. // Texture
  64176. for (name in source.textures) {
  64177. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64178. }
  64179. // Texture arrays
  64180. for (name in source.textureArrays) {
  64181. var array = source.textureArrays[name];
  64182. var textureArray = new Array();
  64183. for (var index = 0; index < array.length; index++) {
  64184. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64185. }
  64186. material.setTextureArray(name, textureArray);
  64187. }
  64188. // Float
  64189. for (name in source.floats) {
  64190. material.setFloat(name, source.floats[name]);
  64191. }
  64192. // Float s
  64193. for (name in source.floatsArrays) {
  64194. material.setFloats(name, source.floatsArrays[name]);
  64195. }
  64196. // Color3
  64197. for (name in source.colors3) {
  64198. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64199. }
  64200. // Color3 arrays
  64201. for (name in source.colors3Arrays) {
  64202. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64203. if (i % 3 === 0) {
  64204. arr.push([num]);
  64205. }
  64206. else {
  64207. arr[arr.length - 1].push(num);
  64208. }
  64209. return arr;
  64210. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64211. material.setColor3Array(name, colors);
  64212. }
  64213. // Color4
  64214. for (name in source.colors4) {
  64215. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64216. }
  64217. // Vector2
  64218. for (name in source.vectors2) {
  64219. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64220. }
  64221. // Vector3
  64222. for (name in source.vectors3) {
  64223. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64224. }
  64225. // Vector4
  64226. for (name in source.vectors4) {
  64227. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64228. }
  64229. // Matrix
  64230. for (name in source.matrices) {
  64231. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64232. }
  64233. // Matrix 3x3
  64234. for (name in source.matrices3x3) {
  64235. material.setMatrix3x3(name, source.matrices3x3[name]);
  64236. }
  64237. // Matrix 2x2
  64238. for (name in source.matrices2x2) {
  64239. material.setMatrix2x2(name, source.matrices2x2[name]);
  64240. }
  64241. // Vector2Array
  64242. for (name in source.vectors2Arrays) {
  64243. material.setArray2(name, source.vectors2Arrays[name]);
  64244. }
  64245. // Vector3Array
  64246. for (name in source.vectors3Arrays) {
  64247. material.setArray3(name, source.vectors3Arrays[name]);
  64248. }
  64249. return material;
  64250. };
  64251. return ShaderMaterial;
  64252. }(BABYLON.Material));
  64253. BABYLON.ShaderMaterial = ShaderMaterial;
  64254. })(BABYLON || (BABYLON = {}));
  64255. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64256. var BABYLON;
  64257. (function (BABYLON) {
  64258. /**
  64259. * Mesh representing the gorund
  64260. */
  64261. var GroundMesh = /** @class */ (function (_super) {
  64262. __extends(GroundMesh, _super);
  64263. function GroundMesh(name, scene) {
  64264. var _this = _super.call(this, name, scene) || this;
  64265. /** If octree should be generated */
  64266. _this.generateOctree = false;
  64267. return _this;
  64268. }
  64269. /**
  64270. * "GroundMesh"
  64271. * @returns "GroundMesh"
  64272. */
  64273. GroundMesh.prototype.getClassName = function () {
  64274. return "GroundMesh";
  64275. };
  64276. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64277. /**
  64278. * The minimum of x and y subdivisions
  64279. */
  64280. get: function () {
  64281. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64282. },
  64283. enumerable: true,
  64284. configurable: true
  64285. });
  64286. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64287. /**
  64288. * X subdivisions
  64289. */
  64290. get: function () {
  64291. return this._subdivisionsX;
  64292. },
  64293. enumerable: true,
  64294. configurable: true
  64295. });
  64296. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64297. /**
  64298. * Y subdivisions
  64299. */
  64300. get: function () {
  64301. return this._subdivisionsY;
  64302. },
  64303. enumerable: true,
  64304. configurable: true
  64305. });
  64306. /**
  64307. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64308. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64309. * @param chunksCount the number of subdivisions for x and y
  64310. * @param octreeBlocksSize (Default: 32)
  64311. */
  64312. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64313. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64314. this._subdivisionsX = chunksCount;
  64315. this._subdivisionsY = chunksCount;
  64316. this.subdivide(chunksCount);
  64317. // Call the octree system optimization if it is defined.
  64318. var thisAsAny = this;
  64319. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64320. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64321. }
  64322. };
  64323. /**
  64324. * Returns a height (y) value in the Worl system :
  64325. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64326. * @param x x coordinate
  64327. * @param z z coordinate
  64328. * @returns the ground y position if (x, z) are outside the ground surface.
  64329. */
  64330. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64331. var world = this.getWorldMatrix();
  64332. var invMat = BABYLON.Tmp.Matrix[5];
  64333. world.invertToRef(invMat);
  64334. var tmpVect = BABYLON.Tmp.Vector3[8];
  64335. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64336. x = tmpVect.x;
  64337. z = tmpVect.z;
  64338. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64339. return this.position.y;
  64340. }
  64341. if (!this._heightQuads || this._heightQuads.length == 0) {
  64342. this._initHeightQuads();
  64343. this._computeHeightQuads();
  64344. }
  64345. var facet = this._getFacetAt(x, z);
  64346. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64347. // return y in the World system
  64348. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64349. return tmpVect.y;
  64350. };
  64351. /**
  64352. * Returns a normalized vector (Vector3) orthogonal to the ground
  64353. * at the ground coordinates (x, z) expressed in the World system.
  64354. * @param x x coordinate
  64355. * @param z z coordinate
  64356. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64357. */
  64358. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64359. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64360. this.getNormalAtCoordinatesToRef(x, z, normal);
  64361. return normal;
  64362. };
  64363. /**
  64364. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64365. * at the ground coordinates (x, z) expressed in the World system.
  64366. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64367. * @param x x coordinate
  64368. * @param z z coordinate
  64369. * @param ref vector to store the result
  64370. * @returns the GroundMesh.
  64371. */
  64372. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64373. var world = this.getWorldMatrix();
  64374. var tmpMat = BABYLON.Tmp.Matrix[5];
  64375. world.invertToRef(tmpMat);
  64376. var tmpVect = BABYLON.Tmp.Vector3[8];
  64377. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64378. x = tmpVect.x;
  64379. z = tmpVect.z;
  64380. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64381. return this;
  64382. }
  64383. if (!this._heightQuads || this._heightQuads.length == 0) {
  64384. this._initHeightQuads();
  64385. this._computeHeightQuads();
  64386. }
  64387. var facet = this._getFacetAt(x, z);
  64388. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64389. return this;
  64390. };
  64391. /**
  64392. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64393. * if the ground has been updated.
  64394. * This can be used in the render loop.
  64395. * @returns the GroundMesh.
  64396. */
  64397. GroundMesh.prototype.updateCoordinateHeights = function () {
  64398. if (!this._heightQuads || this._heightQuads.length == 0) {
  64399. this._initHeightQuads();
  64400. }
  64401. this._computeHeightQuads();
  64402. return this;
  64403. };
  64404. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64405. GroundMesh.prototype._getFacetAt = function (x, z) {
  64406. // retrieve col and row from x, z coordinates in the ground local system
  64407. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64408. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64409. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64410. var facet;
  64411. if (z < quad.slope.x * x + quad.slope.y) {
  64412. facet = quad.facet1;
  64413. }
  64414. else {
  64415. facet = quad.facet2;
  64416. }
  64417. return facet;
  64418. };
  64419. // Creates and populates the heightMap array with "facet" elements :
  64420. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64421. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64422. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64423. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64424. // Returns the GroundMesh.
  64425. GroundMesh.prototype._initHeightQuads = function () {
  64426. var subdivisionsX = this._subdivisionsX;
  64427. var subdivisionsY = this._subdivisionsY;
  64428. this._heightQuads = new Array();
  64429. for (var row = 0; row < subdivisionsY; row++) {
  64430. for (var col = 0; col < subdivisionsX; col++) {
  64431. 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) };
  64432. this._heightQuads[row * subdivisionsX + col] = quad;
  64433. }
  64434. }
  64435. return this;
  64436. };
  64437. // Compute each quad element values and update the the heightMap array :
  64438. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64439. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64440. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64441. // Returns the GroundMesh.
  64442. GroundMesh.prototype._computeHeightQuads = function () {
  64443. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64444. if (!positions) {
  64445. return this;
  64446. }
  64447. var v1 = BABYLON.Tmp.Vector3[3];
  64448. var v2 = BABYLON.Tmp.Vector3[2];
  64449. var v3 = BABYLON.Tmp.Vector3[1];
  64450. var v4 = BABYLON.Tmp.Vector3[0];
  64451. var v1v2 = BABYLON.Tmp.Vector3[4];
  64452. var v1v3 = BABYLON.Tmp.Vector3[5];
  64453. var v1v4 = BABYLON.Tmp.Vector3[6];
  64454. var norm1 = BABYLON.Tmp.Vector3[7];
  64455. var norm2 = BABYLON.Tmp.Vector3[8];
  64456. var i = 0;
  64457. var j = 0;
  64458. var k = 0;
  64459. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64460. var h = 0;
  64461. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64462. var d2 = 0;
  64463. var subdivisionsX = this._subdivisionsX;
  64464. var subdivisionsY = this._subdivisionsY;
  64465. for (var row = 0; row < subdivisionsY; row++) {
  64466. for (var col = 0; col < subdivisionsX; col++) {
  64467. i = col * 3;
  64468. j = row * (subdivisionsX + 1) * 3;
  64469. k = (row + 1) * (subdivisionsX + 1) * 3;
  64470. v1.x = positions[j + i];
  64471. v1.y = positions[j + i + 1];
  64472. v1.z = positions[j + i + 2];
  64473. v2.x = positions[j + i + 3];
  64474. v2.y = positions[j + i + 4];
  64475. v2.z = positions[j + i + 5];
  64476. v3.x = positions[k + i];
  64477. v3.y = positions[k + i + 1];
  64478. v3.z = positions[k + i + 2];
  64479. v4.x = positions[k + i + 3];
  64480. v4.y = positions[k + i + 4];
  64481. v4.z = positions[k + i + 5];
  64482. // 2D slope V1V4
  64483. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64484. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64485. // facet equations :
  64486. // we compute each facet normal vector
  64487. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64488. // we compute the value d by applying the equation to v1 which belongs to the plane
  64489. // then we store the facet equation in a Vector4
  64490. v2.subtractToRef(v1, v1v2);
  64491. v3.subtractToRef(v1, v1v3);
  64492. v4.subtractToRef(v1, v1v4);
  64493. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64494. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64495. norm1.normalize();
  64496. norm2.normalize();
  64497. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64498. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64499. var quad = this._heightQuads[row * subdivisionsX + col];
  64500. quad.slope.copyFromFloats(cd, h);
  64501. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64502. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64503. }
  64504. }
  64505. return this;
  64506. };
  64507. /**
  64508. * Serializes this ground mesh
  64509. * @param serializationObject object to write serialization to
  64510. */
  64511. GroundMesh.prototype.serialize = function (serializationObject) {
  64512. _super.prototype.serialize.call(this, serializationObject);
  64513. serializationObject.subdivisionsX = this._subdivisionsX;
  64514. serializationObject.subdivisionsY = this._subdivisionsY;
  64515. serializationObject.minX = this._minX;
  64516. serializationObject.maxX = this._maxX;
  64517. serializationObject.minZ = this._minZ;
  64518. serializationObject.maxZ = this._maxZ;
  64519. serializationObject.width = this._width;
  64520. serializationObject.height = this._height;
  64521. };
  64522. /**
  64523. * Parses a serialized ground mesh
  64524. * @param parsedMesh the serialized mesh
  64525. * @param scene the scene to create the ground mesh in
  64526. * @returns the created ground mesh
  64527. */
  64528. GroundMesh.Parse = function (parsedMesh, scene) {
  64529. var result = new GroundMesh(parsedMesh.name, scene);
  64530. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64531. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64532. result._minX = parsedMesh.minX;
  64533. result._maxX = parsedMesh.maxX;
  64534. result._minZ = parsedMesh.minZ;
  64535. result._maxZ = parsedMesh.maxZ;
  64536. result._width = parsedMesh.width;
  64537. result._height = parsedMesh.height;
  64538. return result;
  64539. };
  64540. return GroundMesh;
  64541. }(BABYLON.Mesh));
  64542. BABYLON.GroundMesh = GroundMesh;
  64543. })(BABYLON || (BABYLON = {}));
  64544. //# sourceMappingURL=babylon.groundMesh.js.map
  64545. var BABYLON;
  64546. (function (BABYLON) {
  64547. /**
  64548. * Creates an instance based on a source mesh.
  64549. */
  64550. var InstancedMesh = /** @class */ (function (_super) {
  64551. __extends(InstancedMesh, _super);
  64552. function InstancedMesh(name, source) {
  64553. var _this = _super.call(this, name, source.getScene()) || this;
  64554. source.instances.push(_this);
  64555. _this._sourceMesh = source;
  64556. _this.position.copyFrom(source.position);
  64557. _this.rotation.copyFrom(source.rotation);
  64558. _this.scaling.copyFrom(source.scaling);
  64559. if (source.rotationQuaternion) {
  64560. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64561. }
  64562. _this.infiniteDistance = source.infiniteDistance;
  64563. _this.setPivotMatrix(source.getPivotMatrix());
  64564. _this.refreshBoundingInfo();
  64565. _this._syncSubMeshes();
  64566. return _this;
  64567. }
  64568. /**
  64569. * Returns the string "InstancedMesh".
  64570. */
  64571. InstancedMesh.prototype.getClassName = function () {
  64572. return "InstancedMesh";
  64573. };
  64574. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64575. // Methods
  64576. /**
  64577. * If the source mesh receives shadows
  64578. */
  64579. get: function () {
  64580. return this._sourceMesh.receiveShadows;
  64581. },
  64582. enumerable: true,
  64583. configurable: true
  64584. });
  64585. Object.defineProperty(InstancedMesh.prototype, "material", {
  64586. /**
  64587. * The material of the source mesh
  64588. */
  64589. get: function () {
  64590. return this._sourceMesh.material;
  64591. },
  64592. enumerable: true,
  64593. configurable: true
  64594. });
  64595. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64596. /**
  64597. * Visibility of the source mesh
  64598. */
  64599. get: function () {
  64600. return this._sourceMesh.visibility;
  64601. },
  64602. enumerable: true,
  64603. configurable: true
  64604. });
  64605. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64606. /**
  64607. * Skeleton of the source mesh
  64608. */
  64609. get: function () {
  64610. return this._sourceMesh.skeleton;
  64611. },
  64612. enumerable: true,
  64613. configurable: true
  64614. });
  64615. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64616. /**
  64617. * Rendering ground id of the source mesh
  64618. */
  64619. get: function () {
  64620. return this._sourceMesh.renderingGroupId;
  64621. },
  64622. set: function (value) {
  64623. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64624. return;
  64625. }
  64626. //no-op with warning
  64627. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64628. },
  64629. enumerable: true,
  64630. configurable: true
  64631. });
  64632. /**
  64633. * Returns the total number of vertices (integer).
  64634. */
  64635. InstancedMesh.prototype.getTotalVertices = function () {
  64636. return this._sourceMesh.getTotalVertices();
  64637. };
  64638. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64639. /**
  64640. * The source mesh of the instance
  64641. */
  64642. get: function () {
  64643. return this._sourceMesh;
  64644. },
  64645. enumerable: true,
  64646. configurable: true
  64647. });
  64648. /**
  64649. * Is this node ready to be used/rendered
  64650. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64651. * @return {boolean} is it ready
  64652. */
  64653. InstancedMesh.prototype.isReady = function (completeCheck) {
  64654. if (completeCheck === void 0) { completeCheck = false; }
  64655. return this._sourceMesh.isReady(completeCheck, true);
  64656. };
  64657. /**
  64658. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64659. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64660. * @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.
  64661. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64662. */
  64663. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64664. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64665. };
  64666. /**
  64667. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64668. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64669. * The `data` are either a numeric array either a Float32Array.
  64670. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64671. * 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).
  64672. * Note that a new underlying VertexBuffer object is created each call.
  64673. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64674. *
  64675. * Possible `kind` values :
  64676. * - BABYLON.VertexBuffer.PositionKind
  64677. * - BABYLON.VertexBuffer.UVKind
  64678. * - BABYLON.VertexBuffer.UV2Kind
  64679. * - BABYLON.VertexBuffer.UV3Kind
  64680. * - BABYLON.VertexBuffer.UV4Kind
  64681. * - BABYLON.VertexBuffer.UV5Kind
  64682. * - BABYLON.VertexBuffer.UV6Kind
  64683. * - BABYLON.VertexBuffer.ColorKind
  64684. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64685. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64686. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64687. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64688. *
  64689. * Returns the Mesh.
  64690. */
  64691. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64692. if (this.sourceMesh) {
  64693. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64694. }
  64695. return this.sourceMesh;
  64696. };
  64697. /**
  64698. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64699. * If the mesh has no geometry, it is simply returned as it is.
  64700. * The `data` are either a numeric array either a Float32Array.
  64701. * No new underlying VertexBuffer object is created.
  64702. * 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.
  64703. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64704. *
  64705. * Possible `kind` values :
  64706. * - BABYLON.VertexBuffer.PositionKind
  64707. * - BABYLON.VertexBuffer.UVKind
  64708. * - BABYLON.VertexBuffer.UV2Kind
  64709. * - BABYLON.VertexBuffer.UV3Kind
  64710. * - BABYLON.VertexBuffer.UV4Kind
  64711. * - BABYLON.VertexBuffer.UV5Kind
  64712. * - BABYLON.VertexBuffer.UV6Kind
  64713. * - BABYLON.VertexBuffer.ColorKind
  64714. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64715. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64716. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64717. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64718. *
  64719. * Returns the Mesh.
  64720. */
  64721. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  64722. if (this.sourceMesh) {
  64723. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  64724. }
  64725. return this.sourceMesh;
  64726. };
  64727. /**
  64728. * Sets the mesh indices.
  64729. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  64730. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  64731. * This method creates a new index buffer each call.
  64732. * Returns the Mesh.
  64733. */
  64734. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  64735. if (totalVertices === void 0) { totalVertices = null; }
  64736. if (this.sourceMesh) {
  64737. this.sourceMesh.setIndices(indices, totalVertices);
  64738. }
  64739. return this.sourceMesh;
  64740. };
  64741. /**
  64742. * Boolean : True if the mesh owns the requested kind of data.
  64743. */
  64744. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  64745. return this._sourceMesh.isVerticesDataPresent(kind);
  64746. };
  64747. /**
  64748. * Returns an array of indices (IndicesArray).
  64749. */
  64750. InstancedMesh.prototype.getIndices = function () {
  64751. return this._sourceMesh.getIndices();
  64752. };
  64753. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  64754. get: function () {
  64755. return this._sourceMesh._positions;
  64756. },
  64757. enumerable: true,
  64758. configurable: true
  64759. });
  64760. /**
  64761. * Sets a new updated BoundingInfo to the mesh.
  64762. * @returns the mesh.
  64763. */
  64764. InstancedMesh.prototype.refreshBoundingInfo = function () {
  64765. var meshBB = this._sourceMesh.getBoundingInfo();
  64766. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  64767. this._updateBoundingInfo();
  64768. return this;
  64769. };
  64770. /** @hidden */
  64771. InstancedMesh.prototype._preActivate = function () {
  64772. if (this._currentLOD) {
  64773. this._currentLOD._preActivate();
  64774. }
  64775. return this;
  64776. };
  64777. /** @hidden */
  64778. InstancedMesh.prototype._activate = function (renderId) {
  64779. if (this._currentLOD) {
  64780. this._currentLOD._registerInstanceForRenderId(this, renderId);
  64781. }
  64782. return this;
  64783. };
  64784. /**
  64785. * Returns the current associated LOD AbstractMesh.
  64786. */
  64787. InstancedMesh.prototype.getLOD = function (camera) {
  64788. if (!camera) {
  64789. return this;
  64790. }
  64791. var boundingInfo = this.getBoundingInfo();
  64792. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  64793. if (this._currentLOD === this.sourceMesh) {
  64794. return this;
  64795. }
  64796. return this._currentLOD;
  64797. };
  64798. /** @hidden */
  64799. InstancedMesh.prototype._syncSubMeshes = function () {
  64800. this.releaseSubMeshes();
  64801. if (this._sourceMesh.subMeshes) {
  64802. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  64803. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  64804. }
  64805. }
  64806. return this;
  64807. };
  64808. /** @hidden */
  64809. InstancedMesh.prototype._generatePointsArray = function () {
  64810. return this._sourceMesh._generatePointsArray();
  64811. };
  64812. /**
  64813. * Creates a new InstancedMesh from the current mesh.
  64814. * - name (string) : the cloned mesh name
  64815. * - newParent (optional Node) : the optional Node to parent the clone to.
  64816. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  64817. *
  64818. * Returns the clone.
  64819. */
  64820. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64821. var result = this._sourceMesh.createInstance(name);
  64822. // Deep copy
  64823. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  64824. // Bounding info
  64825. this.refreshBoundingInfo();
  64826. // Parent
  64827. if (newParent) {
  64828. result.parent = newParent;
  64829. }
  64830. if (!doNotCloneChildren) {
  64831. // Children
  64832. for (var index = 0; index < this.getScene().meshes.length; index++) {
  64833. var mesh = this.getScene().meshes[index];
  64834. if (mesh.parent === this) {
  64835. mesh.clone(mesh.name, result);
  64836. }
  64837. }
  64838. }
  64839. result.computeWorldMatrix(true);
  64840. return result;
  64841. };
  64842. /**
  64843. * Disposes the InstancedMesh.
  64844. * Returns nothing.
  64845. */
  64846. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  64847. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  64848. // Remove from mesh
  64849. var index = this._sourceMesh.instances.indexOf(this);
  64850. this._sourceMesh.instances.splice(index, 1);
  64851. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  64852. };
  64853. return InstancedMesh;
  64854. }(BABYLON.AbstractMesh));
  64855. BABYLON.InstancedMesh = InstancedMesh;
  64856. })(BABYLON || (BABYLON = {}));
  64857. //# sourceMappingURL=babylon.instancedMesh.js.map
  64858. var BABYLON;
  64859. (function (BABYLON) {
  64860. /**
  64861. * Line mesh
  64862. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  64863. */
  64864. var LinesMesh = /** @class */ (function (_super) {
  64865. __extends(LinesMesh, _super);
  64866. /**
  64867. * Creates a new LinesMesh
  64868. * @param name defines the name
  64869. * @param scene defines the hosting scene
  64870. * @param parent defines the parent mesh if any
  64871. * @param source defines the optional source LinesMesh used to clone data from
  64872. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  64873. * When false, achieved by calling a clone(), also passing False.
  64874. * This will make creation of children, recursive.
  64875. * @param useVertexColor defines if this LinesMesh supports vertex color
  64876. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  64877. */
  64878. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  64879. /**
  64880. * If vertex color should be applied to the mesh
  64881. */
  64882. useVertexColor,
  64883. /**
  64884. * If vertex alpha should be applied to the mesh
  64885. */
  64886. useVertexAlpha) {
  64887. if (scene === void 0) { scene = null; }
  64888. if (parent === void 0) { parent = null; }
  64889. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  64890. _this.useVertexColor = useVertexColor;
  64891. _this.useVertexAlpha = useVertexAlpha;
  64892. /**
  64893. * Color of the line (Default: White)
  64894. */
  64895. _this.color = new BABYLON.Color3(1, 1, 1);
  64896. /**
  64897. * Alpha of the line (Default: 1)
  64898. */
  64899. _this.alpha = 1;
  64900. if (source) {
  64901. _this.color = source.color.clone();
  64902. _this.alpha = source.alpha;
  64903. _this.useVertexColor = source.useVertexColor;
  64904. _this.useVertexAlpha = source.useVertexAlpha;
  64905. }
  64906. _this._intersectionThreshold = 0.1;
  64907. var defines = [];
  64908. var options = {
  64909. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  64910. uniforms: ["world", "viewProjection"],
  64911. needAlphaBlending: true,
  64912. defines: defines
  64913. };
  64914. if (useVertexAlpha === false) {
  64915. options.needAlphaBlending = false;
  64916. }
  64917. if (!useVertexColor) {
  64918. options.uniforms.push("color");
  64919. }
  64920. else {
  64921. options.defines.push("#define VERTEXCOLOR");
  64922. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  64923. }
  64924. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  64925. return _this;
  64926. }
  64927. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  64928. /**
  64929. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64930. * This margin is expressed in world space coordinates, so its value may vary.
  64931. * Default value is 0.1
  64932. * @returns the intersection Threshold value.
  64933. */
  64934. get: function () {
  64935. return this._intersectionThreshold;
  64936. },
  64937. /**
  64938. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  64939. * This margin is expressed in world space coordinates, so its value may vary.
  64940. */
  64941. set: function (value) {
  64942. if (this._intersectionThreshold === value) {
  64943. return;
  64944. }
  64945. this._intersectionThreshold = value;
  64946. if (this.geometry) {
  64947. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  64948. }
  64949. },
  64950. enumerable: true,
  64951. configurable: true
  64952. });
  64953. /**
  64954. * Returns the string "LineMesh"
  64955. */
  64956. LinesMesh.prototype.getClassName = function () {
  64957. return "LinesMesh";
  64958. };
  64959. Object.defineProperty(LinesMesh.prototype, "material", {
  64960. /**
  64961. * @hidden
  64962. */
  64963. get: function () {
  64964. return this._colorShader;
  64965. },
  64966. /**
  64967. * @hidden
  64968. */
  64969. set: function (value) {
  64970. // Do nothing
  64971. },
  64972. enumerable: true,
  64973. configurable: true
  64974. });
  64975. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  64976. /**
  64977. * @hidden
  64978. */
  64979. get: function () {
  64980. return false;
  64981. },
  64982. enumerable: true,
  64983. configurable: true
  64984. });
  64985. /** @hidden */
  64986. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  64987. if (!this._geometry) {
  64988. return this;
  64989. }
  64990. // VBOs
  64991. this._geometry._bind(this._colorShader.getEffect());
  64992. // Color
  64993. if (!this.useVertexColor) {
  64994. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  64995. }
  64996. return this;
  64997. };
  64998. /** @hidden */
  64999. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65000. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65001. return this;
  65002. }
  65003. var engine = this.getScene().getEngine();
  65004. // Draw order
  65005. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65006. return this;
  65007. };
  65008. /**
  65009. * Disposes of the line mesh
  65010. * @param doNotRecurse If children should be disposed
  65011. */
  65012. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65013. this._colorShader.dispose();
  65014. _super.prototype.dispose.call(this, doNotRecurse);
  65015. };
  65016. /**
  65017. * Returns a new LineMesh object cloned from the current one.
  65018. */
  65019. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65020. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65021. };
  65022. return LinesMesh;
  65023. }(BABYLON.Mesh));
  65024. BABYLON.LinesMesh = LinesMesh;
  65025. })(BABYLON || (BABYLON = {}));
  65026. //# sourceMappingURL=babylon.linesMesh.js.map
  65027. var BABYLON;
  65028. (function (BABYLON) {
  65029. /**
  65030. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65031. * The underlying implementation relies on an associative array to ensure the best performances.
  65032. * The value can be anything including 'null' but except 'undefined'
  65033. */
  65034. var StringDictionary = /** @class */ (function () {
  65035. function StringDictionary() {
  65036. this._count = 0;
  65037. this._data = {};
  65038. }
  65039. /**
  65040. * This will clear this dictionary and copy the content from the 'source' one.
  65041. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65042. * @param source the dictionary to take the content from and copy to this dictionary
  65043. */
  65044. StringDictionary.prototype.copyFrom = function (source) {
  65045. var _this = this;
  65046. this.clear();
  65047. source.forEach(function (t, v) { return _this.add(t, v); });
  65048. };
  65049. /**
  65050. * Get a value based from its key
  65051. * @param key the given key to get the matching value from
  65052. * @return the value if found, otherwise undefined is returned
  65053. */
  65054. StringDictionary.prototype.get = function (key) {
  65055. var val = this._data[key];
  65056. if (val !== undefined) {
  65057. return val;
  65058. }
  65059. return undefined;
  65060. };
  65061. /**
  65062. * Get a value from its key or add it if it doesn't exist.
  65063. * This method will ensure you that a given key/data will be present in the dictionary.
  65064. * @param key the given key to get the matching value from
  65065. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65066. * The factory will only be invoked if there's no data for the given key.
  65067. * @return the value corresponding to the key.
  65068. */
  65069. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65070. var val = this.get(key);
  65071. if (val !== undefined) {
  65072. return val;
  65073. }
  65074. val = factory(key);
  65075. if (val) {
  65076. this.add(key, val);
  65077. }
  65078. return val;
  65079. };
  65080. /**
  65081. * Get a value from its key if present in the dictionary otherwise add it
  65082. * @param key the key to get the value from
  65083. * @param val if there's no such key/value pair in the dictionary add it with this value
  65084. * @return the value corresponding to the key
  65085. */
  65086. StringDictionary.prototype.getOrAdd = function (key, val) {
  65087. var curVal = this.get(key);
  65088. if (curVal !== undefined) {
  65089. return curVal;
  65090. }
  65091. this.add(key, val);
  65092. return val;
  65093. };
  65094. /**
  65095. * Check if there's a given key in the dictionary
  65096. * @param key the key to check for
  65097. * @return true if the key is present, false otherwise
  65098. */
  65099. StringDictionary.prototype.contains = function (key) {
  65100. return this._data[key] !== undefined;
  65101. };
  65102. /**
  65103. * Add a new key and its corresponding value
  65104. * @param key the key to add
  65105. * @param value the value corresponding to the key
  65106. * @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
  65107. */
  65108. StringDictionary.prototype.add = function (key, value) {
  65109. if (this._data[key] !== undefined) {
  65110. return false;
  65111. }
  65112. this._data[key] = value;
  65113. ++this._count;
  65114. return true;
  65115. };
  65116. /**
  65117. * Update a specific value associated to a key
  65118. * @param key defines the key to use
  65119. * @param value defines the value to store
  65120. * @returns true if the value was updated (or false if the key was not found)
  65121. */
  65122. StringDictionary.prototype.set = function (key, value) {
  65123. if (this._data[key] === undefined) {
  65124. return false;
  65125. }
  65126. this._data[key] = value;
  65127. return true;
  65128. };
  65129. /**
  65130. * Get the element of the given key and remove it from the dictionary
  65131. * @param key defines the key to search
  65132. * @returns the value associated with the key or null if not found
  65133. */
  65134. StringDictionary.prototype.getAndRemove = function (key) {
  65135. var val = this.get(key);
  65136. if (val !== undefined) {
  65137. delete this._data[key];
  65138. --this._count;
  65139. return val;
  65140. }
  65141. return null;
  65142. };
  65143. /**
  65144. * Remove a key/value from the dictionary.
  65145. * @param key the key to remove
  65146. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65147. */
  65148. StringDictionary.prototype.remove = function (key) {
  65149. if (this.contains(key)) {
  65150. delete this._data[key];
  65151. --this._count;
  65152. return true;
  65153. }
  65154. return false;
  65155. };
  65156. /**
  65157. * Clear the whole content of the dictionary
  65158. */
  65159. StringDictionary.prototype.clear = function () {
  65160. this._data = {};
  65161. this._count = 0;
  65162. };
  65163. Object.defineProperty(StringDictionary.prototype, "count", {
  65164. /**
  65165. * Gets the current count
  65166. */
  65167. get: function () {
  65168. return this._count;
  65169. },
  65170. enumerable: true,
  65171. configurable: true
  65172. });
  65173. /**
  65174. * Execute a callback on each key/val of the dictionary.
  65175. * Note that you can remove any element in this dictionary in the callback implementation
  65176. * @param callback the callback to execute on a given key/value pair
  65177. */
  65178. StringDictionary.prototype.forEach = function (callback) {
  65179. for (var cur in this._data) {
  65180. var val = this._data[cur];
  65181. callback(cur, val);
  65182. }
  65183. };
  65184. /**
  65185. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65186. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65187. * Note that you can remove any element in this dictionary in the callback implementation
  65188. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65189. * @returns the first item
  65190. */
  65191. StringDictionary.prototype.first = function (callback) {
  65192. for (var cur in this._data) {
  65193. var val = this._data[cur];
  65194. var res = callback(cur, val);
  65195. if (res) {
  65196. return res;
  65197. }
  65198. }
  65199. return null;
  65200. };
  65201. return StringDictionary;
  65202. }());
  65203. BABYLON.StringDictionary = StringDictionary;
  65204. })(BABYLON || (BABYLON = {}));
  65205. //# sourceMappingURL=babylon.stringDictionary.js.map
  65206. var BABYLON;
  65207. (function (BABYLON) {
  65208. var Debug;
  65209. (function (Debug) {
  65210. /**
  65211. * Class used to render a debug view of a given skeleton
  65212. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65213. */
  65214. var SkeletonViewer = /** @class */ (function () {
  65215. /**
  65216. * Creates a new SkeletonViewer
  65217. * @param skeleton defines the skeleton to render
  65218. * @param mesh defines the mesh attached to the skeleton
  65219. * @param scene defines the hosting scene
  65220. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65221. * @param renderingGroupId defines the rendering group id to use with the viewer
  65222. */
  65223. function SkeletonViewer(
  65224. /** defines the skeleton to render */
  65225. skeleton,
  65226. /** defines the mesh attached to the skeleton */
  65227. mesh, scene,
  65228. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65229. autoUpdateBonesMatrices,
  65230. /** defines the rendering group id to use with the viewer */
  65231. renderingGroupId) {
  65232. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65233. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65234. this.skeleton = skeleton;
  65235. this.mesh = mesh;
  65236. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65237. this.renderingGroupId = renderingGroupId;
  65238. /** Gets or sets the color used to render the skeleton */
  65239. this.color = BABYLON.Color3.White();
  65240. this._debugLines = new Array();
  65241. this._isEnabled = false;
  65242. this._scene = scene;
  65243. this.update();
  65244. this._renderFunction = this.update.bind(this);
  65245. }
  65246. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65247. get: function () {
  65248. return this._isEnabled;
  65249. },
  65250. /** Gets or sets a boolean indicating if the viewer is enabled */
  65251. set: function (value) {
  65252. if (this._isEnabled === value) {
  65253. return;
  65254. }
  65255. this._isEnabled = value;
  65256. if (value) {
  65257. this._scene.registerBeforeRender(this._renderFunction);
  65258. }
  65259. else {
  65260. this._scene.unregisterBeforeRender(this._renderFunction);
  65261. }
  65262. },
  65263. enumerable: true,
  65264. configurable: true
  65265. });
  65266. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65267. if (x === void 0) { x = 0; }
  65268. if (y === void 0) { y = 0; }
  65269. if (z === void 0) { z = 0; }
  65270. var tmat = BABYLON.Tmp.Matrix[0];
  65271. var parentBone = bone.getParent();
  65272. tmat.copyFrom(bone.getLocalMatrix());
  65273. if (x !== 0 || y !== 0 || z !== 0) {
  65274. var tmat2 = BABYLON.Tmp.Matrix[1];
  65275. BABYLON.Matrix.IdentityToRef(tmat2);
  65276. tmat2.m[12] = x;
  65277. tmat2.m[13] = y;
  65278. tmat2.m[14] = z;
  65279. tmat2.multiplyToRef(tmat, tmat);
  65280. }
  65281. if (parentBone) {
  65282. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65283. }
  65284. tmat.multiplyToRef(meshMat, tmat);
  65285. position.x = tmat.m[12];
  65286. position.y = tmat.m[13];
  65287. position.z = tmat.m[14];
  65288. };
  65289. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65290. var len = bones.length;
  65291. var meshPos = this.mesh.position;
  65292. for (var i = 0; i < len; i++) {
  65293. var bone = bones[i];
  65294. var points = this._debugLines[i];
  65295. if (!points) {
  65296. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65297. this._debugLines[i] = points;
  65298. }
  65299. this._getBonePosition(points[0], bone, meshMat);
  65300. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65301. points[0].subtractInPlace(meshPos);
  65302. points[1].subtractInPlace(meshPos);
  65303. }
  65304. };
  65305. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65306. var len = bones.length;
  65307. var boneNum = 0;
  65308. var meshPos = this.mesh.position;
  65309. for (var i = len - 1; i >= 0; i--) {
  65310. var childBone = bones[i];
  65311. var parentBone = childBone.getParent();
  65312. if (!parentBone) {
  65313. continue;
  65314. }
  65315. var points = this._debugLines[boneNum];
  65316. if (!points) {
  65317. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65318. this._debugLines[boneNum] = points;
  65319. }
  65320. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65321. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65322. points[0].subtractInPlace(meshPos);
  65323. points[1].subtractInPlace(meshPos);
  65324. boneNum++;
  65325. }
  65326. };
  65327. /** Update the viewer to sync with current skeleton state */
  65328. SkeletonViewer.prototype.update = function () {
  65329. if (this.autoUpdateBonesMatrices) {
  65330. this.skeleton.computeAbsoluteTransforms();
  65331. }
  65332. if (this.skeleton.bones[0].length === undefined) {
  65333. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65334. }
  65335. else {
  65336. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65337. }
  65338. if (!this._debugMesh) {
  65339. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65340. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65341. }
  65342. else {
  65343. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65344. }
  65345. this._debugMesh.position.copyFrom(this.mesh.position);
  65346. this._debugMesh.color = this.color;
  65347. };
  65348. /** Release associated resources */
  65349. SkeletonViewer.prototype.dispose = function () {
  65350. if (this._debugMesh) {
  65351. this.isEnabled = false;
  65352. this._debugMesh.dispose();
  65353. this._debugMesh = null;
  65354. }
  65355. };
  65356. return SkeletonViewer;
  65357. }());
  65358. Debug.SkeletonViewer = SkeletonViewer;
  65359. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65360. })(BABYLON || (BABYLON = {}));
  65361. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65362. /**
  65363. * Module Debug contains the (visual) components to debug a scene correctly
  65364. */
  65365. var BABYLON;
  65366. (function (BABYLON) {
  65367. var Debug;
  65368. (function (Debug) {
  65369. /**
  65370. * The Axes viewer will show 3 axes in a specific point in space
  65371. */
  65372. var AxesViewer = /** @class */ (function () {
  65373. /**
  65374. * Creates a new AxesViewer
  65375. * @param scene defines the hosting scene
  65376. * @param scaleLines defines a number used to scale line length (1 by default)
  65377. */
  65378. function AxesViewer(scene, scaleLines) {
  65379. if (scaleLines === void 0) { scaleLines = 1; }
  65380. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65381. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65382. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65383. /**
  65384. * Gets or sets a number used to scale line length
  65385. */
  65386. this.scaleLines = 1;
  65387. this.scaleLines = scaleLines;
  65388. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65389. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65390. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65391. this._xmesh.renderingGroupId = 2;
  65392. this._ymesh.renderingGroupId = 2;
  65393. this._zmesh.renderingGroupId = 2;
  65394. this._xmesh.material.checkReadyOnlyOnce = true;
  65395. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65396. this._ymesh.material.checkReadyOnlyOnce = true;
  65397. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65398. this._zmesh.material.checkReadyOnlyOnce = true;
  65399. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65400. this.scene = scene;
  65401. }
  65402. /**
  65403. * Force the viewer to update
  65404. * @param position defines the position of the viewer
  65405. * @param xaxis defines the x axis of the viewer
  65406. * @param yaxis defines the y axis of the viewer
  65407. * @param zaxis defines the z axis of the viewer
  65408. */
  65409. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65410. var scaleLines = this.scaleLines;
  65411. if (this._xmesh) {
  65412. this._xmesh.position.copyFrom(position);
  65413. }
  65414. if (this._ymesh) {
  65415. this._ymesh.position.copyFrom(position);
  65416. }
  65417. if (this._zmesh) {
  65418. this._zmesh.position.copyFrom(position);
  65419. }
  65420. var point2 = this._xline[1];
  65421. point2.x = xaxis.x * scaleLines;
  65422. point2.y = xaxis.y * scaleLines;
  65423. point2.z = xaxis.z * scaleLines;
  65424. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65425. point2 = this._yline[1];
  65426. point2.x = yaxis.x * scaleLines;
  65427. point2.y = yaxis.y * scaleLines;
  65428. point2.z = yaxis.z * scaleLines;
  65429. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65430. point2 = this._zline[1];
  65431. point2.x = zaxis.x * scaleLines;
  65432. point2.y = zaxis.y * scaleLines;
  65433. point2.z = zaxis.z * scaleLines;
  65434. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65435. };
  65436. /** Releases resources */
  65437. AxesViewer.prototype.dispose = function () {
  65438. if (this._xmesh) {
  65439. this._xmesh.dispose();
  65440. }
  65441. if (this._ymesh) {
  65442. this._ymesh.dispose();
  65443. }
  65444. if (this._zmesh) {
  65445. this._zmesh.dispose();
  65446. }
  65447. this._xmesh = null;
  65448. this._ymesh = null;
  65449. this._zmesh = null;
  65450. this.scene = null;
  65451. };
  65452. return AxesViewer;
  65453. }());
  65454. Debug.AxesViewer = AxesViewer;
  65455. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65456. })(BABYLON || (BABYLON = {}));
  65457. //# sourceMappingURL=babylon.axesViewer.js.map
  65458. var BABYLON;
  65459. (function (BABYLON) {
  65460. var Debug;
  65461. (function (Debug) {
  65462. /**
  65463. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65464. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65465. */
  65466. var BoneAxesViewer = /** @class */ (function (_super) {
  65467. __extends(BoneAxesViewer, _super);
  65468. /**
  65469. * Creates a new BoneAxesViewer
  65470. * @param scene defines the hosting scene
  65471. * @param bone defines the target bone
  65472. * @param mesh defines the target mesh
  65473. * @param scaleLines defines a scaling factor for line length (1 by default)
  65474. */
  65475. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65476. if (scaleLines === void 0) { scaleLines = 1; }
  65477. var _this = _super.call(this, scene, scaleLines) || this;
  65478. /** Gets current position */
  65479. _this.pos = BABYLON.Vector3.Zero();
  65480. /** Gets direction of X axis */
  65481. _this.xaxis = BABYLON.Vector3.Zero();
  65482. /** Gets direction of Y axis */
  65483. _this.yaxis = BABYLON.Vector3.Zero();
  65484. /** Gets direction of Z axis */
  65485. _this.zaxis = BABYLON.Vector3.Zero();
  65486. _this.mesh = mesh;
  65487. _this.bone = bone;
  65488. return _this;
  65489. }
  65490. /**
  65491. * Force the viewer to update
  65492. */
  65493. BoneAxesViewer.prototype.update = function () {
  65494. if (!this.mesh || !this.bone) {
  65495. return;
  65496. }
  65497. var bone = this.bone;
  65498. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65499. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65500. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65501. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65502. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65503. };
  65504. /** Releases resources */
  65505. BoneAxesViewer.prototype.dispose = function () {
  65506. if (this.mesh) {
  65507. this.mesh = null;
  65508. this.bone = null;
  65509. _super.prototype.dispose.call(this);
  65510. }
  65511. };
  65512. return BoneAxesViewer;
  65513. }(Debug.AxesViewer));
  65514. Debug.BoneAxesViewer = BoneAxesViewer;
  65515. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65516. })(BABYLON || (BABYLON = {}));
  65517. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65518. var BABYLON;
  65519. (function (BABYLON) {
  65520. /**
  65521. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65522. * in order to better appreciate the issue one might have.
  65523. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65524. */
  65525. var RayHelper = /** @class */ (function () {
  65526. /**
  65527. * Instantiate a new ray helper.
  65528. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65529. * in order to better appreciate the issue one might have.
  65530. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65531. * @param ray Defines the ray we are currently tryin to visualize
  65532. */
  65533. function RayHelper(ray) {
  65534. this.ray = ray;
  65535. }
  65536. /**
  65537. * Helper function to create a colored helper in a scene in one line.
  65538. * @param ray Defines the ray we are currently tryin to visualize
  65539. * @param scene Defines the scene the ray is used in
  65540. * @param color Defines the color we want to see the ray in
  65541. * @returns The newly created ray helper.
  65542. */
  65543. RayHelper.CreateAndShow = function (ray, scene, color) {
  65544. var helper = new RayHelper(ray);
  65545. helper.show(scene, color);
  65546. return helper;
  65547. };
  65548. /**
  65549. * Shows the ray we are willing to debug.
  65550. * @param scene Defines the scene the ray needs to be rendered in
  65551. * @param color Defines the color the ray needs to be rendered in
  65552. */
  65553. RayHelper.prototype.show = function (scene, color) {
  65554. if (!this._renderFunction && this.ray) {
  65555. var ray = this.ray;
  65556. this._renderFunction = this._render.bind(this);
  65557. this._scene = scene;
  65558. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65559. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65560. if (this._renderFunction) {
  65561. this._scene.registerBeforeRender(this._renderFunction);
  65562. }
  65563. }
  65564. if (color && this._renderLine) {
  65565. this._renderLine.color.copyFrom(color);
  65566. }
  65567. };
  65568. /**
  65569. * Hides the ray we are debugging.
  65570. */
  65571. RayHelper.prototype.hide = function () {
  65572. if (this._renderFunction && this._scene) {
  65573. this._scene.unregisterBeforeRender(this._renderFunction);
  65574. this._scene = null;
  65575. this._renderFunction = null;
  65576. if (this._renderLine) {
  65577. this._renderLine.dispose();
  65578. this._renderLine = null;
  65579. }
  65580. this._renderPoints = [];
  65581. }
  65582. };
  65583. RayHelper.prototype._render = function () {
  65584. var ray = this.ray;
  65585. if (!ray) {
  65586. return;
  65587. }
  65588. var point = this._renderPoints[1];
  65589. var len = Math.min(ray.length, 1000000);
  65590. point.copyFrom(ray.direction);
  65591. point.scaleInPlace(len);
  65592. point.addInPlace(ray.origin);
  65593. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65594. };
  65595. /**
  65596. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65597. * @param mesh Defines the mesh we want the helper attached to
  65598. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65599. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65600. * @param length Defines the length of the ray
  65601. */
  65602. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65603. this._attachedToMesh = mesh;
  65604. var ray = this.ray;
  65605. if (!ray) {
  65606. return;
  65607. }
  65608. if (!ray.direction) {
  65609. ray.direction = BABYLON.Vector3.Zero();
  65610. }
  65611. if (!ray.origin) {
  65612. ray.origin = BABYLON.Vector3.Zero();
  65613. }
  65614. if (length) {
  65615. ray.length = length;
  65616. }
  65617. if (!meshSpaceOrigin) {
  65618. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65619. }
  65620. if (!meshSpaceDirection) {
  65621. // -1 so that this will work with Mesh.lookAt
  65622. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65623. }
  65624. if (!this._meshSpaceDirection) {
  65625. this._meshSpaceDirection = meshSpaceDirection.clone();
  65626. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65627. }
  65628. else {
  65629. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65630. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65631. }
  65632. if (!this._updateToMeshFunction) {
  65633. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65634. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65635. }
  65636. this._updateToMesh();
  65637. };
  65638. /**
  65639. * Detach the ray helper from the mesh it has previously been attached to.
  65640. */
  65641. RayHelper.prototype.detachFromMesh = function () {
  65642. if (this._attachedToMesh) {
  65643. if (this._updateToMeshFunction) {
  65644. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65645. }
  65646. this._attachedToMesh = null;
  65647. this._updateToMeshFunction = null;
  65648. }
  65649. };
  65650. RayHelper.prototype._updateToMesh = function () {
  65651. var ray = this.ray;
  65652. if (!this._attachedToMesh || !ray) {
  65653. return;
  65654. }
  65655. if (this._attachedToMesh._isDisposed) {
  65656. this.detachFromMesh();
  65657. return;
  65658. }
  65659. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65660. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65661. };
  65662. /**
  65663. * Dispose the helper and release its associated resources.
  65664. */
  65665. RayHelper.prototype.dispose = function () {
  65666. this.hide();
  65667. this.detachFromMesh();
  65668. this.ray = null;
  65669. };
  65670. return RayHelper;
  65671. }());
  65672. BABYLON.RayHelper = RayHelper;
  65673. })(BABYLON || (BABYLON = {}));
  65674. //# sourceMappingURL=babylon.rayHelper.js.map
  65675. var BABYLON;
  65676. (function (BABYLON) {
  65677. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65678. get: function () {
  65679. if (!this._debugLayer) {
  65680. this._debugLayer = new DebugLayer(this);
  65681. }
  65682. return this._debugLayer;
  65683. },
  65684. enumerable: true,
  65685. configurable: true
  65686. });
  65687. /**
  65688. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65689. * what is happening in your scene
  65690. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65691. */
  65692. var DebugLayer = /** @class */ (function () {
  65693. /**
  65694. * Instantiates a new debug layer.
  65695. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65696. * what is happening in your scene
  65697. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65698. * @param scene Defines the scene to inspect
  65699. */
  65700. function DebugLayer(scene) {
  65701. var _this = this;
  65702. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65703. /**
  65704. * Observable triggered when a property is changed through the inspector.
  65705. */
  65706. this.onPropertyChangedObservable = new BABYLON.Observable();
  65707. this._scene = scene;
  65708. this._scene.onDisposeObservable.add(function () {
  65709. // Debug layer
  65710. if (_this._scene._debugLayer) {
  65711. _this._scene._debugLayer.hide();
  65712. }
  65713. });
  65714. }
  65715. /** Creates the inspector window. */
  65716. DebugLayer.prototype._createInspector = function (config) {
  65717. if (config === void 0) { config = {}; }
  65718. var popup = config.popup || false;
  65719. var initialTab = config.initialTab || 0;
  65720. var parentElement = config.parentElement || null;
  65721. if (!this._inspector) {
  65722. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65723. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  65724. } // else nothing to do as instance is already created
  65725. };
  65726. /**
  65727. * Get if the inspector is visible or not.
  65728. * @returns true if visible otherwise, false
  65729. */
  65730. DebugLayer.prototype.isVisible = function () {
  65731. if (!this._inspector) {
  65732. return false;
  65733. }
  65734. return true;
  65735. };
  65736. /**
  65737. * Hide the inspector and close its window.
  65738. */
  65739. DebugLayer.prototype.hide = function () {
  65740. if (this._inspector) {
  65741. try {
  65742. this._inspector.dispose();
  65743. }
  65744. catch (e) {
  65745. // If the inspector has been removed directly from the inspector tool
  65746. }
  65747. this.onPropertyChangedObservable.clear();
  65748. this._inspector = null;
  65749. }
  65750. };
  65751. /**
  65752. *
  65753. * Launch the debugLayer.
  65754. *
  65755. * initialTab:
  65756. * | Value | Tab Name |
  65757. * | --- | --- |
  65758. * | 0 | Scene |
  65759. * | 1 | Console |
  65760. * | 2 | Stats |
  65761. * | 3 | Textures |
  65762. * | 4 | Mesh |
  65763. * | 5 | Light |
  65764. * | 6 | Material |
  65765. * | 7 | GLTF |
  65766. * | 8 | GUI |
  65767. * | 9 | Physics |
  65768. * | 10 | Camera |
  65769. * | 11 | Audio |
  65770. *
  65771. * @param config Define the configuration of the inspector
  65772. */
  65773. DebugLayer.prototype.show = function (config) {
  65774. if (config === void 0) { config = {}; }
  65775. if (typeof this.BJSINSPECTOR == 'undefined') {
  65776. // Load inspector and add it to the DOM
  65777. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  65778. }
  65779. else {
  65780. // Otherwise creates the inspector
  65781. this._createInspector(config);
  65782. }
  65783. };
  65784. /**
  65785. * Gets the active tab
  65786. * @return the index of the active tab or -1 if the inspector is hidden
  65787. */
  65788. DebugLayer.prototype.getActiveTab = function () {
  65789. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  65790. };
  65791. /**
  65792. * Define the url to get the inspector script from.
  65793. * By default it uses the babylonjs CDN.
  65794. * @ignoreNaming
  65795. */
  65796. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  65797. return DebugLayer;
  65798. }());
  65799. BABYLON.DebugLayer = DebugLayer;
  65800. })(BABYLON || (BABYLON = {}));
  65801. //# sourceMappingURL=babylon.debugLayer.js.map
  65802. var BABYLON;
  65803. (function (BABYLON) {
  65804. var Debug;
  65805. (function (Debug) {
  65806. /**
  65807. * Used to show the physics impostor around the specific mesh
  65808. */
  65809. var PhysicsViewer = /** @class */ (function () {
  65810. /**
  65811. * Creates a new PhysicsViewer
  65812. * @param scene defines the hosting scene
  65813. */
  65814. function PhysicsViewer(scene) {
  65815. /** @hidden */
  65816. this._impostors = [];
  65817. /** @hidden */
  65818. this._meshes = [];
  65819. /** @hidden */
  65820. this._numMeshes = 0;
  65821. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  65822. var physicEngine = this._scene.getPhysicsEngine();
  65823. if (physicEngine) {
  65824. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  65825. }
  65826. }
  65827. /** @hidden */
  65828. PhysicsViewer.prototype._updateDebugMeshes = function () {
  65829. var plugin = this._physicsEnginePlugin;
  65830. for (var i = 0; i < this._numMeshes; i++) {
  65831. var impostor = this._impostors[i];
  65832. if (!impostor) {
  65833. continue;
  65834. }
  65835. if (impostor.isDisposed) {
  65836. this.hideImpostor(this._impostors[i--]);
  65837. }
  65838. else {
  65839. var mesh = this._meshes[i];
  65840. if (mesh && plugin) {
  65841. plugin.syncMeshWithImpostor(mesh, impostor);
  65842. }
  65843. }
  65844. }
  65845. };
  65846. /**
  65847. * Renders a specified physic impostor
  65848. * @param impostor defines the impostor to render
  65849. */
  65850. PhysicsViewer.prototype.showImpostor = function (impostor) {
  65851. if (!this._scene) {
  65852. return;
  65853. }
  65854. for (var i = 0; i < this._numMeshes; i++) {
  65855. if (this._impostors[i] == impostor) {
  65856. return;
  65857. }
  65858. }
  65859. var debugMesh = this._getDebugMesh(impostor, this._scene);
  65860. if (debugMesh) {
  65861. this._impostors[this._numMeshes] = impostor;
  65862. this._meshes[this._numMeshes] = debugMesh;
  65863. if (this._numMeshes === 0) {
  65864. this._renderFunction = this._updateDebugMeshes.bind(this);
  65865. this._scene.registerBeforeRender(this._renderFunction);
  65866. }
  65867. this._numMeshes++;
  65868. }
  65869. };
  65870. /**
  65871. * Hides a specified physic impostor
  65872. * @param impostor defines the impostor to hide
  65873. */
  65874. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  65875. if (!impostor || !this._scene) {
  65876. return;
  65877. }
  65878. var removed = false;
  65879. for (var i = 0; i < this._numMeshes; i++) {
  65880. if (this._impostors[i] == impostor) {
  65881. var mesh = this._meshes[i];
  65882. if (!mesh) {
  65883. continue;
  65884. }
  65885. this._scene.removeMesh(mesh);
  65886. mesh.dispose();
  65887. this._numMeshes--;
  65888. if (this._numMeshes > 0) {
  65889. this._meshes[i] = this._meshes[this._numMeshes];
  65890. this._impostors[i] = this._impostors[this._numMeshes];
  65891. this._meshes[this._numMeshes] = null;
  65892. this._impostors[this._numMeshes] = null;
  65893. }
  65894. else {
  65895. this._meshes[0] = null;
  65896. this._impostors[0] = null;
  65897. }
  65898. removed = true;
  65899. break;
  65900. }
  65901. }
  65902. if (removed && this._numMeshes === 0) {
  65903. this._scene.unregisterBeforeRender(this._renderFunction);
  65904. }
  65905. };
  65906. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  65907. if (!this._debugMaterial) {
  65908. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  65909. this._debugMaterial.wireframe = true;
  65910. }
  65911. return this._debugMaterial;
  65912. };
  65913. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  65914. if (!this._debugBoxMesh) {
  65915. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  65916. this._debugBoxMesh.renderingGroupId = 1;
  65917. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65918. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  65919. scene.removeMesh(this._debugBoxMesh);
  65920. }
  65921. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  65922. };
  65923. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  65924. if (!this._debugSphereMesh) {
  65925. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  65926. this._debugSphereMesh.renderingGroupId = 1;
  65927. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  65928. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  65929. scene.removeMesh(this._debugSphereMesh);
  65930. }
  65931. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  65932. };
  65933. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  65934. var mesh = null;
  65935. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  65936. mesh = this._getDebugBoxMesh(scene);
  65937. impostor.getBoxSizeToRef(mesh.scaling);
  65938. }
  65939. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  65940. mesh = this._getDebugSphereMesh(scene);
  65941. var radius = impostor.getRadius();
  65942. mesh.scaling.x = radius * 2;
  65943. mesh.scaling.y = radius * 2;
  65944. mesh.scaling.z = radius * 2;
  65945. }
  65946. return mesh;
  65947. };
  65948. /** Releases all resources */
  65949. PhysicsViewer.prototype.dispose = function () {
  65950. for (var i = 0; i < this._numMeshes; i++) {
  65951. this.hideImpostor(this._impostors[i]);
  65952. }
  65953. if (this._debugBoxMesh) {
  65954. this._debugBoxMesh.dispose();
  65955. }
  65956. if (this._debugSphereMesh) {
  65957. this._debugSphereMesh.dispose();
  65958. }
  65959. if (this._debugMaterial) {
  65960. this._debugMaterial.dispose();
  65961. }
  65962. this._impostors.length = 0;
  65963. this._scene = null;
  65964. this._physicsEnginePlugin = null;
  65965. };
  65966. return PhysicsViewer;
  65967. }());
  65968. Debug.PhysicsViewer = PhysicsViewer;
  65969. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65970. })(BABYLON || (BABYLON = {}));
  65971. //# sourceMappingURL=babylon.physicsViewer.js.map
  65972. var BABYLON;
  65973. (function (BABYLON) {
  65974. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  65975. get: function () {
  65976. return this._forceShowBoundingBoxes || false;
  65977. },
  65978. set: function (value) {
  65979. this._forceShowBoundingBoxes = value;
  65980. // Lazyly creates a BB renderer if needed.
  65981. if (value) {
  65982. this.getBoundingBoxRenderer();
  65983. }
  65984. },
  65985. enumerable: true,
  65986. configurable: true
  65987. });
  65988. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  65989. if (!this._boundingBoxRenderer) {
  65990. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  65991. }
  65992. return this._boundingBoxRenderer;
  65993. };
  65994. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  65995. get: function () {
  65996. return this._showBoundingBox || false;
  65997. },
  65998. set: function (value) {
  65999. this._showBoundingBox = value;
  66000. // Lazyly creates a BB renderer if needed.
  66001. if (value) {
  66002. this.getScene().getBoundingBoxRenderer();
  66003. }
  66004. },
  66005. enumerable: true,
  66006. configurable: true
  66007. });
  66008. /**
  66009. * Component responsible of rendering the bounding box of the meshes in a scene.
  66010. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66011. */
  66012. var BoundingBoxRenderer = /** @class */ (function () {
  66013. /**
  66014. * Instantiates a new bounding box renderer in a scene.
  66015. * @param scene the scene the renderer renders in
  66016. */
  66017. function BoundingBoxRenderer(scene) {
  66018. /**
  66019. * The component name helpfull to identify the component in the list of scene components.
  66020. */
  66021. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66022. /**
  66023. * Color of the bounding box lines placed in front of an object
  66024. */
  66025. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66026. /**
  66027. * Color of the bounding box lines placed behind an object
  66028. */
  66029. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66030. /**
  66031. * Defines if the renderer should show the back lines or not
  66032. */
  66033. this.showBackLines = true;
  66034. /**
  66035. * @hidden
  66036. */
  66037. this.renderList = new BABYLON.SmartArray(32);
  66038. this._vertexBuffers = {};
  66039. this.scene = scene;
  66040. scene._addComponent(this);
  66041. }
  66042. /**
  66043. * Registers the component in a given scene
  66044. */
  66045. BoundingBoxRenderer.prototype.register = function () {
  66046. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66047. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66048. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66049. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66050. };
  66051. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66052. if (mesh.showSubMeshesBoundingBox) {
  66053. var boundingInfo = subMesh.getBoundingInfo();
  66054. if (boundingInfo !== null && boundingInfo !== undefined) {
  66055. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66056. this.renderList.push(boundingInfo.boundingBox);
  66057. }
  66058. }
  66059. };
  66060. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66061. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66062. var boundingInfo = sourceMesh.getBoundingInfo();
  66063. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66064. this.renderList.push(boundingInfo.boundingBox);
  66065. }
  66066. };
  66067. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66068. if (this._colorShader) {
  66069. return;
  66070. }
  66071. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66072. attributes: [BABYLON.VertexBuffer.PositionKind],
  66073. uniforms: ["world", "viewProjection", "color"]
  66074. });
  66075. var engine = this.scene.getEngine();
  66076. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66077. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66078. this._createIndexBuffer();
  66079. };
  66080. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66081. var engine = this.scene.getEngine();
  66082. 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]);
  66083. };
  66084. /**
  66085. * Rebuilds the elements related to this component in case of
  66086. * context lost for instance.
  66087. */
  66088. BoundingBoxRenderer.prototype.rebuild = function () {
  66089. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66090. if (vb) {
  66091. vb._rebuild();
  66092. }
  66093. this._createIndexBuffer();
  66094. };
  66095. /**
  66096. * @hidden
  66097. */
  66098. BoundingBoxRenderer.prototype.reset = function () {
  66099. this.renderList.reset();
  66100. };
  66101. /**
  66102. * Render the bounding boxes of a specific rendering group
  66103. * @param renderingGroupId defines the rendering group to render
  66104. */
  66105. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66106. if (this.renderList.length === 0) {
  66107. return;
  66108. }
  66109. this._prepareRessources();
  66110. if (!this._colorShader.isReady()) {
  66111. return;
  66112. }
  66113. var engine = this.scene.getEngine();
  66114. engine.setDepthWrite(false);
  66115. this._colorShader._preBind();
  66116. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66117. var boundingBox = this.renderList.data[boundingBoxIndex];
  66118. if (boundingBox._tag !== renderingGroupId) {
  66119. continue;
  66120. }
  66121. var min = boundingBox.minimum;
  66122. var max = boundingBox.maximum;
  66123. var diff = max.subtract(min);
  66124. var median = min.add(diff.scale(0.5));
  66125. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66126. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66127. .multiply(boundingBox.getWorldMatrix());
  66128. // VBOs
  66129. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66130. if (this.showBackLines) {
  66131. // Back
  66132. engine.setDepthFunctionToGreaterOrEqual();
  66133. this.scene.resetCachedMaterial();
  66134. this._colorShader.setColor4("color", this.backColor.toColor4());
  66135. this._colorShader.bind(worldMatrix);
  66136. // Draw order
  66137. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66138. }
  66139. // Front
  66140. engine.setDepthFunctionToLess();
  66141. this.scene.resetCachedMaterial();
  66142. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66143. this._colorShader.bind(worldMatrix);
  66144. // Draw order
  66145. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66146. }
  66147. this._colorShader.unbind();
  66148. engine.setDepthFunctionToLessOrEqual();
  66149. engine.setDepthWrite(true);
  66150. };
  66151. /**
  66152. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66153. * @param mesh Define the mesh to render the occlusion bounding box for
  66154. */
  66155. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66156. this._prepareRessources();
  66157. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66158. return;
  66159. }
  66160. var engine = this.scene.getEngine();
  66161. engine.setDepthWrite(false);
  66162. engine.setColorWrite(false);
  66163. this._colorShader._preBind();
  66164. var boundingBox = mesh._boundingInfo.boundingBox;
  66165. var min = boundingBox.minimum;
  66166. var max = boundingBox.maximum;
  66167. var diff = max.subtract(min);
  66168. var median = min.add(diff.scale(0.5));
  66169. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66170. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66171. .multiply(boundingBox.getWorldMatrix());
  66172. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66173. engine.setDepthFunctionToLess();
  66174. this.scene.resetCachedMaterial();
  66175. this._colorShader.bind(worldMatrix);
  66176. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66177. this._colorShader.unbind();
  66178. engine.setDepthFunctionToLessOrEqual();
  66179. engine.setDepthWrite(true);
  66180. engine.setColorWrite(true);
  66181. };
  66182. /**
  66183. * Dispose and release the resources attached to this renderer.
  66184. */
  66185. BoundingBoxRenderer.prototype.dispose = function () {
  66186. if (!this._colorShader) {
  66187. return;
  66188. }
  66189. this.renderList.dispose();
  66190. this._colorShader.dispose();
  66191. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66192. if (buffer) {
  66193. buffer.dispose();
  66194. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66195. }
  66196. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66197. };
  66198. return BoundingBoxRenderer;
  66199. }());
  66200. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66201. })(BABYLON || (BABYLON = {}));
  66202. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66203. var BABYLON;
  66204. (function (BABYLON) {
  66205. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66206. return this._gl.createTransformFeedback();
  66207. };
  66208. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66209. this._gl.deleteTransformFeedback(value);
  66210. };
  66211. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66212. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66213. };
  66214. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66215. if (usePoints === void 0) { usePoints = true; }
  66216. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66217. };
  66218. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66219. this._gl.endTransformFeedback();
  66220. };
  66221. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66222. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66223. };
  66224. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66225. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66226. };
  66227. })(BABYLON || (BABYLON = {}));
  66228. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66229. var BABYLON;
  66230. (function (BABYLON) {
  66231. /**
  66232. * This represents a GPU particle system in Babylon
  66233. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66234. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66235. */
  66236. var GPUParticleSystem = /** @class */ (function (_super) {
  66237. __extends(GPUParticleSystem, _super);
  66238. /**
  66239. * Instantiates a GPU particle system.
  66240. * 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.
  66241. * @param name The name of the particle system
  66242. * @param options The options used to create the system
  66243. * @param scene The scene the particle system belongs to
  66244. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66245. */
  66246. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66247. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66248. var _this = _super.call(this, name) || this;
  66249. /**
  66250. * The layer mask we are rendering the particles through.
  66251. */
  66252. _this.layerMask = 0x0FFFFFFF;
  66253. _this._accumulatedCount = 0;
  66254. _this._targetIndex = 0;
  66255. _this._currentRenderId = -1;
  66256. _this._started = false;
  66257. _this._stopped = false;
  66258. _this._timeDelta = 0;
  66259. _this._attributesStrideSize = 21;
  66260. _this._actualFrame = 0;
  66261. _this._rawTextureWidth = 256;
  66262. /**
  66263. * An event triggered when the system is disposed.
  66264. */
  66265. _this.onDisposeObservable = new BABYLON.Observable();
  66266. /**
  66267. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66268. * to override the particles.
  66269. */
  66270. _this.forceDepthWrite = false;
  66271. _this._preWarmDone = false;
  66272. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66273. // Setup the default processing configuration to the scene.
  66274. _this._attachImageProcessingConfiguration(null);
  66275. _this._engine = _this._scene.getEngine();
  66276. if (!options.randomTextureSize) {
  66277. delete options.randomTextureSize;
  66278. }
  66279. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66280. var optionsAsNumber = options;
  66281. if (isFinite(optionsAsNumber)) {
  66282. fullOptions.capacity = optionsAsNumber;
  66283. }
  66284. _this._capacity = fullOptions.capacity;
  66285. _this._activeCount = fullOptions.capacity;
  66286. _this._currentActiveCount = 0;
  66287. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66288. _this._scene.particleSystems.push(_this);
  66289. _this._updateEffectOptions = {
  66290. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66291. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66292. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66293. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66294. uniformBuffersNames: [],
  66295. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66296. defines: "",
  66297. fallbacks: null,
  66298. onCompiled: null,
  66299. onError: null,
  66300. indexParameters: null,
  66301. maxSimultaneousLights: 0,
  66302. transformFeedbackVaryings: []
  66303. };
  66304. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66305. // Random data
  66306. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66307. var d = [];
  66308. for (var i = 0; i < maxTextureSize; ++i) {
  66309. d.push(Math.random());
  66310. d.push(Math.random());
  66311. d.push(Math.random());
  66312. d.push(Math.random());
  66313. }
  66314. _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);
  66315. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66316. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66317. d = [];
  66318. for (var i = 0; i < maxTextureSize; ++i) {
  66319. d.push(Math.random());
  66320. d.push(Math.random());
  66321. d.push(Math.random());
  66322. d.push(Math.random());
  66323. }
  66324. _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);
  66325. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66326. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66327. _this._randomTextureSize = maxTextureSize;
  66328. return _this;
  66329. }
  66330. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66331. /**
  66332. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66333. */
  66334. get: function () {
  66335. if (!BABYLON.Engine.LastCreatedEngine) {
  66336. return false;
  66337. }
  66338. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66339. },
  66340. enumerable: true,
  66341. configurable: true
  66342. });
  66343. /**
  66344. * Gets the maximum number of particles active at the same time.
  66345. * @returns The max number of active particles.
  66346. */
  66347. GPUParticleSystem.prototype.getCapacity = function () {
  66348. return this._capacity;
  66349. };
  66350. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66351. /**
  66352. * Gets or set the number of active particles
  66353. */
  66354. get: function () {
  66355. return this._activeCount;
  66356. },
  66357. set: function (value) {
  66358. this._activeCount = Math.min(value, this._capacity);
  66359. },
  66360. enumerable: true,
  66361. configurable: true
  66362. });
  66363. /**
  66364. * Is this system ready to be used/rendered
  66365. * @return true if the system is ready
  66366. */
  66367. GPUParticleSystem.prototype.isReady = function () {
  66368. if (!this._updateEffect) {
  66369. this._recreateUpdateEffect();
  66370. this._recreateRenderEffect();
  66371. return false;
  66372. }
  66373. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66374. return false;
  66375. }
  66376. return true;
  66377. };
  66378. /**
  66379. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66380. * @returns True if it has been started, otherwise false.
  66381. */
  66382. GPUParticleSystem.prototype.isStarted = function () {
  66383. return this._started;
  66384. };
  66385. /**
  66386. * Starts the particle system and begins to emit
  66387. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66388. */
  66389. GPUParticleSystem.prototype.start = function (delay) {
  66390. var _this = this;
  66391. if (delay === void 0) { delay = this.startDelay; }
  66392. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66393. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66394. }
  66395. if (delay) {
  66396. setTimeout(function () {
  66397. _this.start(0);
  66398. }, delay);
  66399. return;
  66400. }
  66401. this._started = true;
  66402. this._stopped = false;
  66403. this._preWarmDone = false;
  66404. // Animations
  66405. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66406. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66407. }
  66408. };
  66409. /**
  66410. * Stops the particle system.
  66411. */
  66412. GPUParticleSystem.prototype.stop = function () {
  66413. this._stopped = true;
  66414. };
  66415. /**
  66416. * Remove all active particles
  66417. */
  66418. GPUParticleSystem.prototype.reset = function () {
  66419. this._releaseBuffers();
  66420. this._releaseVAOs();
  66421. this._currentActiveCount = 0;
  66422. this._targetIndex = 0;
  66423. };
  66424. /**
  66425. * Returns the string "GPUParticleSystem"
  66426. * @returns a string containing the class name
  66427. */
  66428. GPUParticleSystem.prototype.getClassName = function () {
  66429. return "GPUParticleSystem";
  66430. };
  66431. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66432. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66433. this._releaseBuffers();
  66434. return this;
  66435. };
  66436. /**
  66437. * Adds a new color gradient
  66438. * @param gradient defines the gradient to use (between 0 and 1)
  66439. * @param color1 defines the color to affect to the specified gradient
  66440. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66441. * @returns the current particle system
  66442. */
  66443. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66444. if (!this._colorGradients) {
  66445. this._colorGradients = [];
  66446. }
  66447. var colorGradient = new BABYLON.ColorGradient();
  66448. colorGradient.gradient = gradient;
  66449. colorGradient.color1 = color1;
  66450. this._colorGradients.push(colorGradient);
  66451. this._colorGradients.sort(function (a, b) {
  66452. if (a.gradient < b.gradient) {
  66453. return -1;
  66454. }
  66455. else if (a.gradient > b.gradient) {
  66456. return 1;
  66457. }
  66458. return 0;
  66459. });
  66460. if (this._colorGradientsTexture) {
  66461. this._colorGradientsTexture.dispose();
  66462. this._colorGradientsTexture = null;
  66463. }
  66464. this._releaseBuffers();
  66465. return this;
  66466. };
  66467. /**
  66468. * Remove a specific color gradient
  66469. * @param gradient defines the gradient to remove
  66470. * @returns the current particle system
  66471. */
  66472. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66473. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66474. this._colorGradientsTexture = null;
  66475. return this;
  66476. };
  66477. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66478. var valueGradient = new BABYLON.FactorGradient();
  66479. valueGradient.gradient = gradient;
  66480. valueGradient.factor1 = factor;
  66481. factorGradients.push(valueGradient);
  66482. factorGradients.sort(function (a, b) {
  66483. if (a.gradient < b.gradient) {
  66484. return -1;
  66485. }
  66486. else if (a.gradient > b.gradient) {
  66487. return 1;
  66488. }
  66489. return 0;
  66490. });
  66491. this._releaseBuffers();
  66492. };
  66493. /**
  66494. * Adds a new size gradient
  66495. * @param gradient defines the gradient to use (between 0 and 1)
  66496. * @param factor defines the size factor to affect to the specified gradient
  66497. * @returns the current particle system
  66498. */
  66499. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66500. if (!this._sizeGradients) {
  66501. this._sizeGradients = [];
  66502. }
  66503. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66504. if (this._sizeGradientsTexture) {
  66505. this._sizeGradientsTexture.dispose();
  66506. this._sizeGradientsTexture = null;
  66507. }
  66508. this._releaseBuffers();
  66509. return this;
  66510. };
  66511. /**
  66512. * Remove a specific size gradient
  66513. * @param gradient defines the gradient to remove
  66514. * @returns the current particle system
  66515. */
  66516. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66517. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66518. this._sizeGradientsTexture = null;
  66519. return this;
  66520. };
  66521. /**
  66522. * Adds a new angular speed gradient
  66523. * @param gradient defines the gradient to use (between 0 and 1)
  66524. * @param factor defines the angular speed to affect to the specified gradient
  66525. * @returns the current particle system
  66526. */
  66527. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66528. if (!this._angularSpeedGradients) {
  66529. this._angularSpeedGradients = [];
  66530. }
  66531. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66532. if (this._angularSpeedGradientsTexture) {
  66533. this._angularSpeedGradientsTexture.dispose();
  66534. this._angularSpeedGradientsTexture = null;
  66535. }
  66536. this._releaseBuffers();
  66537. return this;
  66538. };
  66539. /**
  66540. * Remove a specific angular speed gradient
  66541. * @param gradient defines the gradient to remove
  66542. * @returns the current particle system
  66543. */
  66544. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66545. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66546. this._angularSpeedGradientsTexture = null;
  66547. return this;
  66548. };
  66549. /**
  66550. * Adds a new velocity gradient
  66551. * @param gradient defines the gradient to use (between 0 and 1)
  66552. * @param factor defines the velocity to affect to the specified gradient
  66553. * @returns the current particle system
  66554. */
  66555. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66556. if (!this._velocityGradients) {
  66557. this._velocityGradients = [];
  66558. }
  66559. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66560. if (this._velocityGradientsTexture) {
  66561. this._velocityGradientsTexture.dispose();
  66562. this._velocityGradientsTexture = null;
  66563. }
  66564. this._releaseBuffers();
  66565. return this;
  66566. };
  66567. /**
  66568. * Remove a specific velocity gradient
  66569. * @param gradient defines the gradient to remove
  66570. * @returns the current particle system
  66571. */
  66572. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66573. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66574. this._velocityGradientsTexture = null;
  66575. return this;
  66576. };
  66577. /**
  66578. * Adds a new limit velocity gradient
  66579. * @param gradient defines the gradient to use (between 0 and 1)
  66580. * @param factor defines the limit velocity value to affect to the specified gradient
  66581. * @returns the current particle system
  66582. */
  66583. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66584. if (!this._limitVelocityGradients) {
  66585. this._limitVelocityGradients = [];
  66586. }
  66587. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66588. if (this._limitVelocityGradientsTexture) {
  66589. this._limitVelocityGradientsTexture.dispose();
  66590. this._limitVelocityGradientsTexture = null;
  66591. }
  66592. this._releaseBuffers();
  66593. return this;
  66594. };
  66595. /**
  66596. * Remove a specific limit velocity gradient
  66597. * @param gradient defines the gradient to remove
  66598. * @returns the current particle system
  66599. */
  66600. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66601. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66602. this._limitVelocityGradientsTexture = null;
  66603. return this;
  66604. };
  66605. /**
  66606. * Adds a new drag gradient
  66607. * @param gradient defines the gradient to use (between 0 and 1)
  66608. * @param factor defines the drag value to affect to the specified gradient
  66609. * @returns the current particle system
  66610. */
  66611. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66612. if (!this._dragGradients) {
  66613. this._dragGradients = [];
  66614. }
  66615. this._addFactorGradient(this._dragGradients, gradient, factor);
  66616. if (this._dragGradientsTexture) {
  66617. this._dragGradientsTexture.dispose();
  66618. this._dragGradientsTexture = null;
  66619. }
  66620. this._releaseBuffers();
  66621. return this;
  66622. };
  66623. /**
  66624. * Remove a specific drag gradient
  66625. * @param gradient defines the gradient to remove
  66626. * @returns the current particle system
  66627. */
  66628. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66629. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66630. this._dragGradientsTexture = null;
  66631. return this;
  66632. };
  66633. /**
  66634. * Not supported by GPUParticleSystem
  66635. * @param gradient defines the gradient to use (between 0 and 1)
  66636. * @param factor defines the emit rate value to affect to the specified gradient
  66637. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66638. * @returns the current particle system
  66639. */
  66640. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66641. // Do nothing as emit rate is not supported by GPUParticleSystem
  66642. return this;
  66643. };
  66644. /**
  66645. * Not supported by GPUParticleSystem
  66646. * @param gradient defines the gradient to remove
  66647. * @returns the current particle system
  66648. */
  66649. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66650. // Do nothing as emit rate is not supported by GPUParticleSystem
  66651. return this;
  66652. };
  66653. /**
  66654. * Not supported by GPUParticleSystem
  66655. * @param gradient defines the gradient to use (between 0 and 1)
  66656. * @param factor defines the start size value to affect to the specified gradient
  66657. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66658. * @returns the current particle system
  66659. */
  66660. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66661. // Do nothing as start size is not supported by GPUParticleSystem
  66662. return this;
  66663. };
  66664. /**
  66665. * Not supported by GPUParticleSystem
  66666. * @param gradient defines the gradient to remove
  66667. * @returns the current particle system
  66668. */
  66669. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66670. // Do nothing as start size is not supported by GPUParticleSystem
  66671. return this;
  66672. };
  66673. /**
  66674. * Not supported by GPUParticleSystem
  66675. * @param gradient defines the gradient to use (between 0 and 1)
  66676. * @param min defines the color remap minimal range
  66677. * @param max defines the color remap maximal range
  66678. * @returns the current particle system
  66679. */
  66680. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66681. // Do nothing as start size is not supported by GPUParticleSystem
  66682. return this;
  66683. };
  66684. /**
  66685. * Not supported by GPUParticleSystem
  66686. * @param gradient defines the gradient to remove
  66687. * @returns the current particle system
  66688. */
  66689. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66690. // Do nothing as start size is not supported by GPUParticleSystem
  66691. return this;
  66692. };
  66693. /**
  66694. * Not supported by GPUParticleSystem
  66695. * @param gradient defines the gradient to use (between 0 and 1)
  66696. * @param min defines the alpha remap minimal range
  66697. * @param max defines the alpha remap maximal range
  66698. * @returns the current particle system
  66699. */
  66700. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66701. // Do nothing as start size is not supported by GPUParticleSystem
  66702. return this;
  66703. };
  66704. /**
  66705. * Not supported by GPUParticleSystem
  66706. * @param gradient defines the gradient to remove
  66707. * @returns the current particle system
  66708. */
  66709. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66710. // Do nothing as start size is not supported by GPUParticleSystem
  66711. return this;
  66712. };
  66713. /**
  66714. * Not supported by GPUParticleSystem
  66715. * @param gradient defines the gradient to use (between 0 and 1)
  66716. * @param color defines the color to affect to the specified gradient
  66717. * @returns the current particle system
  66718. */
  66719. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66720. //Not supported by GPUParticleSystem
  66721. return this;
  66722. };
  66723. /**
  66724. * Not supported by GPUParticleSystem
  66725. * @param gradient defines the gradient to remove
  66726. * @returns the current particle system
  66727. */
  66728. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  66729. //Not supported by GPUParticleSystem
  66730. return this;
  66731. };
  66732. /**
  66733. * Not supported by GPUParticleSystem
  66734. * @returns the list of ramp gradients
  66735. */
  66736. GPUParticleSystem.prototype.getRampGradients = function () {
  66737. return null;
  66738. };
  66739. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  66740. /**
  66741. * Not supported by GPUParticleSystem
  66742. * Gets or sets a boolean indicating that ramp gradients must be used
  66743. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66744. */
  66745. get: function () {
  66746. //Not supported by GPUParticleSystem
  66747. return false;
  66748. },
  66749. set: function (value) {
  66750. //Not supported by GPUParticleSystem
  66751. },
  66752. enumerable: true,
  66753. configurable: true
  66754. });
  66755. /**
  66756. * Not supported by GPUParticleSystem
  66757. * @param gradient defines the gradient to use (between 0 and 1)
  66758. * @param factor defines the life time factor to affect to the specified gradient
  66759. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66760. * @returns the current particle system
  66761. */
  66762. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  66763. //Not supported by GPUParticleSystem
  66764. return this;
  66765. };
  66766. /**
  66767. * Not supported by GPUParticleSystem
  66768. * @param gradient defines the gradient to remove
  66769. * @returns the current particle system
  66770. */
  66771. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  66772. //Not supported by GPUParticleSystem
  66773. return this;
  66774. };
  66775. GPUParticleSystem.prototype._reset = function () {
  66776. this._releaseBuffers();
  66777. };
  66778. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  66779. var updateVertexBuffers = {};
  66780. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  66781. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  66782. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  66783. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  66784. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  66785. var offset = 12;
  66786. if (!this._colorGradientsTexture) {
  66787. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  66788. offset += 4;
  66789. }
  66790. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  66791. offset += 3;
  66792. if (!this._isBillboardBased) {
  66793. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  66794. offset += 3;
  66795. }
  66796. if (this._angularSpeedGradientsTexture) {
  66797. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  66798. offset += 1;
  66799. }
  66800. else {
  66801. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  66802. offset += 2;
  66803. }
  66804. if (this._isAnimationSheetEnabled) {
  66805. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  66806. offset += 1;
  66807. if (this.spriteRandomStartCell) {
  66808. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  66809. offset += 1;
  66810. }
  66811. }
  66812. if (this.noiseTexture) {
  66813. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  66814. offset += 3;
  66815. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  66816. offset += 3;
  66817. }
  66818. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  66819. this._engine.bindArrayBuffer(null);
  66820. return vao;
  66821. };
  66822. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  66823. var renderVertexBuffers = {};
  66824. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  66825. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  66826. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  66827. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  66828. var offset = 12;
  66829. if (!this._colorGradientsTexture) {
  66830. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  66831. offset += 4;
  66832. }
  66833. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  66834. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  66835. }
  66836. offset += 3; // Direction
  66837. if (!this._isBillboardBased) {
  66838. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  66839. offset += 3;
  66840. }
  66841. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  66842. if (this._angularSpeedGradientsTexture) {
  66843. offset++;
  66844. }
  66845. else {
  66846. offset += 2;
  66847. }
  66848. if (this._isAnimationSheetEnabled) {
  66849. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  66850. offset += 1;
  66851. if (this.spriteRandomStartCell) {
  66852. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  66853. offset += 1;
  66854. }
  66855. }
  66856. if (this.noiseTexture) {
  66857. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  66858. offset += 3;
  66859. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  66860. offset += 3;
  66861. }
  66862. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  66863. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  66864. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  66865. this._engine.bindArrayBuffer(null);
  66866. return vao;
  66867. };
  66868. GPUParticleSystem.prototype._initialize = function (force) {
  66869. if (force === void 0) { force = false; }
  66870. if (this._buffer0 && !force) {
  66871. return;
  66872. }
  66873. var engine = this._scene.getEngine();
  66874. var data = new Array();
  66875. if (!this.isBillboardBased) {
  66876. this._attributesStrideSize += 3;
  66877. }
  66878. if (this._colorGradientsTexture) {
  66879. this._attributesStrideSize -= 4;
  66880. }
  66881. if (this._angularSpeedGradientsTexture) {
  66882. this._attributesStrideSize -= 1;
  66883. }
  66884. if (this._isAnimationSheetEnabled) {
  66885. this._attributesStrideSize += 1;
  66886. if (this.spriteRandomStartCell) {
  66887. this._attributesStrideSize += 1;
  66888. }
  66889. }
  66890. if (this.noiseTexture) {
  66891. this._attributesStrideSize += 6;
  66892. }
  66893. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  66894. // position
  66895. data.push(0.0);
  66896. data.push(0.0);
  66897. data.push(0.0);
  66898. // Age and life
  66899. data.push(0.0); // create the particle as a dead one to create a new one at start
  66900. data.push(0.0);
  66901. // Seed
  66902. data.push(Math.random());
  66903. data.push(Math.random());
  66904. data.push(Math.random());
  66905. data.push(Math.random());
  66906. // Size
  66907. data.push(0.0);
  66908. data.push(0.0);
  66909. data.push(0.0);
  66910. if (!this._colorGradientsTexture) {
  66911. // color
  66912. data.push(0.0);
  66913. data.push(0.0);
  66914. data.push(0.0);
  66915. data.push(0.0);
  66916. }
  66917. // direction
  66918. data.push(0.0);
  66919. data.push(0.0);
  66920. data.push(0.0);
  66921. if (!this.isBillboardBased) {
  66922. // initialDirection
  66923. data.push(0.0);
  66924. data.push(0.0);
  66925. data.push(0.0);
  66926. }
  66927. // angle
  66928. data.push(0.0);
  66929. if (!this._angularSpeedGradientsTexture) {
  66930. data.push(0.0);
  66931. }
  66932. if (this._isAnimationSheetEnabled) {
  66933. data.push(0.0);
  66934. if (this.spriteRandomStartCell) {
  66935. data.push(0.0);
  66936. }
  66937. }
  66938. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  66939. data.push(Math.random());
  66940. data.push(Math.random());
  66941. data.push(Math.random());
  66942. data.push(Math.random());
  66943. data.push(Math.random());
  66944. data.push(Math.random());
  66945. }
  66946. }
  66947. // Sprite data
  66948. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  66949. -0.5, 0.5, 0, 1,
  66950. -0.5, -0.5, 0, 0,
  66951. 0.5, -0.5, 1, 0]);
  66952. // Buffers
  66953. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66954. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  66955. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  66956. // Update VAO
  66957. this._updateVAO = [];
  66958. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  66959. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  66960. // Render VAO
  66961. this._renderVAO = [];
  66962. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  66963. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  66964. // Links
  66965. this._sourceBuffer = this._buffer0;
  66966. this._targetBuffer = this._buffer1;
  66967. };
  66968. /** @hidden */
  66969. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  66970. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  66971. if (this._isBillboardBased) {
  66972. defines += "\n#define BILLBOARD";
  66973. }
  66974. if (this._colorGradientsTexture) {
  66975. defines += "\n#define COLORGRADIENTS";
  66976. }
  66977. if (this._sizeGradientsTexture) {
  66978. defines += "\n#define SIZEGRADIENTS";
  66979. }
  66980. if (this._angularSpeedGradientsTexture) {
  66981. defines += "\n#define ANGULARSPEEDGRADIENTS";
  66982. }
  66983. if (this._velocityGradientsTexture) {
  66984. defines += "\n#define VELOCITYGRADIENTS";
  66985. }
  66986. if (this._limitVelocityGradientsTexture) {
  66987. defines += "\n#define LIMITVELOCITYGRADIENTS";
  66988. }
  66989. if (this._dragGradientsTexture) {
  66990. defines += "\n#define DRAGGRADIENTS";
  66991. }
  66992. if (this.isAnimationSheetEnabled) {
  66993. defines += "\n#define ANIMATESHEET";
  66994. if (this.spriteRandomStartCell) {
  66995. defines += "\n#define ANIMATESHEETRANDOMSTART";
  66996. }
  66997. }
  66998. if (this.noiseTexture) {
  66999. defines += "\n#define NOISE";
  67000. }
  67001. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67002. return;
  67003. }
  67004. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67005. if (!this._colorGradientsTexture) {
  67006. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67007. }
  67008. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67009. if (!this._isBillboardBased) {
  67010. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67011. }
  67012. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67013. if (this.isAnimationSheetEnabled) {
  67014. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67015. if (this.spriteRandomStartCell) {
  67016. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67017. }
  67018. }
  67019. if (this.noiseTexture) {
  67020. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67021. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67022. }
  67023. this._updateEffectOptions.defines = defines;
  67024. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67025. };
  67026. /** @hidden */
  67027. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67028. var defines = "";
  67029. if (this._scene.clipPlane) {
  67030. defines = "\n#define CLIPPLANE";
  67031. }
  67032. if (this._scene.clipPlane2) {
  67033. defines = "\n#define CLIPPLANE2";
  67034. }
  67035. if (this._scene.clipPlane3) {
  67036. defines = "\n#define CLIPPLANE3";
  67037. }
  67038. if (this._scene.clipPlane4) {
  67039. defines = "\n#define CLIPPLANE4";
  67040. }
  67041. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67042. defines = "\n#define BLENDMULTIPLYMODE";
  67043. }
  67044. if (this._isBillboardBased) {
  67045. defines += "\n#define BILLBOARD";
  67046. switch (this.billboardMode) {
  67047. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67048. defines += "\n#define BILLBOARDY";
  67049. break;
  67050. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67051. defines += "\n#define BILLBOARDSTRETCHED";
  67052. break;
  67053. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67054. default:
  67055. break;
  67056. }
  67057. }
  67058. if (this._colorGradientsTexture) {
  67059. defines += "\n#define COLORGRADIENTS";
  67060. }
  67061. if (this.isAnimationSheetEnabled) {
  67062. defines += "\n#define ANIMATESHEET";
  67063. }
  67064. if (this._imageProcessingConfiguration) {
  67065. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67066. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67067. }
  67068. if (this._renderEffect && this._renderEffect.defines === defines) {
  67069. return;
  67070. }
  67071. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67072. var samplers = ["textureSampler", "colorGradientSampler"];
  67073. if (BABYLON.ImageProcessingConfiguration) {
  67074. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67075. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67076. }
  67077. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67078. };
  67079. /**
  67080. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67081. * @param preWarm defines if we are in the pre-warmimg phase
  67082. */
  67083. GPUParticleSystem.prototype.animate = function (preWarm) {
  67084. if (preWarm === void 0) { preWarm = false; }
  67085. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67086. this._actualFrame += this._timeDelta;
  67087. if (!this._stopped) {
  67088. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67089. this.stop();
  67090. }
  67091. }
  67092. };
  67093. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67094. var texture = this[textureName];
  67095. if (!factorGradients || !factorGradients.length || texture) {
  67096. return;
  67097. }
  67098. var data = new Float32Array(this._rawTextureWidth);
  67099. for (var x = 0; x < this._rawTextureWidth; x++) {
  67100. var ratio = x / this._rawTextureWidth;
  67101. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67102. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67103. });
  67104. }
  67105. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67106. };
  67107. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67108. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67109. };
  67110. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67111. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67112. };
  67113. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67114. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67115. };
  67116. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67117. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67118. };
  67119. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67120. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67121. };
  67122. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67123. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67124. return;
  67125. }
  67126. var data = new Uint8Array(this._rawTextureWidth * 4);
  67127. var tmpColor = BABYLON.Tmp.Color4[0];
  67128. for (var x = 0; x < this._rawTextureWidth; x++) {
  67129. var ratio = x / this._rawTextureWidth;
  67130. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67131. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67132. data[x * 4] = tmpColor.r * 255;
  67133. data[x * 4 + 1] = tmpColor.g * 255;
  67134. data[x * 4 + 2] = tmpColor.b * 255;
  67135. data[x * 4 + 3] = tmpColor.a * 255;
  67136. });
  67137. }
  67138. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67139. };
  67140. /**
  67141. * Renders the particle system in its current state
  67142. * @param preWarm defines if the system should only update the particles but not render them
  67143. * @returns the current number of particles
  67144. */
  67145. GPUParticleSystem.prototype.render = function (preWarm) {
  67146. if (preWarm === void 0) { preWarm = false; }
  67147. if (!this._started) {
  67148. return 0;
  67149. }
  67150. this._createColorGradientTexture();
  67151. this._createSizeGradientTexture();
  67152. this._createAngularSpeedGradientTexture();
  67153. this._createVelocityGradientTexture();
  67154. this._createLimitVelocityGradientTexture();
  67155. this._createDragGradientTexture();
  67156. this._recreateUpdateEffect();
  67157. this._recreateRenderEffect();
  67158. if (!this.isReady()) {
  67159. return 0;
  67160. }
  67161. if (!preWarm) {
  67162. if (!this._preWarmDone && this.preWarmCycles) {
  67163. for (var index = 0; index < this.preWarmCycles; index++) {
  67164. this.animate(true);
  67165. this.render(true);
  67166. }
  67167. this._preWarmDone = true;
  67168. }
  67169. if (this._currentRenderId === this._scene.getRenderId()) {
  67170. return 0;
  67171. }
  67172. this._currentRenderId = this._scene.getRenderId();
  67173. }
  67174. // Get everything ready to render
  67175. this._initialize();
  67176. this._accumulatedCount += this.emitRate * this._timeDelta;
  67177. if (this._accumulatedCount > 1) {
  67178. var intPart = this._accumulatedCount | 0;
  67179. this._accumulatedCount -= intPart;
  67180. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67181. }
  67182. if (!this._currentActiveCount) {
  67183. return 0;
  67184. }
  67185. // Enable update effect
  67186. this._engine.enableEffect(this._updateEffect);
  67187. this._engine.setState(false);
  67188. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67189. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67190. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67191. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67192. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67193. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67194. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67195. if (!this._colorGradientsTexture) {
  67196. this._updateEffect.setDirectColor4("color1", this.color1);
  67197. this._updateEffect.setDirectColor4("color2", this.color2);
  67198. }
  67199. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67200. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67201. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67202. this._updateEffect.setVector3("gravity", this.gravity);
  67203. if (this._sizeGradientsTexture) {
  67204. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67205. }
  67206. if (this._angularSpeedGradientsTexture) {
  67207. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67208. }
  67209. if (this._velocityGradientsTexture) {
  67210. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67211. }
  67212. if (this._limitVelocityGradientsTexture) {
  67213. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67214. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67215. }
  67216. if (this._dragGradientsTexture) {
  67217. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67218. }
  67219. if (this.particleEmitterType) {
  67220. this.particleEmitterType.applyToShader(this._updateEffect);
  67221. }
  67222. if (this._isAnimationSheetEnabled) {
  67223. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67224. }
  67225. if (this.noiseTexture) {
  67226. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67227. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67228. }
  67229. var emitterWM;
  67230. if (this.emitter.position) {
  67231. var emitterMesh = this.emitter;
  67232. emitterWM = emitterMesh.getWorldMatrix();
  67233. }
  67234. else {
  67235. var emitterPosition = this.emitter;
  67236. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67237. }
  67238. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67239. // Bind source VAO
  67240. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67241. // Update
  67242. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67243. this._engine.setRasterizerState(false);
  67244. this._engine.beginTransformFeedback(true);
  67245. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67246. this._engine.endTransformFeedback();
  67247. this._engine.setRasterizerState(true);
  67248. this._engine.bindTransformFeedbackBuffer(null);
  67249. if (!preWarm) {
  67250. // Enable render effect
  67251. this._engine.enableEffect(this._renderEffect);
  67252. var viewMatrix = this._scene.getViewMatrix();
  67253. this._renderEffect.setMatrix("view", viewMatrix);
  67254. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67255. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67256. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67257. if (this._colorGradientsTexture) {
  67258. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67259. }
  67260. else {
  67261. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67262. }
  67263. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67264. var baseSize = this.particleTexture.getBaseSize();
  67265. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67266. }
  67267. if (this._isBillboardBased) {
  67268. var camera = this._scene.activeCamera;
  67269. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67270. }
  67271. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67272. var invView = viewMatrix.clone();
  67273. invView.invert();
  67274. this._renderEffect.setMatrix("invView", invView);
  67275. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67276. }
  67277. // image processing
  67278. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67279. this._imageProcessingConfiguration.bind(this._renderEffect);
  67280. }
  67281. // Draw order
  67282. switch (this.blendMode) {
  67283. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67284. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67285. break;
  67286. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67287. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67288. break;
  67289. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67290. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67291. break;
  67292. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67293. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67294. break;
  67295. }
  67296. if (this.forceDepthWrite) {
  67297. this._engine.setDepthWrite(true);
  67298. }
  67299. // Bind source VAO
  67300. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67301. // Render
  67302. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67303. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67304. }
  67305. // Switch VAOs
  67306. this._targetIndex++;
  67307. if (this._targetIndex === 2) {
  67308. this._targetIndex = 0;
  67309. }
  67310. // Switch buffers
  67311. var tmpBuffer = this._sourceBuffer;
  67312. this._sourceBuffer = this._targetBuffer;
  67313. this._targetBuffer = tmpBuffer;
  67314. return this._currentActiveCount;
  67315. };
  67316. /**
  67317. * Rebuilds the particle system
  67318. */
  67319. GPUParticleSystem.prototype.rebuild = function () {
  67320. this._initialize(true);
  67321. };
  67322. GPUParticleSystem.prototype._releaseBuffers = function () {
  67323. if (this._buffer0) {
  67324. this._buffer0.dispose();
  67325. this._buffer0 = null;
  67326. }
  67327. if (this._buffer1) {
  67328. this._buffer1.dispose();
  67329. this._buffer1 = null;
  67330. }
  67331. if (this._spriteBuffer) {
  67332. this._spriteBuffer.dispose();
  67333. this._spriteBuffer = null;
  67334. }
  67335. };
  67336. GPUParticleSystem.prototype._releaseVAOs = function () {
  67337. if (!this._updateVAO) {
  67338. return;
  67339. }
  67340. for (var index = 0; index < this._updateVAO.length; index++) {
  67341. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67342. }
  67343. this._updateVAO = [];
  67344. for (var index = 0; index < this._renderVAO.length; index++) {
  67345. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67346. }
  67347. this._renderVAO = [];
  67348. };
  67349. /**
  67350. * Disposes the particle system and free the associated resources
  67351. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67352. */
  67353. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67354. if (disposeTexture === void 0) { disposeTexture = true; }
  67355. var index = this._scene.particleSystems.indexOf(this);
  67356. if (index > -1) {
  67357. this._scene.particleSystems.splice(index, 1);
  67358. }
  67359. this._releaseBuffers();
  67360. this._releaseVAOs();
  67361. if (this._colorGradientsTexture) {
  67362. this._colorGradientsTexture.dispose();
  67363. this._colorGradientsTexture = null;
  67364. }
  67365. if (this._sizeGradientsTexture) {
  67366. this._sizeGradientsTexture.dispose();
  67367. this._sizeGradientsTexture = null;
  67368. }
  67369. if (this._angularSpeedGradientsTexture) {
  67370. this._angularSpeedGradientsTexture.dispose();
  67371. this._angularSpeedGradientsTexture = null;
  67372. }
  67373. if (this._velocityGradientsTexture) {
  67374. this._velocityGradientsTexture.dispose();
  67375. this._velocityGradientsTexture = null;
  67376. }
  67377. if (this._limitVelocityGradientsTexture) {
  67378. this._limitVelocityGradientsTexture.dispose();
  67379. this._limitVelocityGradientsTexture = null;
  67380. }
  67381. if (this._dragGradientsTexture) {
  67382. this._dragGradientsTexture.dispose();
  67383. this._dragGradientsTexture = null;
  67384. }
  67385. if (this._randomTexture) {
  67386. this._randomTexture.dispose();
  67387. this._randomTexture = null;
  67388. }
  67389. if (this._randomTexture2) {
  67390. this._randomTexture2.dispose();
  67391. this._randomTexture2 = null;
  67392. }
  67393. if (disposeTexture && this.particleTexture) {
  67394. this.particleTexture.dispose();
  67395. this.particleTexture = null;
  67396. }
  67397. if (disposeTexture && this.noiseTexture) {
  67398. this.noiseTexture.dispose();
  67399. this.noiseTexture = null;
  67400. }
  67401. // Callback
  67402. this.onDisposeObservable.notifyObservers(this);
  67403. this.onDisposeObservable.clear();
  67404. };
  67405. /**
  67406. * Clones the particle system.
  67407. * @param name The name of the cloned object
  67408. * @param newEmitter The new emitter to use
  67409. * @returns the cloned particle system
  67410. */
  67411. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67412. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67413. BABYLON.Tools.DeepCopy(this, result);
  67414. if (newEmitter === undefined) {
  67415. newEmitter = this.emitter;
  67416. }
  67417. result.emitter = newEmitter;
  67418. if (this.particleTexture) {
  67419. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67420. }
  67421. return result;
  67422. };
  67423. /**
  67424. * Serializes the particle system to a JSON object.
  67425. * @returns the JSON object
  67426. */
  67427. GPUParticleSystem.prototype.serialize = function () {
  67428. var serializationObject = {};
  67429. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67430. serializationObject.activeParticleCount = this.activeParticleCount;
  67431. return serializationObject;
  67432. };
  67433. /**
  67434. * Parses a JSON object to create a GPU particle system.
  67435. * @param parsedParticleSystem The JSON object to parse
  67436. * @param scene The scene to create the particle system in
  67437. * @param rootUrl The root url to use to load external dependencies like texture
  67438. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67439. * @returns the parsed GPU particle system
  67440. */
  67441. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67442. if (doNotStart === void 0) { doNotStart = false; }
  67443. var name = parsedParticleSystem.name;
  67444. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67445. if (parsedParticleSystem.activeParticleCount) {
  67446. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67447. }
  67448. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67449. // Auto start
  67450. if (parsedParticleSystem.preventAutoStart) {
  67451. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67452. }
  67453. if (!doNotStart && !particleSystem.preventAutoStart) {
  67454. particleSystem.start();
  67455. }
  67456. return particleSystem;
  67457. };
  67458. return GPUParticleSystem;
  67459. }(BABYLON.BaseParticleSystem));
  67460. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67461. })(BABYLON || (BABYLON = {}));
  67462. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67463. var BABYLON;
  67464. (function (BABYLON) {
  67465. /**
  67466. * Represents one particle of a solid particle system.
  67467. */
  67468. var SolidParticle = /** @class */ (function () {
  67469. /**
  67470. * Creates a Solid Particle object.
  67471. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67472. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67473. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67474. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67475. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67476. * @param shapeId (integer) is the model shape identifier in the SPS.
  67477. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67478. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67479. */
  67480. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67481. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67482. /**
  67483. * particle global index
  67484. */
  67485. this.idx = 0;
  67486. /**
  67487. * The color of the particle
  67488. */
  67489. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67490. /**
  67491. * The world space position of the particle.
  67492. */
  67493. this.position = BABYLON.Vector3.Zero();
  67494. /**
  67495. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67496. */
  67497. this.rotation = BABYLON.Vector3.Zero();
  67498. /**
  67499. * The scaling of the particle.
  67500. */
  67501. this.scaling = BABYLON.Vector3.One();
  67502. /**
  67503. * The uvs of the particle.
  67504. */
  67505. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67506. /**
  67507. * The current speed of the particle.
  67508. */
  67509. this.velocity = BABYLON.Vector3.Zero();
  67510. /**
  67511. * The pivot point in the particle local space.
  67512. */
  67513. this.pivot = BABYLON.Vector3.Zero();
  67514. /**
  67515. * Must the particle be translated from its pivot point in its local space ?
  67516. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67517. * Default : false
  67518. */
  67519. this.translateFromPivot = false;
  67520. /**
  67521. * Is the particle active or not ?
  67522. */
  67523. this.alive = true;
  67524. /**
  67525. * Is the particle visible or not ?
  67526. */
  67527. this.isVisible = true;
  67528. /**
  67529. * Index of this particle in the global "positions" array (Internal use)
  67530. * @hidden
  67531. */
  67532. this._pos = 0;
  67533. /**
  67534. * @hidden Index of this particle in the global "indices" array (Internal use)
  67535. */
  67536. this._ind = 0;
  67537. /**
  67538. * ModelShape id of this particle
  67539. */
  67540. this.shapeId = 0;
  67541. /**
  67542. * Index of the particle in its shape id (Internal use)
  67543. */
  67544. this.idxInShape = 0;
  67545. /**
  67546. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67547. */
  67548. this._stillInvisible = false;
  67549. /**
  67550. * @hidden Last computed particle rotation matrix
  67551. */
  67552. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67553. /**
  67554. * Parent particle Id, if any.
  67555. * Default null.
  67556. */
  67557. this.parentId = null;
  67558. /**
  67559. * @hidden Internal global position in the SPS.
  67560. */
  67561. this._globalPosition = BABYLON.Vector3.Zero();
  67562. this.idx = particleIndex;
  67563. this._pos = positionIndex;
  67564. this._ind = indiceIndex;
  67565. this._model = model;
  67566. this.shapeId = shapeId;
  67567. this.idxInShape = idxInShape;
  67568. this._sps = sps;
  67569. if (modelBoundingInfo) {
  67570. this._modelBoundingInfo = modelBoundingInfo;
  67571. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67572. }
  67573. }
  67574. Object.defineProperty(SolidParticle.prototype, "scale", {
  67575. /**
  67576. * Legacy support, changed scale to scaling
  67577. */
  67578. get: function () {
  67579. return this.scaling;
  67580. },
  67581. /**
  67582. * Legacy support, changed scale to scaling
  67583. */
  67584. set: function (scale) {
  67585. this.scaling = scale;
  67586. },
  67587. enumerable: true,
  67588. configurable: true
  67589. });
  67590. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67591. /**
  67592. * Legacy support, changed quaternion to rotationQuaternion
  67593. */
  67594. get: function () {
  67595. return this.rotationQuaternion;
  67596. },
  67597. /**
  67598. * Legacy support, changed quaternion to rotationQuaternion
  67599. */
  67600. set: function (q) {
  67601. this.rotationQuaternion = q;
  67602. },
  67603. enumerable: true,
  67604. configurable: true
  67605. });
  67606. /**
  67607. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67608. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67609. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67610. * @returns true if it intersects
  67611. */
  67612. SolidParticle.prototype.intersectsMesh = function (target) {
  67613. if (!this._boundingInfo || !target._boundingInfo) {
  67614. return false;
  67615. }
  67616. if (this._sps._bSphereOnly) {
  67617. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67618. }
  67619. return this._boundingInfo.intersects(target._boundingInfo, false);
  67620. };
  67621. /**
  67622. * get the rotation matrix of the particle
  67623. * @hidden
  67624. */
  67625. SolidParticle.prototype.getRotationMatrix = function (m) {
  67626. var quaternion;
  67627. if (this.rotationQuaternion) {
  67628. quaternion = this.rotationQuaternion;
  67629. }
  67630. else {
  67631. quaternion = BABYLON.Tmp.Quaternion[0];
  67632. var rotation = this.rotation;
  67633. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67634. }
  67635. quaternion.toRotationMatrix(m);
  67636. };
  67637. return SolidParticle;
  67638. }());
  67639. BABYLON.SolidParticle = SolidParticle;
  67640. /**
  67641. * Represents the shape of the model used by one particle of a solid particle system.
  67642. * SPS internal tool, don't use it manually.
  67643. */
  67644. var ModelShape = /** @class */ (function () {
  67645. /**
  67646. * 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.
  67647. * SPS internal tool, don't use it manually.
  67648. * @hidden
  67649. */
  67650. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67651. /**
  67652. * length of the shape in the model indices array (internal use)
  67653. * @hidden
  67654. */
  67655. this._indicesLength = 0;
  67656. this.shapeID = id;
  67657. this._shape = shape;
  67658. this._indicesLength = indicesLength;
  67659. this._shapeUV = shapeUV;
  67660. this._positionFunction = posFunction;
  67661. this._vertexFunction = vtxFunction;
  67662. }
  67663. return ModelShape;
  67664. }());
  67665. BABYLON.ModelShape = ModelShape;
  67666. /**
  67667. * Represents a Depth Sorted Particle in the solid particle system.
  67668. */
  67669. var DepthSortedParticle = /** @class */ (function () {
  67670. function DepthSortedParticle() {
  67671. /**
  67672. * Index of the particle in the "indices" array
  67673. */
  67674. this.ind = 0;
  67675. /**
  67676. * Length of the particle shape in the "indices" array
  67677. */
  67678. this.indicesLength = 0;
  67679. /**
  67680. * Squared distance from the particle to the camera
  67681. */
  67682. this.sqDistance = 0.0;
  67683. }
  67684. return DepthSortedParticle;
  67685. }());
  67686. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67687. })(BABYLON || (BABYLON = {}));
  67688. //# sourceMappingURL=babylon.solidParticle.js.map
  67689. var BABYLON;
  67690. (function (BABYLON) {
  67691. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67692. /**
  67693. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67694. *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.
  67695. * The SPS is also a particle system. It provides some methods to manage the particles.
  67696. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67697. *
  67698. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67699. */
  67700. var SolidParticleSystem = /** @class */ (function () {
  67701. /**
  67702. * Creates a SPS (Solid Particle System) object.
  67703. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67704. * @param scene (Scene) is the scene in which the SPS is added.
  67705. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67706. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67707. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67708. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67709. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67710. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67711. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67712. */
  67713. function SolidParticleSystem(name, scene, options) {
  67714. /**
  67715. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67716. * Example : var p = SPS.particles[i];
  67717. */
  67718. this.particles = new Array();
  67719. /**
  67720. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  67721. */
  67722. this.nbParticles = 0;
  67723. /**
  67724. * If the particles must ever face the camera (default false). Useful for planar particles.
  67725. */
  67726. this.billboard = false;
  67727. /**
  67728. * Recompute normals when adding a shape
  67729. */
  67730. this.recomputeNormals = true;
  67731. /**
  67732. * This a counter ofr your own usage. It's not set by any SPS functions.
  67733. */
  67734. this.counter = 0;
  67735. /**
  67736. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  67737. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  67738. */
  67739. this.vars = {};
  67740. /**
  67741. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  67742. * @hidden
  67743. */
  67744. this._bSphereOnly = false;
  67745. /**
  67746. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  67747. * @hidden
  67748. */
  67749. this._bSphereRadiusFactor = 1.0;
  67750. this._positions = new Array();
  67751. this._indices = new Array();
  67752. this._normals = new Array();
  67753. this._colors = new Array();
  67754. this._uvs = new Array();
  67755. this._index = 0; // indices index
  67756. this._updatable = true;
  67757. this._pickable = false;
  67758. this._isVisibilityBoxLocked = false;
  67759. this._alwaysVisible = false;
  67760. this._depthSort = false;
  67761. this._shapeCounter = 0;
  67762. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  67763. this._color = new BABYLON.Color4(0, 0, 0, 0);
  67764. this._computeParticleColor = true;
  67765. this._computeParticleTexture = true;
  67766. this._computeParticleRotation = true;
  67767. this._computeParticleVertex = false;
  67768. this._computeBoundingBox = false;
  67769. this._depthSortParticles = true;
  67770. this._mustUnrotateFixedNormals = false;
  67771. this._particlesIntersect = false;
  67772. this._needs32Bits = false;
  67773. this.name = name;
  67774. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67775. this._camera = scene.activeCamera;
  67776. this._pickable = options ? options.isPickable : false;
  67777. this._depthSort = options ? options.enableDepthSort : false;
  67778. this._particlesIntersect = options ? options.particleIntersection : false;
  67779. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  67780. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  67781. if (options && options.updatable !== undefined) {
  67782. this._updatable = options.updatable;
  67783. }
  67784. else {
  67785. this._updatable = true;
  67786. }
  67787. if (this._pickable) {
  67788. this.pickedParticles = [];
  67789. }
  67790. if (this._depthSort) {
  67791. this.depthSortedParticles = [];
  67792. }
  67793. }
  67794. /**
  67795. * Builds the SPS underlying mesh. Returns a standard Mesh.
  67796. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  67797. * @returns the created mesh
  67798. */
  67799. SolidParticleSystem.prototype.buildMesh = function () {
  67800. if (this.nbParticles === 0) {
  67801. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  67802. this.addShape(triangle, 1);
  67803. triangle.dispose();
  67804. }
  67805. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  67806. this._positions32 = new Float32Array(this._positions);
  67807. this._uvs32 = new Float32Array(this._uvs);
  67808. this._colors32 = new Float32Array(this._colors);
  67809. if (this.recomputeNormals) {
  67810. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  67811. }
  67812. this._normals32 = new Float32Array(this._normals);
  67813. this._fixedNormal32 = new Float32Array(this._normals);
  67814. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  67815. this._unrotateFixedNormals();
  67816. }
  67817. var vertexData = new BABYLON.VertexData();
  67818. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  67819. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  67820. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  67821. if (this._uvs32.length > 0) {
  67822. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  67823. }
  67824. if (this._colors32.length > 0) {
  67825. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  67826. }
  67827. var mesh = new BABYLON.Mesh(this.name, this._scene);
  67828. vertexData.applyToMesh(mesh, this._updatable);
  67829. this.mesh = mesh;
  67830. this.mesh.isPickable = this._pickable;
  67831. // free memory
  67832. if (!this._depthSort) {
  67833. this._indices = null;
  67834. }
  67835. this._positions = null;
  67836. this._normals = null;
  67837. this._uvs = null;
  67838. this._colors = null;
  67839. if (!this._updatable) {
  67840. this.particles.length = 0;
  67841. }
  67842. return mesh;
  67843. };
  67844. /**
  67845. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  67846. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  67847. * Thus the particles generated from `digest()` have their property `position` set yet.
  67848. * @param mesh ( Mesh ) is the mesh to be digested
  67849. * @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
  67850. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  67851. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  67852. * @returns the current SPS
  67853. */
  67854. SolidParticleSystem.prototype.digest = function (mesh, options) {
  67855. var size = (options && options.facetNb) || 1;
  67856. var number = (options && options.number) || 0;
  67857. var delta = (options && options.delta) || 0;
  67858. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  67859. var meshInd = mesh.getIndices();
  67860. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  67861. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  67862. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  67863. var f = 0; // facet counter
  67864. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  67865. // compute size from number
  67866. if (number) {
  67867. number = (number > totalFacets) ? totalFacets : number;
  67868. size = Math.round(totalFacets / number);
  67869. delta = 0;
  67870. }
  67871. else {
  67872. size = (size > totalFacets) ? totalFacets : size;
  67873. }
  67874. var facetPos = []; // submesh positions
  67875. var facetInd = []; // submesh indices
  67876. var facetUV = []; // submesh UV
  67877. var facetCol = []; // submesh colors
  67878. var barycenter = BABYLON.Vector3.Zero();
  67879. var sizeO = size;
  67880. while (f < totalFacets) {
  67881. size = sizeO + Math.floor((1 + delta) * Math.random());
  67882. if (f > totalFacets - size) {
  67883. size = totalFacets - f;
  67884. }
  67885. // reset temp arrays
  67886. facetPos.length = 0;
  67887. facetInd.length = 0;
  67888. facetUV.length = 0;
  67889. facetCol.length = 0;
  67890. // iterate over "size" facets
  67891. var fi = 0;
  67892. for (var j = f * 3; j < (f + size) * 3; j++) {
  67893. facetInd.push(fi);
  67894. var i = meshInd[j];
  67895. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  67896. if (meshUV) {
  67897. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  67898. }
  67899. if (meshCol) {
  67900. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  67901. }
  67902. fi++;
  67903. }
  67904. // create a model shape for each single particle
  67905. var idx = this.nbParticles;
  67906. var shape = this._posToShape(facetPos);
  67907. var shapeUV = this._uvsToShapeUV(facetUV);
  67908. // compute the barycenter of the shape
  67909. var v;
  67910. for (v = 0; v < shape.length; v++) {
  67911. barycenter.addInPlace(shape[v]);
  67912. }
  67913. barycenter.scaleInPlace(1 / shape.length);
  67914. // shift the shape from its barycenter to the origin
  67915. for (v = 0; v < shape.length; v++) {
  67916. shape[v].subtractInPlace(barycenter);
  67917. }
  67918. var bInfo;
  67919. if (this._particlesIntersect) {
  67920. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  67921. }
  67922. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  67923. // add the particle in the SPS
  67924. var currentPos = this._positions.length;
  67925. var currentInd = this._indices.length;
  67926. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  67927. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  67928. // initialize the particle position
  67929. this.particles[this.nbParticles].position.addInPlace(barycenter);
  67930. this._index += shape.length;
  67931. idx++;
  67932. this.nbParticles++;
  67933. this._shapeCounter++;
  67934. f += size;
  67935. }
  67936. return this;
  67937. };
  67938. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  67939. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  67940. var index = 0;
  67941. var idx = 0;
  67942. var tmpNormal = BABYLON.Tmp.Vector3[0];
  67943. var quaternion = BABYLON.Tmp.Quaternion[0];
  67944. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  67945. for (var p = 0; p < this.particles.length; p++) {
  67946. var particle = this.particles[p];
  67947. var shape = particle._model._shape;
  67948. // computing the inverse of the rotation matrix from the quaternion
  67949. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  67950. if (particle.rotationQuaternion) {
  67951. particle.rotationQuaternion.conjugateToRef(quaternion);
  67952. }
  67953. else {
  67954. var rotation = particle.rotation;
  67955. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67956. quaternion.conjugateInPlace();
  67957. }
  67958. quaternion.toRotationMatrix(invertedRotMatrix);
  67959. for (var pt = 0; pt < shape.length; pt++) {
  67960. idx = index + pt * 3;
  67961. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  67962. tmpNormal.toArray(this._fixedNormal32, idx);
  67963. }
  67964. index = idx + 3;
  67965. }
  67966. };
  67967. //reset copy
  67968. SolidParticleSystem.prototype._resetCopy = function () {
  67969. var copy = this._copy;
  67970. copy.position.setAll(0);
  67971. copy.rotation.setAll(0);
  67972. copy.rotationQuaternion = null;
  67973. copy.scaling.setAll(1);
  67974. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  67975. copy.color = null;
  67976. copy.translateFromPivot = false;
  67977. };
  67978. // _meshBuilder : inserts the shape model in the global SPS mesh
  67979. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  67980. var i;
  67981. var u = 0;
  67982. var c = 0;
  67983. var n = 0;
  67984. this._resetCopy();
  67985. var copy = this._copy;
  67986. if (options && options.positionFunction) { // call to custom positionFunction
  67987. options.positionFunction(copy, idx, idxInShape);
  67988. this._mustUnrotateFixedNormals = true;
  67989. }
  67990. var rotMatrix = BABYLON.Tmp.Matrix[0];
  67991. var tmpVertex = BABYLON.Tmp.Vector3[0];
  67992. var tmpRotated = BABYLON.Tmp.Vector3[1];
  67993. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  67994. var scaledPivot = BABYLON.Tmp.Vector3[3];
  67995. copy.getRotationMatrix(rotMatrix);
  67996. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  67997. if (copy.translateFromPivot) {
  67998. pivotBackTranslation.setAll(0.0);
  67999. }
  68000. else {
  68001. pivotBackTranslation.copyFrom(scaledPivot);
  68002. }
  68003. for (i = 0; i < shape.length; i++) {
  68004. tmpVertex.copyFrom(shape[i]);
  68005. if (options && options.vertexFunction) {
  68006. options.vertexFunction(copy, tmpVertex, i);
  68007. }
  68008. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68009. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68010. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68011. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68012. if (meshUV) {
  68013. var copyUvs = copy.uvs;
  68014. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68015. u += 2;
  68016. }
  68017. if (copy.color) {
  68018. this._color = copy.color;
  68019. }
  68020. else {
  68021. var color = this._color;
  68022. if (meshCol && meshCol[c] !== undefined) {
  68023. color.r = meshCol[c];
  68024. color.g = meshCol[c + 1];
  68025. color.b = meshCol[c + 2];
  68026. color.a = meshCol[c + 3];
  68027. }
  68028. else {
  68029. color.r = 1.0;
  68030. color.g = 1.0;
  68031. color.b = 1.0;
  68032. color.a = 1.0;
  68033. }
  68034. }
  68035. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68036. c += 4;
  68037. if (!this.recomputeNormals && meshNor) {
  68038. tmpVertex.x = meshNor[n];
  68039. tmpVertex.y = meshNor[n + 1];
  68040. tmpVertex.z = meshNor[n + 2];
  68041. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68042. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68043. n += 3;
  68044. }
  68045. }
  68046. for (i = 0; i < meshInd.length; i++) {
  68047. var current_ind = p + meshInd[i];
  68048. indices.push(current_ind);
  68049. if (current_ind > 65535) {
  68050. this._needs32Bits = true;
  68051. }
  68052. }
  68053. if (this._pickable) {
  68054. var nbfaces = meshInd.length / 3;
  68055. for (i = 0; i < nbfaces; i++) {
  68056. this.pickedParticles.push({ idx: idx, faceId: i });
  68057. }
  68058. }
  68059. if (this._depthSort) {
  68060. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68061. }
  68062. return copy;
  68063. };
  68064. // returns a shape array from positions array
  68065. SolidParticleSystem.prototype._posToShape = function (positions) {
  68066. var shape = [];
  68067. for (var i = 0; i < positions.length; i += 3) {
  68068. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68069. }
  68070. return shape;
  68071. };
  68072. // returns a shapeUV array from a Vector4 uvs
  68073. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68074. var shapeUV = [];
  68075. if (uvs) {
  68076. for (var i = 0; i < uvs.length; i++) {
  68077. shapeUV.push(uvs[i]);
  68078. }
  68079. }
  68080. return shapeUV;
  68081. };
  68082. // adds a new particle object in the particles array
  68083. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68084. if (bInfo === void 0) { bInfo = null; }
  68085. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68086. this.particles.push(sp);
  68087. return sp;
  68088. };
  68089. /**
  68090. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68091. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68092. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68093. * @param nb (positive integer) the number of particles to be created from this model
  68094. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68095. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68096. * @returns the number of shapes in the system
  68097. */
  68098. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68099. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68100. var meshInd = mesh.getIndices();
  68101. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68102. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68103. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68104. var bbInfo;
  68105. if (this._particlesIntersect) {
  68106. bbInfo = mesh.getBoundingInfo();
  68107. }
  68108. var shape = this._posToShape(meshPos);
  68109. var shapeUV = this._uvsToShapeUV(meshUV);
  68110. var posfunc = options ? options.positionFunction : null;
  68111. var vtxfunc = options ? options.vertexFunction : null;
  68112. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68113. // particles
  68114. var sp;
  68115. var currentCopy;
  68116. var idx = this.nbParticles;
  68117. for (var i = 0; i < nb; i++) {
  68118. var currentPos = this._positions.length;
  68119. var currentInd = this._indices.length;
  68120. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68121. if (this._updatable) {
  68122. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68123. sp.position.copyFrom(currentCopy.position);
  68124. sp.rotation.copyFrom(currentCopy.rotation);
  68125. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68126. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68127. }
  68128. if (currentCopy.color && sp.color) {
  68129. sp.color.copyFrom(currentCopy.color);
  68130. }
  68131. sp.scaling.copyFrom(currentCopy.scaling);
  68132. sp.uvs.copyFrom(currentCopy.uvs);
  68133. }
  68134. this._index += shape.length;
  68135. idx++;
  68136. }
  68137. this.nbParticles += nb;
  68138. this._shapeCounter++;
  68139. return this._shapeCounter - 1;
  68140. };
  68141. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68142. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68143. this._resetCopy();
  68144. var copy = this._copy;
  68145. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68146. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68147. }
  68148. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68149. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68150. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68151. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68152. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68153. copy.getRotationMatrix(rotMatrix);
  68154. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68155. if (copy.translateFromPivot) {
  68156. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68157. }
  68158. else {
  68159. pivotBackTranslation.copyFrom(scaledPivot);
  68160. }
  68161. var shape = particle._model._shape;
  68162. for (var pt = 0; pt < shape.length; pt++) {
  68163. tmpVertex.copyFrom(shape[pt]);
  68164. if (particle._model._vertexFunction) {
  68165. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68166. }
  68167. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68168. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68169. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68170. }
  68171. particle.position.setAll(0.0);
  68172. particle.rotation.setAll(0.0);
  68173. particle.rotationQuaternion = null;
  68174. particle.scaling.setAll(1.0);
  68175. particle.uvs.setAll(0.0);
  68176. particle.pivot.setAll(0.0);
  68177. particle.translateFromPivot = false;
  68178. particle.parentId = null;
  68179. };
  68180. /**
  68181. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68182. * @returns the SPS.
  68183. */
  68184. SolidParticleSystem.prototype.rebuildMesh = function () {
  68185. for (var p = 0; p < this.particles.length; p++) {
  68186. this._rebuildParticle(this.particles[p]);
  68187. }
  68188. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68189. return this;
  68190. };
  68191. /**
  68192. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68193. * This method calls `updateParticle()` for each particle of the SPS.
  68194. * For an animated SPS, it is usually called within the render loop.
  68195. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68196. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68197. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68198. * @returns the SPS.
  68199. */
  68200. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68201. if (start === void 0) { start = 0; }
  68202. if (end === void 0) { end = this.nbParticles - 1; }
  68203. if (update === void 0) { update = true; }
  68204. if (!this._updatable) {
  68205. return this;
  68206. }
  68207. // custom beforeUpdate
  68208. this.beforeUpdateParticles(start, end, update);
  68209. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68210. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68211. var mesh = this.mesh;
  68212. var colors32 = this._colors32;
  68213. var positions32 = this._positions32;
  68214. var normals32 = this._normals32;
  68215. var uvs32 = this._uvs32;
  68216. var indices32 = this._indices32;
  68217. var indices = this._indices;
  68218. var fixedNormal32 = this._fixedNormal32;
  68219. var tempVectors = BABYLON.Tmp.Vector3;
  68220. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68221. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68222. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68223. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68224. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68225. var camInvertedPosition = tempVectors[10].setAll(0);
  68226. // cases when the World Matrix is to be computed first
  68227. if (this.billboard || this._depthSort) {
  68228. this.mesh.computeWorldMatrix(true);
  68229. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68230. }
  68231. // if the particles will always face the camera
  68232. if (this.billboard) {
  68233. // compute the camera position and un-rotate it by the current mesh rotation
  68234. var tmpVertex = tempVectors[0];
  68235. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68236. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68237. camAxisZ.normalize();
  68238. // same for camera up vector extracted from the cam view matrix
  68239. var view = this._camera.getViewMatrix(true);
  68240. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68241. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68242. camAxisY.normalize();
  68243. camAxisX.normalize();
  68244. }
  68245. // if depthSort, compute the camera global position in the mesh local system
  68246. if (this._depthSort) {
  68247. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68248. }
  68249. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68250. var idx = 0; // current position index in the global array positions32
  68251. var index = 0; // position start index in the global array positions32 of the current particle
  68252. var colidx = 0; // current color index in the global array colors32
  68253. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68254. var uvidx = 0; // current uv index in the global array uvs32
  68255. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68256. var pt = 0; // current index in the particle model shape
  68257. if (this.mesh.isFacetDataEnabled) {
  68258. this._computeBoundingBox = true;
  68259. }
  68260. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68261. if (this._computeBoundingBox) {
  68262. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68263. var boundingInfo = this.mesh._boundingInfo;
  68264. if (boundingInfo) {
  68265. minimum.copyFrom(boundingInfo.minimum);
  68266. maximum.copyFrom(boundingInfo.maximum);
  68267. }
  68268. }
  68269. }
  68270. // particle loop
  68271. index = this.particles[start]._pos;
  68272. var vpos = (index / 3) | 0;
  68273. colorIndex = vpos * 4;
  68274. uvIndex = vpos * 2;
  68275. for (var p = start; p <= end; p++) {
  68276. var particle = this.particles[p];
  68277. // call to custom user function to update the particle properties
  68278. this.updateParticle(particle);
  68279. var shape = particle._model._shape;
  68280. var shapeUV = particle._model._shapeUV;
  68281. var particleRotationMatrix = particle._rotationMatrix;
  68282. var particlePosition = particle.position;
  68283. var particleRotation = particle.rotation;
  68284. var particleScaling = particle.scaling;
  68285. var particleGlobalPosition = particle._globalPosition;
  68286. // camera-particle distance for depth sorting
  68287. if (this._depthSort && this._depthSortParticles) {
  68288. var dsp = this.depthSortedParticles[p];
  68289. dsp.ind = particle._ind;
  68290. dsp.indicesLength = particle._model._indicesLength;
  68291. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68292. }
  68293. // skip the computations for inactive or already invisible particles
  68294. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68295. // increment indexes for the next particle
  68296. pt = shape.length;
  68297. index += pt * 3;
  68298. colorIndex += pt * 4;
  68299. uvIndex += pt * 2;
  68300. continue;
  68301. }
  68302. if (particle.isVisible) {
  68303. particle._stillInvisible = false; // un-mark permanent invisibility
  68304. var scaledPivot = tempVectors[12];
  68305. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68306. // particle rotation matrix
  68307. if (this.billboard) {
  68308. particleRotation.x = 0.0;
  68309. particleRotation.y = 0.0;
  68310. }
  68311. if (this._computeParticleRotation || this.billboard) {
  68312. particle.getRotationMatrix(rotMatrix);
  68313. }
  68314. var particleHasParent = (particle.parentId !== null);
  68315. if (particleHasParent) {
  68316. var parent_1 = this.particles[particle.parentId];
  68317. var parentRotationMatrix = parent_1._rotationMatrix;
  68318. var parentGlobalPosition = parent_1._globalPosition;
  68319. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68320. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68321. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68322. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68323. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68324. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68325. if (this._computeParticleRotation || this.billboard) {
  68326. var rotMatrixValues = rotMatrix.m;
  68327. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68328. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68329. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68330. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68331. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68332. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68333. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68334. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68335. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68336. }
  68337. }
  68338. else {
  68339. particleGlobalPosition.x = particlePosition.x;
  68340. particleGlobalPosition.y = particlePosition.y;
  68341. particleGlobalPosition.z = particlePosition.z;
  68342. if (this._computeParticleRotation || this.billboard) {
  68343. var rotMatrixValues = rotMatrix.m;
  68344. particleRotationMatrix[0] = rotMatrixValues[0];
  68345. particleRotationMatrix[1] = rotMatrixValues[1];
  68346. particleRotationMatrix[2] = rotMatrixValues[2];
  68347. particleRotationMatrix[3] = rotMatrixValues[4];
  68348. particleRotationMatrix[4] = rotMatrixValues[5];
  68349. particleRotationMatrix[5] = rotMatrixValues[6];
  68350. particleRotationMatrix[6] = rotMatrixValues[8];
  68351. particleRotationMatrix[7] = rotMatrixValues[9];
  68352. particleRotationMatrix[8] = rotMatrixValues[10];
  68353. }
  68354. }
  68355. var pivotBackTranslation = tempVectors[11];
  68356. if (particle.translateFromPivot) {
  68357. pivotBackTranslation.setAll(0.0);
  68358. }
  68359. else {
  68360. pivotBackTranslation.copyFrom(scaledPivot);
  68361. }
  68362. // particle vertex loop
  68363. for (pt = 0; pt < shape.length; pt++) {
  68364. idx = index + pt * 3;
  68365. colidx = colorIndex + pt * 4;
  68366. uvidx = uvIndex + pt * 2;
  68367. var tmpVertex = tempVectors[0];
  68368. tmpVertex.copyFrom(shape[pt]);
  68369. if (this._computeParticleVertex) {
  68370. this.updateParticleVertex(particle, tmpVertex, pt);
  68371. }
  68372. // positions
  68373. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68374. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68375. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68376. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68377. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68378. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68379. rotatedX += pivotBackTranslation.x;
  68380. rotatedY += pivotBackTranslation.y;
  68381. rotatedZ += pivotBackTranslation.z;
  68382. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68383. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68384. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68385. if (this._computeBoundingBox) {
  68386. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68387. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68388. }
  68389. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68390. if (!this._computeParticleVertex) {
  68391. var normalx = fixedNormal32[idx];
  68392. var normaly = fixedNormal32[idx + 1];
  68393. var normalz = fixedNormal32[idx + 2];
  68394. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68395. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68396. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68397. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68398. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68399. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68400. }
  68401. if (this._computeParticleColor && particle.color) {
  68402. var color = particle.color;
  68403. var colors32_1 = this._colors32;
  68404. colors32_1[colidx] = color.r;
  68405. colors32_1[colidx + 1] = color.g;
  68406. colors32_1[colidx + 2] = color.b;
  68407. colors32_1[colidx + 3] = color.a;
  68408. }
  68409. if (this._computeParticleTexture) {
  68410. var uvs = particle.uvs;
  68411. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68412. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68413. }
  68414. }
  68415. }
  68416. // particle just set invisible : scaled to zero and positioned at the origin
  68417. else {
  68418. particle._stillInvisible = true; // mark the particle as invisible
  68419. for (pt = 0; pt < shape.length; pt++) {
  68420. idx = index + pt * 3;
  68421. colidx = colorIndex + pt * 4;
  68422. uvidx = uvIndex + pt * 2;
  68423. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68424. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68425. if (this._computeParticleColor && particle.color) {
  68426. var color = particle.color;
  68427. colors32[colidx] = color.r;
  68428. colors32[colidx + 1] = color.g;
  68429. colors32[colidx + 2] = color.b;
  68430. colors32[colidx + 3] = color.a;
  68431. }
  68432. if (this._computeParticleTexture) {
  68433. var uvs = particle.uvs;
  68434. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68435. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68436. }
  68437. }
  68438. }
  68439. // if the particle intersections must be computed : update the bbInfo
  68440. if (this._particlesIntersect) {
  68441. var bInfo = particle._boundingInfo;
  68442. var bBox = bInfo.boundingBox;
  68443. var bSphere = bInfo.boundingSphere;
  68444. var modelBoundingInfo = particle._modelBoundingInfo;
  68445. if (!this._bSphereOnly) {
  68446. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68447. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68448. var tempMin = tempVectors[1];
  68449. var tempMax = tempVectors[2];
  68450. tempMin.setAll(Number.MAX_VALUE);
  68451. tempMax.setAll(-Number.MAX_VALUE);
  68452. for (var b = 0; b < 8; b++) {
  68453. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68454. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68455. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68456. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68457. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68458. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68459. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68460. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68461. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68462. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68463. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68464. }
  68465. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68466. }
  68467. // place and scale the particle bouding sphere in the SPS local system, then update it
  68468. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68469. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68470. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68471. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68472. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68473. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68474. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68475. }
  68476. // increment indexes for the next particle
  68477. index = idx + 3;
  68478. colorIndex = colidx + 4;
  68479. uvIndex = uvidx + 2;
  68480. }
  68481. // if the VBO must be updated
  68482. if (update) {
  68483. if (this._computeParticleColor) {
  68484. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68485. }
  68486. if (this._computeParticleTexture) {
  68487. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68488. }
  68489. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68490. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68491. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68492. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68493. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68494. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68495. for (var i = 0; i < normals32.length; i++) {
  68496. fixedNormal32[i] = normals32[i];
  68497. }
  68498. }
  68499. if (!mesh.areNormalsFrozen) {
  68500. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68501. }
  68502. }
  68503. if (this._depthSort && this._depthSortParticles) {
  68504. var depthSortedParticles = this.depthSortedParticles;
  68505. depthSortedParticles.sort(depthSortFunction);
  68506. var dspl = depthSortedParticles.length;
  68507. var sid = 0;
  68508. for (var sorted = 0; sorted < dspl; sorted++) {
  68509. var lind = depthSortedParticles[sorted].indicesLength;
  68510. var sind = depthSortedParticles[sorted].ind;
  68511. for (var i = 0; i < lind; i++) {
  68512. indices32[sid] = indices[sind + i];
  68513. sid++;
  68514. }
  68515. }
  68516. mesh.updateIndices(indices32);
  68517. }
  68518. }
  68519. if (this._computeBoundingBox) {
  68520. if (mesh._boundingInfo) {
  68521. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68522. }
  68523. else {
  68524. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68525. }
  68526. }
  68527. this.afterUpdateParticles(start, end, update);
  68528. return this;
  68529. };
  68530. /**
  68531. * Disposes the SPS.
  68532. */
  68533. SolidParticleSystem.prototype.dispose = function () {
  68534. this.mesh.dispose();
  68535. this.vars = null;
  68536. // drop references to internal big arrays for the GC
  68537. this._positions = null;
  68538. this._indices = null;
  68539. this._normals = null;
  68540. this._uvs = null;
  68541. this._colors = null;
  68542. this._indices32 = null;
  68543. this._positions32 = null;
  68544. this._normals32 = null;
  68545. this._fixedNormal32 = null;
  68546. this._uvs32 = null;
  68547. this._colors32 = null;
  68548. this.pickedParticles = null;
  68549. };
  68550. /**
  68551. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68552. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68553. * @returns the SPS.
  68554. */
  68555. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68556. if (!this._isVisibilityBoxLocked) {
  68557. this.mesh.refreshBoundingInfo();
  68558. }
  68559. return this;
  68560. };
  68561. /**
  68562. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68563. * @param size the size (float) of the visibility box
  68564. * note : this doesn't lock the SPS mesh bounding box.
  68565. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68566. */
  68567. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68568. var vis = size / 2;
  68569. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68570. };
  68571. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68572. /**
  68573. * Gets whether the SPS as always visible or not
  68574. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68575. */
  68576. get: function () {
  68577. return this._alwaysVisible;
  68578. },
  68579. /**
  68580. * Sets the SPS as always visible or not
  68581. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68582. */
  68583. set: function (val) {
  68584. this._alwaysVisible = val;
  68585. this.mesh.alwaysSelectAsActiveMesh = val;
  68586. },
  68587. enumerable: true,
  68588. configurable: true
  68589. });
  68590. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68591. /**
  68592. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68593. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68594. */
  68595. get: function () {
  68596. return this._isVisibilityBoxLocked;
  68597. },
  68598. /**
  68599. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68600. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68601. */
  68602. set: function (val) {
  68603. this._isVisibilityBoxLocked = val;
  68604. var boundingInfo = this.mesh.getBoundingInfo();
  68605. boundingInfo.isLocked = val;
  68606. },
  68607. enumerable: true,
  68608. configurable: true
  68609. });
  68610. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68611. /**
  68612. * Gets if `setParticles()` computes the particle rotations or not.
  68613. * Default value : true. The SPS is faster when it's set to false.
  68614. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68615. */
  68616. get: function () {
  68617. return this._computeParticleRotation;
  68618. },
  68619. /**
  68620. * Tells to `setParticles()` to compute the particle rotations or not.
  68621. * Default value : true. The SPS is faster when it's set to false.
  68622. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68623. */
  68624. set: function (val) {
  68625. this._computeParticleRotation = val;
  68626. },
  68627. enumerable: true,
  68628. configurable: true
  68629. });
  68630. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68631. /**
  68632. * Gets if `setParticles()` computes the particle colors or not.
  68633. * Default value : true. The SPS is faster when it's set to false.
  68634. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68635. */
  68636. get: function () {
  68637. return this._computeParticleColor;
  68638. },
  68639. /**
  68640. * Tells to `setParticles()` to compute the particle colors or not.
  68641. * Default value : true. The SPS is faster when it's set to false.
  68642. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68643. */
  68644. set: function (val) {
  68645. this._computeParticleColor = val;
  68646. },
  68647. enumerable: true,
  68648. configurable: true
  68649. });
  68650. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68651. /**
  68652. * Gets if `setParticles()` computes the particle textures or not.
  68653. * Default value : true. The SPS is faster when it's set to false.
  68654. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68655. */
  68656. get: function () {
  68657. return this._computeParticleTexture;
  68658. },
  68659. set: function (val) {
  68660. this._computeParticleTexture = val;
  68661. },
  68662. enumerable: true,
  68663. configurable: true
  68664. });
  68665. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68666. /**
  68667. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68668. * Default value : false. The SPS is faster when it's set to false.
  68669. * Note : the particle custom vertex positions aren't stored values.
  68670. */
  68671. get: function () {
  68672. return this._computeParticleVertex;
  68673. },
  68674. /**
  68675. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68676. * Default value : false. The SPS is faster when it's set to false.
  68677. * Note : the particle custom vertex positions aren't stored values.
  68678. */
  68679. set: function (val) {
  68680. this._computeParticleVertex = val;
  68681. },
  68682. enumerable: true,
  68683. configurable: true
  68684. });
  68685. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68686. /**
  68687. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68688. */
  68689. get: function () {
  68690. return this._computeBoundingBox;
  68691. },
  68692. /**
  68693. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68694. */
  68695. set: function (val) {
  68696. this._computeBoundingBox = val;
  68697. },
  68698. enumerable: true,
  68699. configurable: true
  68700. });
  68701. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68702. /**
  68703. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68704. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68705. * Default : `true`
  68706. */
  68707. get: function () {
  68708. return this._depthSortParticles;
  68709. },
  68710. /**
  68711. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68712. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68713. * Default : `true`
  68714. */
  68715. set: function (val) {
  68716. this._depthSortParticles = val;
  68717. },
  68718. enumerable: true,
  68719. configurable: true
  68720. });
  68721. // =======================================================================
  68722. // Particle behavior logic
  68723. // these following methods may be overwritten by the user to fit his needs
  68724. /**
  68725. * This function does nothing. It may be overwritten to set all the particle first values.
  68726. * The SPS doesn't call this function, you may have to call it by your own.
  68727. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68728. */
  68729. SolidParticleSystem.prototype.initParticles = function () {
  68730. };
  68731. /**
  68732. * This function does nothing. It may be overwritten to recycle a particle.
  68733. * The SPS doesn't call this function, you may have to call it by your own.
  68734. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68735. * @param particle The particle to recycle
  68736. * @returns the recycled particle
  68737. */
  68738. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  68739. return particle;
  68740. };
  68741. /**
  68742. * Updates a particle : this function should be overwritten by the user.
  68743. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  68744. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68745. * @example : just set a particle position or velocity and recycle conditions
  68746. * @param particle The particle to update
  68747. * @returns the updated particle
  68748. */
  68749. SolidParticleSystem.prototype.updateParticle = function (particle) {
  68750. return particle;
  68751. };
  68752. /**
  68753. * Updates a vertex of a particle : it can be overwritten by the user.
  68754. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  68755. * @param particle the current particle
  68756. * @param vertex the current index of the current particle
  68757. * @param pt the index of the current vertex in the particle shape
  68758. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  68759. * @example : just set a vertex particle position
  68760. * @returns the updated vertex
  68761. */
  68762. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  68763. return vertex;
  68764. };
  68765. /**
  68766. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  68767. * This does nothing and may be overwritten by the user.
  68768. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68769. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68770. * @param update the boolean update value actually passed to setParticles()
  68771. */
  68772. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  68773. };
  68774. /**
  68775. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  68776. * This will be passed three parameters.
  68777. * This does nothing and may be overwritten by the user.
  68778. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68779. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68780. * @param update the boolean update value actually passed to setParticles()
  68781. */
  68782. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  68783. };
  68784. return SolidParticleSystem;
  68785. }());
  68786. BABYLON.SolidParticleSystem = SolidParticleSystem;
  68787. })(BABYLON || (BABYLON = {}));
  68788. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  68789. var BABYLON;
  68790. (function (BABYLON) {
  68791. /**
  68792. * Class containing static functions to help procedurally build meshes
  68793. */
  68794. var MeshBuilder = /** @class */ (function () {
  68795. function MeshBuilder() {
  68796. }
  68797. MeshBuilder.updateSideOrientation = function (orientation) {
  68798. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  68799. return BABYLON.Mesh.DOUBLESIDE;
  68800. }
  68801. if (orientation === undefined || orientation === null) {
  68802. return BABYLON.Mesh.FRONTSIDE;
  68803. }
  68804. return orientation;
  68805. };
  68806. /**
  68807. * Creates a box mesh
  68808. * * The parameter `size` sets the size (float) of each box side (default 1)
  68809. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  68810. * * 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)
  68811. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  68812. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68813. * * 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
  68814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68815. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  68816. * @param name defines the name of the mesh
  68817. * @param options defines the options used to create the mesh
  68818. * @param scene defines the hosting scene
  68819. * @returns the box mesh
  68820. */
  68821. MeshBuilder.CreateBox = function (name, options, scene) {
  68822. if (scene === void 0) { scene = null; }
  68823. var box = new BABYLON.Mesh(name, scene);
  68824. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68825. box._originalBuilderSideOrientation = options.sideOrientation;
  68826. var vertexData = BABYLON.VertexData.CreateBox(options);
  68827. vertexData.applyToMesh(box, options.updatable);
  68828. return box;
  68829. };
  68830. /**
  68831. * Creates a sphere mesh
  68832. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  68833. * * 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`)
  68834. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  68835. * * 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
  68836. * * 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)
  68837. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68838. * * 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
  68839. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68840. * @param name defines the name of the mesh
  68841. * @param options defines the options used to create the mesh
  68842. * @param scene defines the hosting scene
  68843. * @returns the sphere mesh
  68844. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  68845. */
  68846. MeshBuilder.CreateSphere = function (name, options, scene) {
  68847. var sphere = new BABYLON.Mesh(name, scene);
  68848. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68849. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68850. var vertexData = BABYLON.VertexData.CreateSphere(options);
  68851. vertexData.applyToMesh(sphere, options.updatable);
  68852. return sphere;
  68853. };
  68854. /**
  68855. * Creates a plane polygonal mesh. By default, this is a disc
  68856. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  68857. * * 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
  68858. * * 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
  68859. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68860. * * 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
  68861. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68862. * @param name defines the name of the mesh
  68863. * @param options defines the options used to create the mesh
  68864. * @param scene defines the hosting scene
  68865. * @returns the plane polygonal mesh
  68866. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  68867. */
  68868. MeshBuilder.CreateDisc = function (name, options, scene) {
  68869. if (scene === void 0) { scene = null; }
  68870. var disc = new BABYLON.Mesh(name, scene);
  68871. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68872. disc._originalBuilderSideOrientation = options.sideOrientation;
  68873. var vertexData = BABYLON.VertexData.CreateDisc(options);
  68874. vertexData.applyToMesh(disc, options.updatable);
  68875. return disc;
  68876. };
  68877. /**
  68878. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  68879. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  68880. * * 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`)
  68881. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  68882. * * 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
  68883. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68884. * * 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
  68885. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68886. * @param name defines the name of the mesh
  68887. * @param options defines the options used to create the mesh
  68888. * @param scene defines the hosting scene
  68889. * @returns the icosahedron mesh
  68890. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  68891. */
  68892. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  68893. var sphere = new BABYLON.Mesh(name, scene);
  68894. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68895. sphere._originalBuilderSideOrientation = options.sideOrientation;
  68896. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  68897. vertexData.applyToMesh(sphere, options.updatable);
  68898. return sphere;
  68899. };
  68900. /**
  68901. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  68902. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  68903. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  68904. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  68905. * * 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
  68906. * * 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
  68907. * * 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
  68908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68909. * * 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
  68910. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  68911. * * 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
  68912. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  68913. * * 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
  68914. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  68915. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68916. * @param name defines the name of the mesh
  68917. * @param options defines the options used to create the mesh
  68918. * @param scene defines the hosting scene
  68919. * @returns the ribbon mesh
  68920. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  68921. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  68922. */
  68923. MeshBuilder.CreateRibbon = function (name, options, scene) {
  68924. if (scene === void 0) { scene = null; }
  68925. var pathArray = options.pathArray;
  68926. var closeArray = options.closeArray;
  68927. var closePath = options.closePath;
  68928. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68929. var instance = options.instance;
  68930. var updatable = options.updatable;
  68931. if (instance) { // existing ribbon instance update
  68932. // positionFunction : ribbon case
  68933. // only pathArray and sideOrientation parameters are taken into account for positions update
  68934. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  68935. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  68936. var positionFunction = function (positions) {
  68937. var minlg = pathArray[0].length;
  68938. var mesh = instance;
  68939. var i = 0;
  68940. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  68941. for (var si = 1; si <= ns; ++si) {
  68942. for (var p = 0; p < pathArray.length; ++p) {
  68943. var path = pathArray[p];
  68944. var l = path.length;
  68945. minlg = (minlg < l) ? minlg : l;
  68946. for (var j = 0; j < minlg; ++j) {
  68947. var pathPoint = path[j];
  68948. positions[i] = pathPoint.x;
  68949. positions[i + 1] = pathPoint.y;
  68950. positions[i + 2] = pathPoint.z;
  68951. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68952. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  68953. i += 3;
  68954. }
  68955. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  68956. var pathPoint = path[0];
  68957. positions[i] = pathPoint.x;
  68958. positions[i + 1] = pathPoint.y;
  68959. positions[i + 2] = pathPoint.z;
  68960. i += 3;
  68961. }
  68962. }
  68963. }
  68964. };
  68965. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68966. positionFunction(positions);
  68967. if (instance._boundingInfo) {
  68968. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  68969. }
  68970. else {
  68971. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  68972. }
  68973. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  68974. if (options.colors) {
  68975. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68976. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  68977. var color = options.colors[c];
  68978. colors[colorIndex] = color.r;
  68979. colors[colorIndex + 1] = color.g;
  68980. colors[colorIndex + 2] = color.b;
  68981. colors[colorIndex + 3] = color.a;
  68982. }
  68983. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  68984. }
  68985. if (options.uvs) {
  68986. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68987. for (var i = 0; i < options.uvs.length; i++) {
  68988. uvs[i * 2] = options.uvs[i].x;
  68989. uvs[i * 2 + 1] = options.uvs[i].y;
  68990. }
  68991. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  68992. }
  68993. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  68994. var indices = instance.getIndices();
  68995. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68996. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  68997. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  68998. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  68999. var indexFirst = 0;
  69000. var indexLast = 0;
  69001. for (var p = 0; p < pathArray.length; p++) {
  69002. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69003. if (p + 1 < pathArray.length) {
  69004. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69005. }
  69006. else {
  69007. indexLast = normals.length - 3;
  69008. }
  69009. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69010. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69011. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69012. normals[indexLast] = normals[indexFirst];
  69013. normals[indexLast + 1] = normals[indexFirst + 1];
  69014. normals[indexLast + 2] = normals[indexFirst + 2];
  69015. }
  69016. }
  69017. if (!(instance.areNormalsFrozen)) {
  69018. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69019. }
  69020. }
  69021. return instance;
  69022. }
  69023. else { // new ribbon creation
  69024. var ribbon = new BABYLON.Mesh(name, scene);
  69025. ribbon._originalBuilderSideOrientation = sideOrientation;
  69026. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69027. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69028. if (closePath) {
  69029. ribbon._creationDataStorage.idx = vertexData._idx;
  69030. }
  69031. ribbon._creationDataStorage.closePath = closePath;
  69032. ribbon._creationDataStorage.closeArray = closeArray;
  69033. vertexData.applyToMesh(ribbon, updatable);
  69034. return ribbon;
  69035. }
  69036. };
  69037. /**
  69038. * Creates a cylinder or a cone mesh
  69039. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69040. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69041. * * 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.
  69042. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69043. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69044. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69045. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69046. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69047. * * 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).
  69048. * * 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
  69049. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69050. * * 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
  69051. * * 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.
  69052. * * If `enclose` is false, a ring surface is one element.
  69053. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69054. * * 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
  69055. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69056. * * 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
  69057. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69058. * @param name defines the name of the mesh
  69059. * @param options defines the options used to create the mesh
  69060. * @param scene defines the hosting scene
  69061. * @returns the cylinder mesh
  69062. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69063. */
  69064. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69065. var cylinder = new BABYLON.Mesh(name, scene);
  69066. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69067. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69068. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69069. vertexData.applyToMesh(cylinder, options.updatable);
  69070. return cylinder;
  69071. };
  69072. /**
  69073. * Creates a torus mesh
  69074. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69075. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69076. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69077. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69078. * * 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
  69079. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69080. * @param name defines the name of the mesh
  69081. * @param options defines the options used to create the mesh
  69082. * @param scene defines the hosting scene
  69083. * @returns the torus mesh
  69084. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69085. */
  69086. MeshBuilder.CreateTorus = function (name, options, scene) {
  69087. var torus = new BABYLON.Mesh(name, scene);
  69088. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69089. torus._originalBuilderSideOrientation = options.sideOrientation;
  69090. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69091. vertexData.applyToMesh(torus, options.updatable);
  69092. return torus;
  69093. };
  69094. /**
  69095. * Creates a torus knot mesh
  69096. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69097. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69098. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69099. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69100. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69101. * * 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
  69102. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69103. * @param name defines the name of the mesh
  69104. * @param options defines the options used to create the mesh
  69105. * @param scene defines the hosting scene
  69106. * @returns the torus knot mesh
  69107. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69108. */
  69109. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69110. var torusKnot = new BABYLON.Mesh(name, scene);
  69111. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69112. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69113. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69114. vertexData.applyToMesh(torusKnot, options.updatable);
  69115. return torusKnot;
  69116. };
  69117. /**
  69118. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69119. * * 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
  69120. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69121. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69122. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69123. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69124. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69125. * * 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
  69126. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69127. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69128. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69129. * @param name defines the name of the new line system
  69130. * @param options defines the options used to create the line system
  69131. * @param scene defines the hosting scene
  69132. * @returns a new line system mesh
  69133. */
  69134. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69135. var instance = options.instance;
  69136. var lines = options.lines;
  69137. var colors = options.colors;
  69138. if (instance) { // lines update
  69139. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69140. var vertexColor;
  69141. var lineColors;
  69142. if (colors) {
  69143. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69144. }
  69145. var i = 0;
  69146. var c = 0;
  69147. for (var l = 0; l < lines.length; l++) {
  69148. var points = lines[l];
  69149. for (var p = 0; p < points.length; p++) {
  69150. positions[i] = points[p].x;
  69151. positions[i + 1] = points[p].y;
  69152. positions[i + 2] = points[p].z;
  69153. if (colors && vertexColor) {
  69154. lineColors = colors[l];
  69155. vertexColor[c] = lineColors[p].r;
  69156. vertexColor[c + 1] = lineColors[p].g;
  69157. vertexColor[c + 2] = lineColors[p].b;
  69158. vertexColor[c + 3] = lineColors[p].a;
  69159. c += 4;
  69160. }
  69161. i += 3;
  69162. }
  69163. }
  69164. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69165. if (colors && vertexColor) {
  69166. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69167. }
  69168. return instance;
  69169. }
  69170. // line system creation
  69171. var useVertexColor = (colors) ? true : false;
  69172. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69173. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69174. vertexData.applyToMesh(lineSystem, options.updatable);
  69175. return lineSystem;
  69176. };
  69177. /**
  69178. * Creates a line mesh
  69179. * 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
  69180. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69181. * * The parameter `points` is an array successive Vector3
  69182. * * 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
  69183. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69184. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69185. * * When updating an instance, remember that only point positions can change, not the number of points
  69186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69187. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69188. * @param name defines the name of the new line system
  69189. * @param options defines the options used to create the line system
  69190. * @param scene defines the hosting scene
  69191. * @returns a new line mesh
  69192. */
  69193. MeshBuilder.CreateLines = function (name, options, scene) {
  69194. if (scene === void 0) { scene = null; }
  69195. var colors = (options.colors) ? [options.colors] : null;
  69196. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69197. return lines;
  69198. };
  69199. /**
  69200. * Creates a dashed line mesh
  69201. * * 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
  69202. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69203. * * The parameter `points` is an array successive Vector3
  69204. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69205. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69206. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69207. * * 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
  69208. * * When updating an instance, remember that only point positions can change, not the number of points
  69209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69210. * @param name defines the name of the mesh
  69211. * @param options defines the options used to create the mesh
  69212. * @param scene defines the hosting scene
  69213. * @returns the dashed line mesh
  69214. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69215. */
  69216. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69217. if (scene === void 0) { scene = null; }
  69218. var points = options.points;
  69219. var instance = options.instance;
  69220. var gapSize = options.gapSize || 1;
  69221. var dashSize = options.dashSize || 3;
  69222. if (instance) { // dashed lines update
  69223. var positionFunction = function (positions) {
  69224. var curvect = BABYLON.Vector3.Zero();
  69225. var nbSeg = positions.length / 6;
  69226. var lg = 0;
  69227. var nb = 0;
  69228. var shft = 0;
  69229. var dashshft = 0;
  69230. var curshft = 0;
  69231. var p = 0;
  69232. var i = 0;
  69233. var j = 0;
  69234. for (i = 0; i < points.length - 1; i++) {
  69235. points[i + 1].subtractToRef(points[i], curvect);
  69236. lg += curvect.length();
  69237. }
  69238. shft = lg / nbSeg;
  69239. var dashSize = instance._creationDataStorage.dashSize;
  69240. var gapSize = instance._creationDataStorage.gapSize;
  69241. dashshft = dashSize * shft / (dashSize + gapSize);
  69242. for (i = 0; i < points.length - 1; i++) {
  69243. points[i + 1].subtractToRef(points[i], curvect);
  69244. nb = Math.floor(curvect.length() / shft);
  69245. curvect.normalize();
  69246. j = 0;
  69247. while (j < nb && p < positions.length) {
  69248. curshft = shft * j;
  69249. positions[p] = points[i].x + curshft * curvect.x;
  69250. positions[p + 1] = points[i].y + curshft * curvect.y;
  69251. positions[p + 2] = points[i].z + curshft * curvect.z;
  69252. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69253. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69254. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69255. p += 6;
  69256. j++;
  69257. }
  69258. }
  69259. while (p < positions.length) {
  69260. positions[p] = points[i].x;
  69261. positions[p + 1] = points[i].y;
  69262. positions[p + 2] = points[i].z;
  69263. p += 3;
  69264. }
  69265. };
  69266. instance.updateMeshPositions(positionFunction, false);
  69267. return instance;
  69268. }
  69269. // dashed lines creation
  69270. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69271. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69272. vertexData.applyToMesh(dashedLines, options.updatable);
  69273. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69274. dashedLines._creationDataStorage.dashSize = dashSize;
  69275. dashedLines._creationDataStorage.gapSize = gapSize;
  69276. return dashedLines;
  69277. };
  69278. /**
  69279. * 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.
  69280. * * 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.
  69281. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69282. * * 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.
  69283. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69284. * * 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
  69285. * * 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
  69286. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69287. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69288. * * 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
  69289. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69290. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69291. * @param name defines the name of the mesh
  69292. * @param options defines the options used to create the mesh
  69293. * @param scene defines the hosting scene
  69294. * @returns the extruded shape mesh
  69295. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69296. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69297. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69298. */
  69299. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69300. if (scene === void 0) { scene = null; }
  69301. var path = options.path;
  69302. var shape = options.shape;
  69303. var scale = options.scale || 1;
  69304. var rotation = options.rotation || 0;
  69305. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69306. var updatable = options.updatable;
  69307. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69308. var instance = options.instance || null;
  69309. var invertUV = options.invertUV || false;
  69310. 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);
  69311. };
  69312. /**
  69313. * Creates an custom extruded shape mesh.
  69314. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69315. * * 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.
  69316. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69317. * * 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
  69318. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69319. * * 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
  69320. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69321. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69322. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69323. * * 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
  69324. * * 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
  69325. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69326. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69327. * * 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
  69328. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69329. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69330. * @param name defines the name of the mesh
  69331. * @param options defines the options used to create the mesh
  69332. * @param scene defines the hosting scene
  69333. * @returns the custom extruded shape mesh
  69334. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69335. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69336. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69337. */
  69338. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69339. var path = options.path;
  69340. var shape = options.shape;
  69341. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69342. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69343. var ribbonCloseArray = options.ribbonCloseArray || false;
  69344. var ribbonClosePath = options.ribbonClosePath || false;
  69345. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69346. var updatable = options.updatable;
  69347. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69348. var instance = options.instance;
  69349. var invertUV = options.invertUV || false;
  69350. 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);
  69351. };
  69352. /**
  69353. * Creates lathe mesh.
  69354. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69355. * * 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
  69356. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69357. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69358. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69359. * * 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
  69360. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69361. * * 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
  69362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69363. * * 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
  69364. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69365. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69366. * @param name defines the name of the mesh
  69367. * @param options defines the options used to create the mesh
  69368. * @param scene defines the hosting scene
  69369. * @returns the lathe mesh
  69370. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69371. */
  69372. MeshBuilder.CreateLathe = function (name, options, scene) {
  69373. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69374. var closed = (options.closed === undefined) ? true : options.closed;
  69375. var shape = options.shape;
  69376. var radius = options.radius || 1;
  69377. var tessellation = options.tessellation || 64;
  69378. var clip = options.clip || 0;
  69379. var updatable = options.updatable;
  69380. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69381. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69382. var pi2 = Math.PI * 2;
  69383. var paths = new Array();
  69384. var invertUV = options.invertUV || false;
  69385. var i = 0;
  69386. var p = 0;
  69387. var step = pi2 / tessellation * arc;
  69388. var rotated;
  69389. var path = new Array();
  69390. for (i = 0; i <= tessellation - clip; i++) {
  69391. var path = [];
  69392. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69393. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69394. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69395. }
  69396. for (p = 0; p < shape.length; p++) {
  69397. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69398. path.push(rotated);
  69399. }
  69400. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69401. 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));
  69402. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69403. }
  69404. paths.push(path);
  69405. }
  69406. // lathe ribbon
  69407. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69408. return lathe;
  69409. };
  69410. /**
  69411. * Creates a plane mesh
  69412. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69413. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69414. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69415. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69416. * * 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
  69417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69418. * @param name defines the name of the mesh
  69419. * @param options defines the options used to create the mesh
  69420. * @param scene defines the hosting scene
  69421. * @returns the plane mesh
  69422. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69423. */
  69424. MeshBuilder.CreatePlane = function (name, options, scene) {
  69425. var plane = new BABYLON.Mesh(name, scene);
  69426. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69427. plane._originalBuilderSideOrientation = options.sideOrientation;
  69428. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69429. vertexData.applyToMesh(plane, options.updatable);
  69430. if (options.sourcePlane) {
  69431. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69432. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69433. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69434. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69435. plane.rotate(vectorProduct, product);
  69436. }
  69437. }
  69438. return plane;
  69439. };
  69440. /**
  69441. * Creates a ground mesh
  69442. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69443. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69444. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69445. * @param name defines the name of the mesh
  69446. * @param options defines the options used to create the mesh
  69447. * @param scene defines the hosting scene
  69448. * @returns the ground mesh
  69449. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69450. */
  69451. MeshBuilder.CreateGround = function (name, options, scene) {
  69452. var ground = new BABYLON.GroundMesh(name, scene);
  69453. ground._setReady(false);
  69454. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69455. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69456. ground._width = options.width || 1;
  69457. ground._height = options.height || 1;
  69458. ground._maxX = ground._width / 2;
  69459. ground._maxZ = ground._height / 2;
  69460. ground._minX = -ground._maxX;
  69461. ground._minZ = -ground._maxZ;
  69462. var vertexData = BABYLON.VertexData.CreateGround(options);
  69463. vertexData.applyToMesh(ground, options.updatable);
  69464. ground._setReady(true);
  69465. return ground;
  69466. };
  69467. /**
  69468. * Creates a tiled ground mesh
  69469. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69470. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69471. * * 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
  69472. * * 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
  69473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69474. * @param name defines the name of the mesh
  69475. * @param options defines the options used to create the mesh
  69476. * @param scene defines the hosting scene
  69477. * @returns the tiled ground mesh
  69478. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69479. */
  69480. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69481. var tiledGround = new BABYLON.Mesh(name, scene);
  69482. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69483. vertexData.applyToMesh(tiledGround, options.updatable);
  69484. return tiledGround;
  69485. };
  69486. /**
  69487. * Creates a ground mesh from a height map
  69488. * * The parameter `url` sets the URL of the height map image resource.
  69489. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69490. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69491. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69492. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69493. * * 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.
  69494. * * 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).
  69495. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69496. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69497. * @param name defines the name of the mesh
  69498. * @param url defines the url to the height map
  69499. * @param options defines the options used to create the mesh
  69500. * @param scene defines the hosting scene
  69501. * @returns the ground mesh
  69502. * @see http://doc.babylonjs.com/babylon101/height_map
  69503. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69504. */
  69505. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69506. var width = options.width || 10.0;
  69507. var height = options.height || 10.0;
  69508. var subdivisions = options.subdivisions || 1 | 0;
  69509. var minHeight = options.minHeight || 0.0;
  69510. var maxHeight = options.maxHeight || 1.0;
  69511. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69512. var alphaFilter = options.alphaFilter || 0.0;
  69513. var updatable = options.updatable;
  69514. var onReady = options.onReady;
  69515. var ground = new BABYLON.GroundMesh(name, scene);
  69516. ground._subdivisionsX = subdivisions;
  69517. ground._subdivisionsY = subdivisions;
  69518. ground._width = width;
  69519. ground._height = height;
  69520. ground._maxX = ground._width / 2.0;
  69521. ground._maxZ = ground._height / 2.0;
  69522. ground._minX = -ground._maxX;
  69523. ground._minZ = -ground._maxZ;
  69524. ground._setReady(false);
  69525. var onload = function (img) {
  69526. // Getting height map data
  69527. var canvas = document.createElement("canvas");
  69528. var context = canvas.getContext("2d");
  69529. if (!context) {
  69530. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69531. }
  69532. if (scene.isDisposed) {
  69533. return;
  69534. }
  69535. var bufferWidth = img.width;
  69536. var bufferHeight = img.height;
  69537. canvas.width = bufferWidth;
  69538. canvas.height = bufferHeight;
  69539. context.drawImage(img, 0, 0);
  69540. // Create VertexData from map data
  69541. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69542. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69543. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69544. width: width, height: height,
  69545. subdivisions: subdivisions,
  69546. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69547. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69548. alphaFilter: alphaFilter
  69549. });
  69550. vertexData.applyToMesh(ground, updatable);
  69551. //execute ready callback, if set
  69552. if (onReady) {
  69553. onReady(ground);
  69554. }
  69555. ground._setReady(true);
  69556. };
  69557. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69558. return ground;
  69559. };
  69560. /**
  69561. * Creates a polygon mesh
  69562. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69563. * * 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
  69564. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69565. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69566. * * 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)
  69567. * * Remember you can only change the shape positions, not their number when updating a polygon
  69568. * @param name defines the name of the mesh
  69569. * @param options defines the options used to create the mesh
  69570. * @param scene defines the hosting scene
  69571. * @returns the polygon mesh
  69572. */
  69573. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69574. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69575. var shape = options.shape;
  69576. var holes = options.holes || [];
  69577. var depth = options.depth || 0;
  69578. var contours = [];
  69579. var hole = [];
  69580. for (var i = 0; i < shape.length; i++) {
  69581. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69582. }
  69583. var epsilon = 0.00000001;
  69584. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69585. contours.pop();
  69586. }
  69587. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69588. for (var hNb = 0; hNb < holes.length; hNb++) {
  69589. hole = [];
  69590. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69591. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69592. }
  69593. polygonTriangulation.addHole(hole);
  69594. }
  69595. var polygon = polygonTriangulation.build(options.updatable, depth);
  69596. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69597. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69598. vertexData.applyToMesh(polygon, options.updatable);
  69599. return polygon;
  69600. };
  69601. /**
  69602. * Creates an extruded polygon mesh, with depth in the Y direction.
  69603. * * 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)
  69604. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69605. * @param name defines the name of the mesh
  69606. * @param options defines the options used to create the mesh
  69607. * @param scene defines the hosting scene
  69608. * @returns the polygon mesh
  69609. */
  69610. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69611. return MeshBuilder.CreatePolygon(name, options, scene);
  69612. };
  69613. /**
  69614. * Creates a tube mesh.
  69615. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69616. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69617. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69618. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69619. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69620. * * 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)
  69621. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69622. * * 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
  69623. * * 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
  69624. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69625. * * 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
  69626. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69627. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69628. * @param name defines the name of the mesh
  69629. * @param options defines the options used to create the mesh
  69630. * @param scene defines the hosting scene
  69631. * @returns the tube mesh
  69632. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69633. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69634. */
  69635. MeshBuilder.CreateTube = function (name, options, scene) {
  69636. var path = options.path;
  69637. var instance = options.instance;
  69638. var radius = 1.0;
  69639. if (options.radius !== undefined) {
  69640. radius = options.radius;
  69641. }
  69642. else if (instance) {
  69643. radius = instance._creationDataStorage.radius;
  69644. }
  69645. var tessellation = options.tessellation || 64 | 0;
  69646. var radiusFunction = options.radiusFunction || null;
  69647. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69648. var invertUV = options.invertUV || false;
  69649. var updatable = options.updatable;
  69650. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69651. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69652. // tube geometry
  69653. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69654. var tangents = path3D.getTangents();
  69655. var normals = path3D.getNormals();
  69656. var distances = path3D.getDistances();
  69657. var pi2 = Math.PI * 2;
  69658. var step = pi2 / tessellation * arc;
  69659. var returnRadius = function () { return radius; };
  69660. var radiusFunctionFinal = radiusFunction || returnRadius;
  69661. var circlePath;
  69662. var rad;
  69663. var normal;
  69664. var rotated;
  69665. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69666. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69667. for (var i = 0; i < path.length; i++) {
  69668. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69669. circlePath = Array(); // current circle array
  69670. normal = normals[i]; // current normal
  69671. for (var t = 0; t < tessellation; t++) {
  69672. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69673. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69674. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69675. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69676. circlePath[t] = rotated;
  69677. }
  69678. circlePaths[index] = circlePath;
  69679. index++;
  69680. }
  69681. // cap
  69682. var capPath = function (nbPoints, pathIndex) {
  69683. var pointCap = Array();
  69684. for (var i = 0; i < nbPoints; i++) {
  69685. pointCap.push(path[pathIndex]);
  69686. }
  69687. return pointCap;
  69688. };
  69689. switch (cap) {
  69690. case BABYLON.Mesh.NO_CAP:
  69691. break;
  69692. case BABYLON.Mesh.CAP_START:
  69693. circlePaths[0] = capPath(tessellation, 0);
  69694. circlePaths[1] = circlePaths[2].slice(0);
  69695. break;
  69696. case BABYLON.Mesh.CAP_END:
  69697. circlePaths[index] = circlePaths[index - 1].slice(0);
  69698. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69699. break;
  69700. case BABYLON.Mesh.CAP_ALL:
  69701. circlePaths[0] = capPath(tessellation, 0);
  69702. circlePaths[1] = circlePaths[2].slice(0);
  69703. circlePaths[index] = circlePaths[index - 1].slice(0);
  69704. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69705. break;
  69706. default:
  69707. break;
  69708. }
  69709. return circlePaths;
  69710. };
  69711. var path3D;
  69712. var pathArray;
  69713. if (instance) { // tube update
  69714. var storage = instance._creationDataStorage;
  69715. var arc = options.arc || storage.arc;
  69716. path3D = storage.path3D.update(path);
  69717. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69718. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69719. // Update mode, no need to recreate the storage.
  69720. storage.path3D = path3D;
  69721. storage.pathArray = pathArray;
  69722. storage.arc = arc;
  69723. storage.radius = radius;
  69724. return instance;
  69725. }
  69726. // tube creation
  69727. path3D = new BABYLON.Path3D(path);
  69728. var newPathArray = new Array();
  69729. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69730. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  69731. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69732. tube._creationDataStorage.pathArray = pathArray;
  69733. tube._creationDataStorage.path3D = path3D;
  69734. tube._creationDataStorage.tessellation = tessellation;
  69735. tube._creationDataStorage.cap = cap;
  69736. tube._creationDataStorage.arc = options.arc;
  69737. tube._creationDataStorage.radius = radius;
  69738. return tube;
  69739. };
  69740. /**
  69741. * Creates a polyhedron mesh
  69742. * * 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
  69743. * * The parameter `size` (positive float, default 1) sets the polygon size
  69744. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  69745. * * 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`
  69746. * * 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
  69747. * * 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)`)
  69748. * * 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
  69749. * * 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
  69750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69751. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69753. * @param name defines the name of the mesh
  69754. * @param options defines the options used to create the mesh
  69755. * @param scene defines the hosting scene
  69756. * @returns the polyhedron mesh
  69757. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  69758. */
  69759. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  69760. var polyhedron = new BABYLON.Mesh(name, scene);
  69761. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69762. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  69763. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  69764. vertexData.applyToMesh(polyhedron, options.updatable);
  69765. return polyhedron;
  69766. };
  69767. /**
  69768. * Creates a decal mesh.
  69769. * 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
  69770. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  69771. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  69772. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  69773. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  69774. * @param name defines the name of the mesh
  69775. * @param sourceMesh defines the mesh where the decal must be applied
  69776. * @param options defines the options used to create the mesh
  69777. * @param scene defines the hosting scene
  69778. * @returns the decal mesh
  69779. * @see http://doc.babylonjs.com/how_to/decals
  69780. */
  69781. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  69782. var indices = sourceMesh.getIndices();
  69783. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69784. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69785. var position = options.position || BABYLON.Vector3.Zero();
  69786. var normal = options.normal || BABYLON.Vector3.Up();
  69787. var size = options.size || BABYLON.Vector3.One();
  69788. var angle = options.angle || 0;
  69789. // Getting correct rotation
  69790. if (!normal) {
  69791. var target = new BABYLON.Vector3(0, 0, 1);
  69792. var camera = sourceMesh.getScene().activeCamera;
  69793. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  69794. normal = camera.globalPosition.subtract(cameraWorldTarget);
  69795. }
  69796. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  69797. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  69798. var pitch = Math.atan2(normal.y, len);
  69799. // Matrix
  69800. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  69801. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  69802. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  69803. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  69804. var vertexData = new BABYLON.VertexData();
  69805. vertexData.indices = [];
  69806. vertexData.positions = [];
  69807. vertexData.normals = [];
  69808. vertexData.uvs = [];
  69809. var currentVertexDataIndex = 0;
  69810. var extractDecalVector3 = function (indexId) {
  69811. var result = new BABYLON.PositionNormalVertex();
  69812. if (!indices || !positions || !normals) {
  69813. return result;
  69814. }
  69815. var vertexId = indices[indexId];
  69816. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  69817. // Send vector to decal local world
  69818. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  69819. // Get normal
  69820. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  69821. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  69822. return result;
  69823. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  69824. var clip = function (vertices, axis) {
  69825. if (vertices.length === 0) {
  69826. return vertices;
  69827. }
  69828. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  69829. var clipVertices = function (v0, v1) {
  69830. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  69831. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  69832. };
  69833. var result = new Array();
  69834. for (var index = 0; index < vertices.length; index += 3) {
  69835. var v1Out;
  69836. var v2Out;
  69837. var v3Out;
  69838. var total = 0;
  69839. var nV1 = null;
  69840. var nV2 = null;
  69841. var nV3 = null;
  69842. var nV4 = null;
  69843. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  69844. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  69845. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  69846. v1Out = d1 > 0;
  69847. v2Out = d2 > 0;
  69848. v3Out = d3 > 0;
  69849. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  69850. switch (total) {
  69851. case 0:
  69852. result.push(vertices[index]);
  69853. result.push(vertices[index + 1]);
  69854. result.push(vertices[index + 2]);
  69855. break;
  69856. case 1:
  69857. if (v1Out) {
  69858. nV1 = vertices[index + 1];
  69859. nV2 = vertices[index + 2];
  69860. nV3 = clipVertices(vertices[index], nV1);
  69861. nV4 = clipVertices(vertices[index], nV2);
  69862. }
  69863. if (v2Out) {
  69864. nV1 = vertices[index];
  69865. nV2 = vertices[index + 2];
  69866. nV3 = clipVertices(vertices[index + 1], nV1);
  69867. nV4 = clipVertices(vertices[index + 1], nV2);
  69868. result.push(nV3);
  69869. result.push(nV2.clone());
  69870. result.push(nV1.clone());
  69871. result.push(nV2.clone());
  69872. result.push(nV3.clone());
  69873. result.push(nV4);
  69874. break;
  69875. }
  69876. if (v3Out) {
  69877. nV1 = vertices[index];
  69878. nV2 = vertices[index + 1];
  69879. nV3 = clipVertices(vertices[index + 2], nV1);
  69880. nV4 = clipVertices(vertices[index + 2], nV2);
  69881. }
  69882. if (nV1 && nV2 && nV3 && nV4) {
  69883. result.push(nV1.clone());
  69884. result.push(nV2.clone());
  69885. result.push(nV3);
  69886. result.push(nV4);
  69887. result.push(nV3.clone());
  69888. result.push(nV2.clone());
  69889. }
  69890. break;
  69891. case 2:
  69892. if (!v1Out) {
  69893. nV1 = vertices[index].clone();
  69894. nV2 = clipVertices(nV1, vertices[index + 1]);
  69895. nV3 = clipVertices(nV1, vertices[index + 2]);
  69896. result.push(nV1);
  69897. result.push(nV2);
  69898. result.push(nV3);
  69899. }
  69900. if (!v2Out) {
  69901. nV1 = vertices[index + 1].clone();
  69902. nV2 = clipVertices(nV1, vertices[index + 2]);
  69903. nV3 = clipVertices(nV1, vertices[index]);
  69904. result.push(nV1);
  69905. result.push(nV2);
  69906. result.push(nV3);
  69907. }
  69908. if (!v3Out) {
  69909. nV1 = vertices[index + 2].clone();
  69910. nV2 = clipVertices(nV1, vertices[index]);
  69911. nV3 = clipVertices(nV1, vertices[index + 1]);
  69912. result.push(nV1);
  69913. result.push(nV2);
  69914. result.push(nV3);
  69915. }
  69916. break;
  69917. case 3:
  69918. break;
  69919. }
  69920. }
  69921. return result;
  69922. };
  69923. for (var index = 0; index < indices.length; index += 3) {
  69924. var faceVertices = new Array();
  69925. faceVertices.push(extractDecalVector3(index));
  69926. faceVertices.push(extractDecalVector3(index + 1));
  69927. faceVertices.push(extractDecalVector3(index + 2));
  69928. // Clip
  69929. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  69930. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  69931. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  69932. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  69933. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  69934. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  69935. if (faceVertices.length === 0) {
  69936. continue;
  69937. }
  69938. // Add UVs and get back to world
  69939. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  69940. var vertex = faceVertices[vIndex];
  69941. //TODO check for Int32Array | Uint32Array | Uint16Array
  69942. vertexData.indices.push(currentVertexDataIndex);
  69943. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  69944. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  69945. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  69946. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  69947. currentVertexDataIndex++;
  69948. }
  69949. }
  69950. // Return mesh
  69951. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  69952. vertexData.applyToMesh(decal);
  69953. decal.position = position.clone();
  69954. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  69955. return decal;
  69956. };
  69957. // Privates
  69958. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  69959. // extrusion geometry
  69960. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  69961. var tangents = path3D.getTangents();
  69962. var normals = path3D.getNormals();
  69963. var binormals = path3D.getBinormals();
  69964. var distances = path3D.getDistances();
  69965. var angle = 0;
  69966. var returnScale = function () { return scale !== null ? scale : 1; };
  69967. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  69968. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  69969. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  69970. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69971. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69972. for (var i = 0; i < curve.length; i++) {
  69973. var shapePath = new Array();
  69974. var angleStep = rotate(i, distances[i]);
  69975. var scaleRatio = scl(i, distances[i]);
  69976. for (var p = 0; p < shape.length; p++) {
  69977. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  69978. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  69979. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  69980. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  69981. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  69982. shapePath[p] = rotated;
  69983. }
  69984. shapePaths[index] = shapePath;
  69985. angle += angleStep;
  69986. index++;
  69987. }
  69988. // cap
  69989. var capPath = function (shapePath) {
  69990. var pointCap = Array();
  69991. var barycenter = BABYLON.Vector3.Zero();
  69992. var i;
  69993. for (i = 0; i < shapePath.length; i++) {
  69994. barycenter.addInPlace(shapePath[i]);
  69995. }
  69996. barycenter.scaleInPlace(1.0 / shapePath.length);
  69997. for (i = 0; i < shapePath.length; i++) {
  69998. pointCap.push(barycenter);
  69999. }
  70000. return pointCap;
  70001. };
  70002. switch (cap) {
  70003. case BABYLON.Mesh.NO_CAP:
  70004. break;
  70005. case BABYLON.Mesh.CAP_START:
  70006. shapePaths[0] = capPath(shapePaths[2]);
  70007. shapePaths[1] = shapePaths[2];
  70008. break;
  70009. case BABYLON.Mesh.CAP_END:
  70010. shapePaths[index] = shapePaths[index - 1];
  70011. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70012. break;
  70013. case BABYLON.Mesh.CAP_ALL:
  70014. shapePaths[0] = capPath(shapePaths[2]);
  70015. shapePaths[1] = shapePaths[2];
  70016. shapePaths[index] = shapePaths[index - 1];
  70017. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70018. break;
  70019. default:
  70020. break;
  70021. }
  70022. return shapePaths;
  70023. };
  70024. var path3D;
  70025. var pathArray;
  70026. if (instance) { // instance update
  70027. var storage = instance._creationDataStorage;
  70028. path3D = storage.path3D.update(curve);
  70029. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70030. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70031. return instance;
  70032. }
  70033. // extruded shape creation
  70034. path3D = new BABYLON.Path3D(curve);
  70035. var newShapePaths = new Array();
  70036. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70037. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70038. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70039. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70040. extrudedGeneric._creationDataStorage.path3D = path3D;
  70041. extrudedGeneric._creationDataStorage.cap = cap;
  70042. return extrudedGeneric;
  70043. };
  70044. return MeshBuilder;
  70045. }());
  70046. BABYLON.MeshBuilder = MeshBuilder;
  70047. })(BABYLON || (BABYLON = {}));
  70048. //# sourceMappingURL=babylon.meshBuilder.js.map
  70049. var BABYLON;
  70050. (function (BABYLON) {
  70051. /**
  70052. * Draco compression (https://google.github.io/draco/)
  70053. *
  70054. * This class wraps the Draco module.
  70055. *
  70056. * **Encoder**
  70057. *
  70058. * The encoder is not currently implemented.
  70059. *
  70060. * **Decoder**
  70061. *
  70062. * 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.
  70063. *
  70064. * To update the configuration, use the following code:
  70065. * ```javascript
  70066. * BABYLON.DracoCompression.Configuration = {
  70067. * decoder: {
  70068. * wasmUrl: "<url to the WebAssembly library>",
  70069. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70070. * fallbackUrl: "<url to the fallback JavaScript library>",
  70071. * }
  70072. * };
  70073. * ```
  70074. *
  70075. * 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.
  70076. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70077. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70078. *
  70079. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70080. * ```javascript
  70081. * var dracoCompression = new BABYLON.DracoCompression();
  70082. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70083. * [BABYLON.VertexBuffer.PositionKind]: 0
  70084. * });
  70085. * ```
  70086. *
  70087. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70088. */
  70089. var DracoCompression = /** @class */ (function () {
  70090. /**
  70091. * Constructor
  70092. */
  70093. function DracoCompression() {
  70094. }
  70095. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70096. /**
  70097. * Returns true if the decoder is available.
  70098. */
  70099. get: function () {
  70100. if (typeof DracoDecoderModule !== "undefined") {
  70101. return true;
  70102. }
  70103. var decoder = DracoCompression.Configuration.decoder;
  70104. if (decoder) {
  70105. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70106. return true;
  70107. }
  70108. if (decoder.fallbackUrl) {
  70109. return true;
  70110. }
  70111. }
  70112. return false;
  70113. },
  70114. enumerable: true,
  70115. configurable: true
  70116. });
  70117. /**
  70118. * Stop all async operations and release resources.
  70119. */
  70120. DracoCompression.prototype.dispose = function () {
  70121. };
  70122. /**
  70123. * Decode Draco compressed mesh data to vertex data.
  70124. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70125. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70126. * @returns A promise that resolves with the decoded vertex data
  70127. */
  70128. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70129. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70130. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70131. var module = wrappedModule.module;
  70132. var vertexData = new BABYLON.VertexData();
  70133. var buffer = new module.DecoderBuffer();
  70134. buffer.Init(dataView, dataView.byteLength);
  70135. var decoder = new module.Decoder();
  70136. var geometry;
  70137. var status;
  70138. try {
  70139. var type = decoder.GetEncodedGeometryType(buffer);
  70140. switch (type) {
  70141. case module.TRIANGULAR_MESH:
  70142. geometry = new module.Mesh();
  70143. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70144. break;
  70145. case module.POINT_CLOUD:
  70146. geometry = new module.PointCloud();
  70147. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70148. break;
  70149. default:
  70150. throw new Error("Invalid geometry type " + type);
  70151. }
  70152. if (!status.ok() || !geometry.ptr) {
  70153. throw new Error(status.error_msg());
  70154. }
  70155. var numPoints = geometry.num_points();
  70156. if (type === module.TRIANGULAR_MESH) {
  70157. var numFaces = geometry.num_faces();
  70158. var faceIndices = new module.DracoInt32Array();
  70159. try {
  70160. var indices = new Uint32Array(numFaces * 3);
  70161. for (var i = 0; i < numFaces; i++) {
  70162. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70163. var offset = i * 3;
  70164. indices[offset + 0] = faceIndices.GetValue(0);
  70165. indices[offset + 1] = faceIndices.GetValue(1);
  70166. indices[offset + 2] = faceIndices.GetValue(2);
  70167. }
  70168. vertexData.indices = indices;
  70169. }
  70170. finally {
  70171. module.destroy(faceIndices);
  70172. }
  70173. }
  70174. for (var kind in attributes) {
  70175. var uniqueId = attributes[kind];
  70176. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70177. var dracoData = new module.DracoFloat32Array();
  70178. try {
  70179. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70180. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70181. for (var i = 0; i < babylonData.length; i++) {
  70182. babylonData[i] = dracoData.GetValue(i);
  70183. }
  70184. vertexData.set(babylonData, kind);
  70185. }
  70186. finally {
  70187. module.destroy(dracoData);
  70188. }
  70189. }
  70190. }
  70191. finally {
  70192. if (geometry) {
  70193. module.destroy(geometry);
  70194. }
  70195. module.destroy(decoder);
  70196. module.destroy(buffer);
  70197. }
  70198. return vertexData;
  70199. });
  70200. };
  70201. DracoCompression._GetDecoderModule = function () {
  70202. if (!DracoCompression._DecoderModulePromise) {
  70203. var promise = null;
  70204. var config_1 = {};
  70205. if (typeof DracoDecoderModule !== "undefined") {
  70206. promise = Promise.resolve();
  70207. }
  70208. else {
  70209. var decoder = DracoCompression.Configuration.decoder;
  70210. if (decoder) {
  70211. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70212. promise = Promise.all([
  70213. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70214. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70215. config_1.wasmBinary = data;
  70216. })
  70217. ]);
  70218. }
  70219. else if (decoder.fallbackUrl) {
  70220. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70221. }
  70222. }
  70223. }
  70224. if (!promise) {
  70225. throw new Error("Draco decoder module is not available");
  70226. }
  70227. DracoCompression._DecoderModulePromise = promise.then(function () {
  70228. return new Promise(function (resolve) {
  70229. config_1.onModuleLoaded = function (decoderModule) {
  70230. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70231. resolve({ module: decoderModule });
  70232. };
  70233. DracoDecoderModule(config_1);
  70234. });
  70235. });
  70236. }
  70237. return DracoCompression._DecoderModulePromise;
  70238. };
  70239. DracoCompression._LoadScriptAsync = function (url) {
  70240. return new Promise(function (resolve, reject) {
  70241. BABYLON.Tools.LoadScript(url, function () {
  70242. resolve();
  70243. }, function (message) {
  70244. reject(new Error(message));
  70245. });
  70246. });
  70247. };
  70248. DracoCompression._LoadFileAsync = function (url) {
  70249. return new Promise(function (resolve, reject) {
  70250. BABYLON.Tools.LoadFile(url, function (data) {
  70251. resolve(data);
  70252. }, undefined, undefined, true, function (request, exception) {
  70253. reject(exception);
  70254. });
  70255. });
  70256. };
  70257. /**
  70258. * The configuration. Defaults to the following urls:
  70259. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70260. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70261. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70262. */
  70263. DracoCompression.Configuration = {
  70264. decoder: {
  70265. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70266. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70267. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70268. }
  70269. };
  70270. return DracoCompression;
  70271. }());
  70272. BABYLON.DracoCompression = DracoCompression;
  70273. })(BABYLON || (BABYLON = {}));
  70274. //# sourceMappingURL=babylon.dracoCompression.js.map
  70275. var BABYLON;
  70276. (function (BABYLON) {
  70277. // Sets the default audio engine to Babylon.js
  70278. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70279. /**
  70280. * This represents the default audio engine used in babylon.
  70281. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70282. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70283. */
  70284. var AudioEngine = /** @class */ (function () {
  70285. /**
  70286. * Instantiates a new audio engine.
  70287. *
  70288. * There should be only one per page as some browsers restrict the number
  70289. * of audio contexts you can create.
  70290. * @param hostElement defines the host element where to display the mute icon if necessary
  70291. */
  70292. function AudioEngine(hostElement) {
  70293. if (hostElement === void 0) { hostElement = null; }
  70294. var _this = this;
  70295. this._audioContext = null;
  70296. this._audioContextInitialized = false;
  70297. this._muteButton = null;
  70298. /**
  70299. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70300. */
  70301. this.canUseWebAudio = false;
  70302. /**
  70303. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70304. * @ignoreNaming
  70305. */
  70306. this.WarnedWebAudioUnsupported = false;
  70307. /**
  70308. * Gets whether or not mp3 are supported by your browser.
  70309. */
  70310. this.isMP3supported = false;
  70311. /**
  70312. * Gets whether or not ogg are supported by your browser.
  70313. */
  70314. this.isOGGsupported = false;
  70315. /**
  70316. * Gets whether audio has been unlocked on the device.
  70317. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70318. * a user interaction has happened.
  70319. */
  70320. this.unlocked = true;
  70321. /**
  70322. * Defines if the audio engine relies on a custom unlocked button.
  70323. * In this case, the embedded button will not be displayed.
  70324. */
  70325. this.useCustomUnlockedButton = false;
  70326. /**
  70327. * Event raised when audio has been unlocked on the browser.
  70328. */
  70329. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70330. /**
  70331. * Event raised when audio has been locked on the browser.
  70332. */
  70333. this.onAudioLockedObservable = new BABYLON.Observable();
  70334. this._tryToRun = false;
  70335. this._onResize = function () {
  70336. _this._moveButtonToTopLeft();
  70337. };
  70338. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70339. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70340. this.canUseWebAudio = true;
  70341. }
  70342. var audioElem = document.createElement('audio');
  70343. this._hostElement = hostElement;
  70344. try {
  70345. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70346. this.isMP3supported = true;
  70347. }
  70348. }
  70349. catch (e) {
  70350. // protect error during capability check.
  70351. }
  70352. try {
  70353. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70354. this.isOGGsupported = true;
  70355. }
  70356. }
  70357. catch (e) {
  70358. // protect error during capability check.
  70359. }
  70360. }
  70361. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70362. /**
  70363. * Gets the current AudioContext if available.
  70364. */
  70365. get: function () {
  70366. if (!this._audioContextInitialized) {
  70367. this._initializeAudioContext();
  70368. }
  70369. else {
  70370. if (!this.unlocked && !this._muteButton) {
  70371. this._displayMuteButton();
  70372. }
  70373. }
  70374. return this._audioContext;
  70375. },
  70376. enumerable: true,
  70377. configurable: true
  70378. });
  70379. /**
  70380. * Flags the audio engine in Locked state.
  70381. * This happens due to new browser policies preventing audio to autoplay.
  70382. */
  70383. AudioEngine.prototype.lock = function () {
  70384. this._triggerSuspendedState();
  70385. };
  70386. /**
  70387. * Unlocks the audio engine once a user action has been done on the dom.
  70388. * This is helpful to resume play once browser policies have been satisfied.
  70389. */
  70390. AudioEngine.prototype.unlock = function () {
  70391. this._triggerRunningState();
  70392. };
  70393. AudioEngine.prototype._resumeAudioContext = function () {
  70394. var result;
  70395. if (this._audioContext.resume) {
  70396. result = this._audioContext.resume();
  70397. }
  70398. return result || Promise.resolve();
  70399. };
  70400. AudioEngine.prototype._initializeAudioContext = function () {
  70401. try {
  70402. if (this.canUseWebAudio) {
  70403. this._audioContext = new AudioContext();
  70404. // create a global volume gain node
  70405. this.masterGain = this._audioContext.createGain();
  70406. this.masterGain.gain.value = 1;
  70407. this.masterGain.connect(this._audioContext.destination);
  70408. this._audioContextInitialized = true;
  70409. if (this._audioContext.state === "running") {
  70410. // Do not wait for the promise to unlock.
  70411. this._triggerRunningState();
  70412. }
  70413. }
  70414. }
  70415. catch (e) {
  70416. this.canUseWebAudio = false;
  70417. BABYLON.Tools.Error("Web Audio: " + e.message);
  70418. }
  70419. };
  70420. AudioEngine.prototype._triggerRunningState = function () {
  70421. var _this = this;
  70422. if (this._tryToRun) {
  70423. return;
  70424. }
  70425. this._tryToRun = true;
  70426. this._resumeAudioContext()
  70427. .then(function () {
  70428. _this._tryToRun = false;
  70429. if (_this._muteButton) {
  70430. _this._hideMuteButton();
  70431. }
  70432. }).catch(function () {
  70433. _this._tryToRun = false;
  70434. _this.unlocked = false;
  70435. });
  70436. // Notify users that the audio stack is unlocked/unmuted
  70437. this.unlocked = true;
  70438. this.onAudioUnlockedObservable.notifyObservers(this);
  70439. };
  70440. AudioEngine.prototype._triggerSuspendedState = function () {
  70441. this.unlocked = false;
  70442. this.onAudioLockedObservable.notifyObservers(this);
  70443. this._displayMuteButton();
  70444. };
  70445. AudioEngine.prototype._displayMuteButton = function () {
  70446. var _this = this;
  70447. if (this.useCustomUnlockedButton) {
  70448. return;
  70449. }
  70450. this._muteButton = document.createElement("BUTTON");
  70451. this._muteButton.className = "babylonUnmuteIcon";
  70452. this._muteButton.id = "babylonUnmuteIconBtn";
  70453. this._muteButton.title = "Unmute";
  70454. 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) }";
  70455. var style = document.createElement('style');
  70456. style.appendChild(document.createTextNode(css));
  70457. document.getElementsByTagName('head')[0].appendChild(style);
  70458. document.body.appendChild(this._muteButton);
  70459. this._moveButtonToTopLeft();
  70460. this._muteButton.addEventListener('touchend', function () {
  70461. _this._triggerRunningState();
  70462. }, true);
  70463. this._muteButton.addEventListener('click', function () {
  70464. _this._triggerRunningState();
  70465. }, true);
  70466. window.addEventListener("resize", this._onResize);
  70467. };
  70468. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70469. if (this._hostElement && this._muteButton) {
  70470. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70471. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70472. }
  70473. };
  70474. AudioEngine.prototype._hideMuteButton = function () {
  70475. if (this._muteButton) {
  70476. document.body.removeChild(this._muteButton);
  70477. this._muteButton = null;
  70478. }
  70479. };
  70480. /**
  70481. * Destroy and release the resources associated with the audio ccontext.
  70482. */
  70483. AudioEngine.prototype.dispose = function () {
  70484. if (this.canUseWebAudio && this._audioContextInitialized) {
  70485. if (this._connectedAnalyser && this._audioContext) {
  70486. this._connectedAnalyser.stopDebugCanvas();
  70487. this._connectedAnalyser.dispose();
  70488. this.masterGain.disconnect();
  70489. this.masterGain.connect(this._audioContext.destination);
  70490. this._connectedAnalyser = null;
  70491. }
  70492. this.masterGain.gain.value = 1;
  70493. }
  70494. this.WarnedWebAudioUnsupported = false;
  70495. this._hideMuteButton();
  70496. window.removeEventListener("resize", this._onResize);
  70497. this.onAudioUnlockedObservable.clear();
  70498. this.onAudioLockedObservable.clear();
  70499. };
  70500. /**
  70501. * Gets the global volume sets on the master gain.
  70502. * @returns the global volume if set or -1 otherwise
  70503. */
  70504. AudioEngine.prototype.getGlobalVolume = function () {
  70505. if (this.canUseWebAudio && this._audioContextInitialized) {
  70506. return this.masterGain.gain.value;
  70507. }
  70508. else {
  70509. return -1;
  70510. }
  70511. };
  70512. /**
  70513. * Sets the global volume of your experience (sets on the master gain).
  70514. * @param newVolume Defines the new global volume of the application
  70515. */
  70516. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70517. if (this.canUseWebAudio && this._audioContextInitialized) {
  70518. this.masterGain.gain.value = newVolume;
  70519. }
  70520. };
  70521. /**
  70522. * Connect the audio engine to an audio analyser allowing some amazing
  70523. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70524. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70525. * @param analyser The analyser to connect to the engine
  70526. */
  70527. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70528. if (this._connectedAnalyser) {
  70529. this._connectedAnalyser.stopDebugCanvas();
  70530. }
  70531. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70532. this._connectedAnalyser = analyser;
  70533. this.masterGain.disconnect();
  70534. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70535. }
  70536. };
  70537. return AudioEngine;
  70538. }());
  70539. BABYLON.AudioEngine = AudioEngine;
  70540. })(BABYLON || (BABYLON = {}));
  70541. //# sourceMappingURL=babylon.audioEngine.js.map
  70542. var BABYLON;
  70543. (function (BABYLON) {
  70544. /**
  70545. * Defines a sound that can be played in the application.
  70546. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70548. */
  70549. var Sound = /** @class */ (function () {
  70550. /**
  70551. * Create a sound and attach it to a scene
  70552. * @param name Name of your sound
  70553. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70554. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70555. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70556. */
  70557. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70558. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70559. var _this = this;
  70560. /**
  70561. * Does the sound autoplay once loaded.
  70562. */
  70563. this.autoplay = false;
  70564. /**
  70565. * Does the sound loop after it finishes playing once.
  70566. */
  70567. this.loop = false;
  70568. /**
  70569. * Does the sound use a custom attenuation curve to simulate the falloff
  70570. * happening when the source gets further away from the camera.
  70571. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70572. */
  70573. this.useCustomAttenuation = false;
  70574. /**
  70575. * Is this sound currently played.
  70576. */
  70577. this.isPlaying = false;
  70578. /**
  70579. * Is this sound currently paused.
  70580. */
  70581. this.isPaused = false;
  70582. /**
  70583. * Does this sound enables spatial sound.
  70584. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70585. */
  70586. this.spatialSound = false;
  70587. /**
  70588. * Define the reference distance the sound should be heard perfectly.
  70589. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70590. */
  70591. this.refDistance = 1;
  70592. /**
  70593. * Define the roll off factor of spatial sounds.
  70594. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70595. */
  70596. this.rolloffFactor = 1;
  70597. /**
  70598. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70600. */
  70601. this.maxDistance = 100;
  70602. /**
  70603. * Define the distance attenuation model the sound will follow.
  70604. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70605. */
  70606. this.distanceModel = "linear";
  70607. /**
  70608. * Observable event when the current playing sound finishes.
  70609. */
  70610. this.onEndedObservable = new BABYLON.Observable();
  70611. this._panningModel = "equalpower";
  70612. this._playbackRate = 1;
  70613. this._streaming = false;
  70614. this._startTime = 0;
  70615. this._startOffset = 0;
  70616. this._position = BABYLON.Vector3.Zero();
  70617. /** @hidden */
  70618. this._positionInEmitterSpace = false;
  70619. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70620. this._volume = 1;
  70621. this._isReadyToPlay = false;
  70622. this._isDirectional = false;
  70623. // Used if you'd like to create a directional sound.
  70624. // If not set, the sound will be omnidirectional
  70625. this._coneInnerAngle = 360;
  70626. this._coneOuterAngle = 360;
  70627. this._coneOuterGain = 0;
  70628. this._isOutputConnected = false;
  70629. this._urlType = "Unknown";
  70630. this.name = name;
  70631. this._scene = scene;
  70632. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70633. if (!compo) {
  70634. compo = new BABYLON.AudioSceneComponent(scene);
  70635. scene._addComponent(compo);
  70636. }
  70637. this._readyToPlayCallback = readyToPlayCallback;
  70638. // Default custom attenuation function is a linear attenuation
  70639. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70640. if (currentDistance < maxDistance) {
  70641. return currentVolume * (1 - currentDistance / maxDistance);
  70642. }
  70643. else {
  70644. return 0;
  70645. }
  70646. };
  70647. if (options) {
  70648. this.autoplay = options.autoplay || false;
  70649. this.loop = options.loop || false;
  70650. // if volume === 0, we need another way to check this option
  70651. if (options.volume !== undefined) {
  70652. this._volume = options.volume;
  70653. }
  70654. this.spatialSound = options.spatialSound || false;
  70655. this.maxDistance = options.maxDistance || 100;
  70656. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70657. this.rolloffFactor = options.rolloffFactor || 1;
  70658. this.refDistance = options.refDistance || 1;
  70659. this.distanceModel = options.distanceModel || "linear";
  70660. this._playbackRate = options.playbackRate || 1;
  70661. this._streaming = options.streaming || false;
  70662. }
  70663. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70664. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70665. this._soundGain.gain.value = this._volume;
  70666. this._inputAudioNode = this._soundGain;
  70667. this._outputAudioNode = this._soundGain;
  70668. if (this.spatialSound) {
  70669. this._createSpatialParameters();
  70670. }
  70671. this._scene.mainSoundTrack.AddSound(this);
  70672. var validParameter = true;
  70673. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70674. if (urlOrArrayBuffer) {
  70675. try {
  70676. if (typeof (urlOrArrayBuffer) === "string") {
  70677. this._urlType = "String";
  70678. }
  70679. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70680. this._urlType = "ArrayBuffer";
  70681. }
  70682. else if (urlOrArrayBuffer instanceof MediaStream) {
  70683. this._urlType = "MediaStream";
  70684. }
  70685. else if (Array.isArray(urlOrArrayBuffer)) {
  70686. this._urlType = "Array";
  70687. }
  70688. var urls = [];
  70689. var codecSupportedFound = false;
  70690. switch (this._urlType) {
  70691. case "MediaStream":
  70692. this._streaming = true;
  70693. this._isReadyToPlay = true;
  70694. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70695. if (this.autoplay) {
  70696. this.play();
  70697. }
  70698. if (this._readyToPlayCallback) {
  70699. this._readyToPlayCallback();
  70700. }
  70701. break;
  70702. case "ArrayBuffer":
  70703. if (urlOrArrayBuffer.byteLength > 0) {
  70704. codecSupportedFound = true;
  70705. this._soundLoaded(urlOrArrayBuffer);
  70706. }
  70707. break;
  70708. case "String":
  70709. urls.push(urlOrArrayBuffer);
  70710. case "Array":
  70711. if (urls.length === 0) {
  70712. urls = urlOrArrayBuffer;
  70713. }
  70714. // If we found a supported format, we load it immediately and stop the loop
  70715. for (var i = 0; i < urls.length; i++) {
  70716. var url = urls[i];
  70717. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70718. codecSupportedFound = true;
  70719. }
  70720. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  70721. codecSupportedFound = true;
  70722. }
  70723. if (url.indexOf(".wav", url.length - 4) !== -1) {
  70724. codecSupportedFound = true;
  70725. }
  70726. if (url.indexOf("blob:") !== -1) {
  70727. codecSupportedFound = true;
  70728. }
  70729. if (codecSupportedFound) {
  70730. // Loading sound using XHR2
  70731. if (!this._streaming) {
  70732. this._scene._loadFile(url, function (data) {
  70733. _this._soundLoaded(data);
  70734. }, undefined, true, true, function (exception) {
  70735. if (exception) {
  70736. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  70737. }
  70738. BABYLON.Tools.Error("Sound creation aborted.");
  70739. _this._scene.mainSoundTrack.RemoveSound(_this);
  70740. });
  70741. }
  70742. // Streaming sound using HTML5 Audio tag
  70743. else {
  70744. this._htmlAudioElement = new Audio(url);
  70745. this._htmlAudioElement.controls = false;
  70746. this._htmlAudioElement.loop = this.loop;
  70747. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  70748. this._htmlAudioElement.preload = "auto";
  70749. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  70750. _this._isReadyToPlay = true;
  70751. if (_this.autoplay) {
  70752. _this.play();
  70753. }
  70754. if (_this._readyToPlayCallback) {
  70755. _this._readyToPlayCallback();
  70756. }
  70757. });
  70758. document.body.appendChild(this._htmlAudioElement);
  70759. this._htmlAudioElement.load();
  70760. }
  70761. break;
  70762. }
  70763. }
  70764. break;
  70765. default:
  70766. validParameter = false;
  70767. break;
  70768. }
  70769. if (!validParameter) {
  70770. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  70771. }
  70772. else {
  70773. if (!codecSupportedFound) {
  70774. this._isReadyToPlay = true;
  70775. // Simulating a ready to play event to avoid breaking code path
  70776. if (this._readyToPlayCallback) {
  70777. window.setTimeout(function () {
  70778. if (_this._readyToPlayCallback) {
  70779. _this._readyToPlayCallback();
  70780. }
  70781. }, 1000);
  70782. }
  70783. }
  70784. }
  70785. }
  70786. catch (ex) {
  70787. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  70788. this._scene.mainSoundTrack.RemoveSound(this);
  70789. }
  70790. }
  70791. }
  70792. else {
  70793. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  70794. this._scene.mainSoundTrack.AddSound(this);
  70795. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  70796. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  70797. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  70798. }
  70799. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  70800. if (this._readyToPlayCallback) {
  70801. window.setTimeout(function () {
  70802. if (_this._readyToPlayCallback) {
  70803. _this._readyToPlayCallback();
  70804. }
  70805. }, 1000);
  70806. }
  70807. }
  70808. }
  70809. /**
  70810. * Release the sound and its associated resources
  70811. */
  70812. Sound.prototype.dispose = function () {
  70813. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70814. if (this.isPlaying) {
  70815. this.stop();
  70816. }
  70817. this._isReadyToPlay = false;
  70818. if (this.soundTrackId === -1) {
  70819. this._scene.mainSoundTrack.RemoveSound(this);
  70820. }
  70821. else if (this._scene.soundTracks) {
  70822. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  70823. }
  70824. if (this._soundGain) {
  70825. this._soundGain.disconnect();
  70826. this._soundGain = null;
  70827. }
  70828. if (this._soundPanner) {
  70829. this._soundPanner.disconnect();
  70830. this._soundPanner = null;
  70831. }
  70832. if (this._soundSource) {
  70833. this._soundSource.disconnect();
  70834. this._soundSource = null;
  70835. }
  70836. this._audioBuffer = null;
  70837. if (this._htmlAudioElement) {
  70838. this._htmlAudioElement.pause();
  70839. this._htmlAudioElement.src = "";
  70840. document.body.removeChild(this._htmlAudioElement);
  70841. }
  70842. if (this._streamingSource) {
  70843. this._streamingSource.disconnect();
  70844. }
  70845. if (this._connectedMesh && this._registerFunc) {
  70846. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  70847. this._connectedMesh = null;
  70848. }
  70849. }
  70850. };
  70851. /**
  70852. * Gets if the sounds is ready to be played or not.
  70853. * @returns true if ready, otherwise false
  70854. */
  70855. Sound.prototype.isReady = function () {
  70856. return this._isReadyToPlay;
  70857. };
  70858. Sound.prototype._soundLoaded = function (audioData) {
  70859. var _this = this;
  70860. if (!BABYLON.Engine.audioEngine.audioContext) {
  70861. return;
  70862. }
  70863. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  70864. _this._audioBuffer = buffer;
  70865. _this._isReadyToPlay = true;
  70866. if (_this.autoplay) {
  70867. _this.play();
  70868. }
  70869. if (_this._readyToPlayCallback) {
  70870. _this._readyToPlayCallback();
  70871. }
  70872. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  70873. };
  70874. /**
  70875. * Sets the data of the sound from an audiobuffer
  70876. * @param audioBuffer The audioBuffer containing the data
  70877. */
  70878. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  70879. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70880. this._audioBuffer = audioBuffer;
  70881. this._isReadyToPlay = true;
  70882. }
  70883. };
  70884. /**
  70885. * Updates the current sounds options such as maxdistance, loop...
  70886. * @param options A JSON object containing values named as the object properties
  70887. */
  70888. Sound.prototype.updateOptions = function (options) {
  70889. if (options) {
  70890. this.loop = options.loop || this.loop;
  70891. this.maxDistance = options.maxDistance || this.maxDistance;
  70892. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  70893. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  70894. this.refDistance = options.refDistance || this.refDistance;
  70895. this.distanceModel = options.distanceModel || this.distanceModel;
  70896. this._playbackRate = options.playbackRate || this._playbackRate;
  70897. this._updateSpatialParameters();
  70898. if (this.isPlaying) {
  70899. if (this._streaming && this._htmlAudioElement) {
  70900. this._htmlAudioElement.playbackRate = this._playbackRate;
  70901. }
  70902. else {
  70903. if (this._soundSource) {
  70904. this._soundSource.playbackRate.value = this._playbackRate;
  70905. }
  70906. }
  70907. }
  70908. }
  70909. };
  70910. Sound.prototype._createSpatialParameters = function () {
  70911. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70912. if (this._scene.headphone) {
  70913. this._panningModel = "HRTF";
  70914. }
  70915. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  70916. this._updateSpatialParameters();
  70917. this._soundPanner.connect(this._outputAudioNode);
  70918. this._inputAudioNode = this._soundPanner;
  70919. }
  70920. };
  70921. Sound.prototype._updateSpatialParameters = function () {
  70922. if (this.spatialSound && this._soundPanner) {
  70923. if (this.useCustomAttenuation) {
  70924. // Tricks to disable in a way embedded Web Audio attenuation
  70925. this._soundPanner.distanceModel = "linear";
  70926. this._soundPanner.maxDistance = Number.MAX_VALUE;
  70927. this._soundPanner.refDistance = 1;
  70928. this._soundPanner.rolloffFactor = 1;
  70929. this._soundPanner.panningModel = this._panningModel;
  70930. }
  70931. else {
  70932. this._soundPanner.distanceModel = this.distanceModel;
  70933. this._soundPanner.maxDistance = this.maxDistance;
  70934. this._soundPanner.refDistance = this.refDistance;
  70935. this._soundPanner.rolloffFactor = this.rolloffFactor;
  70936. this._soundPanner.panningModel = this._panningModel;
  70937. }
  70938. }
  70939. };
  70940. /**
  70941. * Switch the panning model to HRTF:
  70942. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  70943. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70944. */
  70945. Sound.prototype.switchPanningModelToHRTF = function () {
  70946. this._panningModel = "HRTF";
  70947. this._switchPanningModel();
  70948. };
  70949. /**
  70950. * Switch the panning model to Equal Power:
  70951. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  70952. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70953. */
  70954. Sound.prototype.switchPanningModelToEqualPower = function () {
  70955. this._panningModel = "equalpower";
  70956. this._switchPanningModel();
  70957. };
  70958. Sound.prototype._switchPanningModel = function () {
  70959. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  70960. this._soundPanner.panningModel = this._panningModel;
  70961. }
  70962. };
  70963. /**
  70964. * Connect this sound to a sound track audio node like gain...
  70965. * @param soundTrackAudioNode the sound track audio node to connect to
  70966. */
  70967. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  70968. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70969. if (this._isOutputConnected) {
  70970. this._outputAudioNode.disconnect();
  70971. }
  70972. this._outputAudioNode.connect(soundTrackAudioNode);
  70973. this._isOutputConnected = true;
  70974. }
  70975. };
  70976. /**
  70977. * Transform this sound into a directional source
  70978. * @param coneInnerAngle Size of the inner cone in degree
  70979. * @param coneOuterAngle Size of the outer cone in degree
  70980. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  70981. */
  70982. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  70983. if (coneOuterAngle < coneInnerAngle) {
  70984. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  70985. return;
  70986. }
  70987. this._coneInnerAngle = coneInnerAngle;
  70988. this._coneOuterAngle = coneOuterAngle;
  70989. this._coneOuterGain = coneOuterGain;
  70990. this._isDirectional = true;
  70991. if (this.isPlaying && this.loop) {
  70992. this.stop();
  70993. this.play();
  70994. }
  70995. };
  70996. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  70997. /**
  70998. * Gets or sets the inner angle for the directional cone.
  70999. */
  71000. get: function () {
  71001. return this._coneInnerAngle;
  71002. },
  71003. /**
  71004. * Gets or sets the inner angle for the directional cone.
  71005. */
  71006. set: function (value) {
  71007. if (value != this._coneInnerAngle) {
  71008. if (this._coneOuterAngle < value) {
  71009. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71010. return;
  71011. }
  71012. this._coneInnerAngle = value;
  71013. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71014. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71015. }
  71016. }
  71017. },
  71018. enumerable: true,
  71019. configurable: true
  71020. });
  71021. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71022. /**
  71023. * Gets or sets the outer angle for the directional cone.
  71024. */
  71025. get: function () {
  71026. return this._coneOuterAngle;
  71027. },
  71028. /**
  71029. * Gets or sets the outer angle for the directional cone.
  71030. */
  71031. set: function (value) {
  71032. if (value != this._coneOuterAngle) {
  71033. if (value < this._coneInnerAngle) {
  71034. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71035. return;
  71036. }
  71037. this._coneOuterAngle = value;
  71038. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71039. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71040. }
  71041. }
  71042. },
  71043. enumerable: true,
  71044. configurable: true
  71045. });
  71046. /**
  71047. * Sets the position of the emitter if spatial sound is enabled
  71048. * @param newPosition Defines the new posisiton
  71049. */
  71050. Sound.prototype.setPosition = function (newPosition) {
  71051. this._position = newPosition;
  71052. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71053. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71054. }
  71055. };
  71056. /**
  71057. * Sets the local direction of the emitter if spatial sound is enabled
  71058. * @param newLocalDirection Defines the new local direction
  71059. */
  71060. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71061. this._localDirection = newLocalDirection;
  71062. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  71063. this._updateDirection();
  71064. }
  71065. };
  71066. Sound.prototype._updateDirection = function () {
  71067. if (!this._connectedMesh || !this._soundPanner) {
  71068. return;
  71069. }
  71070. var mat = this._connectedMesh.getWorldMatrix();
  71071. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71072. direction.normalize();
  71073. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71074. };
  71075. /** @hidden */
  71076. Sound.prototype.updateDistanceFromListener = function () {
  71077. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71078. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71079. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71080. }
  71081. };
  71082. /**
  71083. * Sets a new custom attenuation function for the sound.
  71084. * @param callback Defines the function used for the attenuation
  71085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71086. */
  71087. Sound.prototype.setAttenuationFunction = function (callback) {
  71088. this._customAttenuationFunction = callback;
  71089. };
  71090. /**
  71091. * Play the sound
  71092. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71093. * @param offset (optional) Start the sound setting it at a specific time
  71094. */
  71095. Sound.prototype.play = function (time, offset) {
  71096. var _this = this;
  71097. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71098. try {
  71099. if (this._startOffset < 0) {
  71100. time = -this._startOffset;
  71101. this._startOffset = 0;
  71102. }
  71103. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71104. if (!this._soundSource || !this._streamingSource) {
  71105. if (this.spatialSound && this._soundPanner) {
  71106. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71107. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71108. }
  71109. if (this._isDirectional) {
  71110. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71111. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71112. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71113. if (this._connectedMesh) {
  71114. this._updateDirection();
  71115. }
  71116. else {
  71117. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71118. }
  71119. }
  71120. }
  71121. }
  71122. if (this._streaming) {
  71123. if (!this._streamingSource) {
  71124. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71125. this._htmlAudioElement.onended = function () { _this._onended(); };
  71126. this._htmlAudioElement.playbackRate = this._playbackRate;
  71127. }
  71128. this._streamingSource.disconnect();
  71129. this._streamingSource.connect(this._inputAudioNode);
  71130. if (this._htmlAudioElement) {
  71131. // required to manage properly the new suspended default state of Chrome
  71132. // When the option 'streaming: true' is used, we need first to wait for
  71133. // the audio engine to be unlocked by a user gesture before trying to play
  71134. // an HTML Audio elememt
  71135. var tryToPlay = function () {
  71136. if (BABYLON.Engine.audioEngine.unlocked) {
  71137. var playPromise = _this._htmlAudioElement.play();
  71138. // In browsers that don’t yet support this functionality,
  71139. // playPromise won’t be defined.
  71140. if (playPromise !== undefined) {
  71141. playPromise.catch(function (error) {
  71142. // Automatic playback failed.
  71143. // Waiting for the audio engine to be unlocked by user click on unmute
  71144. BABYLON.Engine.audioEngine.lock();
  71145. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71146. });
  71147. }
  71148. }
  71149. else {
  71150. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71151. }
  71152. };
  71153. tryToPlay();
  71154. }
  71155. }
  71156. else {
  71157. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71158. this._soundSource.buffer = this._audioBuffer;
  71159. this._soundSource.connect(this._inputAudioNode);
  71160. this._soundSource.loop = this.loop;
  71161. this._soundSource.playbackRate.value = this._playbackRate;
  71162. this._soundSource.onended = function () { _this._onended(); };
  71163. if (this._soundSource.buffer) {
  71164. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71165. }
  71166. }
  71167. this._startTime = startTime;
  71168. this.isPlaying = true;
  71169. this.isPaused = false;
  71170. }
  71171. catch (ex) {
  71172. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71173. }
  71174. }
  71175. };
  71176. Sound.prototype._onended = function () {
  71177. this.isPlaying = false;
  71178. if (this.onended) {
  71179. this.onended();
  71180. }
  71181. this.onEndedObservable.notifyObservers(this);
  71182. };
  71183. /**
  71184. * Stop the sound
  71185. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71186. */
  71187. Sound.prototype.stop = function (time) {
  71188. if (this.isPlaying) {
  71189. if (this._streaming) {
  71190. if (this._htmlAudioElement) {
  71191. this._htmlAudioElement.pause();
  71192. // Test needed for Firefox or it will generate an Invalid State Error
  71193. if (this._htmlAudioElement.currentTime > 0) {
  71194. this._htmlAudioElement.currentTime = 0;
  71195. }
  71196. }
  71197. else {
  71198. this._streamingSource.disconnect();
  71199. }
  71200. }
  71201. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71202. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71203. this._soundSource.stop(stopTime);
  71204. this._soundSource.onended = function () { };
  71205. if (!this.isPaused) {
  71206. this._startOffset = 0;
  71207. }
  71208. }
  71209. this.isPlaying = false;
  71210. }
  71211. };
  71212. /**
  71213. * Put the sound in pause
  71214. */
  71215. Sound.prototype.pause = function () {
  71216. if (this.isPlaying) {
  71217. this.isPaused = true;
  71218. if (this._streaming) {
  71219. if (this._htmlAudioElement) {
  71220. this._htmlAudioElement.pause();
  71221. }
  71222. else {
  71223. this._streamingSource.disconnect();
  71224. }
  71225. }
  71226. else if (BABYLON.Engine.audioEngine.audioContext) {
  71227. this.stop(0);
  71228. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71229. }
  71230. }
  71231. };
  71232. /**
  71233. * Sets a dedicated volume for this sounds
  71234. * @param newVolume Define the new volume of the sound
  71235. * @param time Define in how long the sound should be at this value
  71236. */
  71237. Sound.prototype.setVolume = function (newVolume, time) {
  71238. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71239. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71240. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71241. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71242. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71243. }
  71244. else {
  71245. this._soundGain.gain.value = newVolume;
  71246. }
  71247. }
  71248. this._volume = newVolume;
  71249. };
  71250. /**
  71251. * Set the sound play back rate
  71252. * @param newPlaybackRate Define the playback rate the sound should be played at
  71253. */
  71254. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71255. this._playbackRate = newPlaybackRate;
  71256. if (this.isPlaying) {
  71257. if (this._streaming && this._htmlAudioElement) {
  71258. this._htmlAudioElement.playbackRate = this._playbackRate;
  71259. }
  71260. else if (this._soundSource) {
  71261. this._soundSource.playbackRate.value = this._playbackRate;
  71262. }
  71263. }
  71264. };
  71265. /**
  71266. * Gets the volume of the sound.
  71267. * @returns the volume of the sound
  71268. */
  71269. Sound.prototype.getVolume = function () {
  71270. return this._volume;
  71271. };
  71272. /**
  71273. * Attach the sound to a dedicated mesh
  71274. * @param meshToConnectTo The mesh to connect the sound with
  71275. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71276. */
  71277. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71278. var _this = this;
  71279. if (this._connectedMesh && this._registerFunc) {
  71280. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71281. this._registerFunc = null;
  71282. }
  71283. this._connectedMesh = meshToConnectTo;
  71284. if (!this.spatialSound) {
  71285. this.spatialSound = true;
  71286. this._createSpatialParameters();
  71287. if (this.isPlaying && this.loop) {
  71288. this.stop();
  71289. this.play();
  71290. }
  71291. }
  71292. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71293. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71294. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71295. };
  71296. /**
  71297. * Detach the sound from the previously attached mesh
  71298. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71299. */
  71300. Sound.prototype.detachFromMesh = function () {
  71301. if (this._connectedMesh && this._registerFunc) {
  71302. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71303. this._registerFunc = null;
  71304. this._connectedMesh = null;
  71305. }
  71306. };
  71307. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71308. if (!node.getBoundingInfo) {
  71309. return;
  71310. }
  71311. var mesh = node;
  71312. if (this._positionInEmitterSpace) {
  71313. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71314. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71315. }
  71316. else {
  71317. var boundingInfo = mesh.getBoundingInfo();
  71318. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71319. }
  71320. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71321. this._updateDirection();
  71322. }
  71323. };
  71324. /**
  71325. * Clone the current sound in the scene.
  71326. * @returns the new sound clone
  71327. */
  71328. Sound.prototype.clone = function () {
  71329. var _this = this;
  71330. if (!this._streaming) {
  71331. var setBufferAndRun = function () {
  71332. if (_this._isReadyToPlay) {
  71333. clonedSound._audioBuffer = _this.getAudioBuffer();
  71334. clonedSound._isReadyToPlay = true;
  71335. if (clonedSound.autoplay) {
  71336. clonedSound.play();
  71337. }
  71338. }
  71339. else {
  71340. window.setTimeout(setBufferAndRun, 300);
  71341. }
  71342. };
  71343. var currentOptions = {
  71344. autoplay: this.autoplay, loop: this.loop,
  71345. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71346. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71347. refDistance: this.refDistance, distanceModel: this.distanceModel
  71348. };
  71349. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71350. if (this.useCustomAttenuation) {
  71351. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71352. }
  71353. clonedSound.setPosition(this._position);
  71354. clonedSound.setPlaybackRate(this._playbackRate);
  71355. setBufferAndRun();
  71356. return clonedSound;
  71357. }
  71358. // Can't clone a streaming sound
  71359. else {
  71360. return null;
  71361. }
  71362. };
  71363. /**
  71364. * Gets the current underlying audio buffer containing the data
  71365. * @returns the audio buffer
  71366. */
  71367. Sound.prototype.getAudioBuffer = function () {
  71368. return this._audioBuffer;
  71369. };
  71370. /**
  71371. * Serializes the Sound in a JSON representation
  71372. * @returns the JSON representation of the sound
  71373. */
  71374. Sound.prototype.serialize = function () {
  71375. var serializationObject = {
  71376. name: this.name,
  71377. url: this.name,
  71378. autoplay: this.autoplay,
  71379. loop: this.loop,
  71380. volume: this._volume,
  71381. spatialSound: this.spatialSound,
  71382. maxDistance: this.maxDistance,
  71383. rolloffFactor: this.rolloffFactor,
  71384. refDistance: this.refDistance,
  71385. distanceModel: this.distanceModel,
  71386. playbackRate: this._playbackRate,
  71387. panningModel: this._panningModel,
  71388. soundTrackId: this.soundTrackId
  71389. };
  71390. if (this.spatialSound) {
  71391. if (this._connectedMesh) {
  71392. serializationObject.connectedMeshId = this._connectedMesh.id;
  71393. }
  71394. serializationObject.position = this._position.asArray();
  71395. serializationObject.refDistance = this.refDistance;
  71396. serializationObject.distanceModel = this.distanceModel;
  71397. serializationObject.isDirectional = this._isDirectional;
  71398. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71399. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71400. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71401. serializationObject.coneOuterGain = this._coneOuterGain;
  71402. }
  71403. return serializationObject;
  71404. };
  71405. /**
  71406. * Parse a JSON representation of a sound to innstantiate in a given scene
  71407. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71408. * @param scene Define the scene the new parsed sound should be created in
  71409. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71410. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71411. * @returns the newly parsed sound
  71412. */
  71413. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71414. var soundName = parsedSound.name;
  71415. var soundUrl;
  71416. if (parsedSound.url) {
  71417. soundUrl = rootUrl + parsedSound.url;
  71418. }
  71419. else {
  71420. soundUrl = rootUrl + soundName;
  71421. }
  71422. var options = {
  71423. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71424. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71425. rolloffFactor: parsedSound.rolloffFactor,
  71426. refDistance: parsedSound.refDistance,
  71427. distanceModel: parsedSound.distanceModel,
  71428. playbackRate: parsedSound.playbackRate
  71429. };
  71430. var newSound;
  71431. if (!sourceSound) {
  71432. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71433. scene._addPendingData(newSound);
  71434. }
  71435. else {
  71436. var setBufferAndRun = function () {
  71437. if (sourceSound._isReadyToPlay) {
  71438. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71439. newSound._isReadyToPlay = true;
  71440. if (newSound.autoplay) {
  71441. newSound.play();
  71442. }
  71443. }
  71444. else {
  71445. window.setTimeout(setBufferAndRun, 300);
  71446. }
  71447. };
  71448. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71449. setBufferAndRun();
  71450. }
  71451. if (parsedSound.position) {
  71452. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71453. newSound.setPosition(soundPosition);
  71454. }
  71455. if (parsedSound.isDirectional) {
  71456. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71457. if (parsedSound.localDirectionToMesh) {
  71458. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71459. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71460. }
  71461. }
  71462. if (parsedSound.connectedMeshId) {
  71463. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71464. if (connectedMesh) {
  71465. newSound.attachToMesh(connectedMesh);
  71466. }
  71467. }
  71468. return newSound;
  71469. };
  71470. return Sound;
  71471. }());
  71472. BABYLON.Sound = Sound;
  71473. })(BABYLON || (BABYLON = {}));
  71474. //# sourceMappingURL=babylon.sound.js.map
  71475. var BABYLON;
  71476. (function (BABYLON) {
  71477. /**
  71478. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71479. * It will be also used in a future release to apply effects on a specific track.
  71480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71481. */
  71482. var SoundTrack = /** @class */ (function () {
  71483. /**
  71484. * Creates a new sound track.
  71485. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71486. * @param scene Define the scene the sound track belongs to
  71487. * @param options
  71488. */
  71489. function SoundTrack(scene, options) {
  71490. if (options === void 0) { options = {}; }
  71491. /**
  71492. * The unique identifier of the sound track in the scene.
  71493. */
  71494. this.id = -1;
  71495. this._isMainTrack = false;
  71496. this._isInitialized = false;
  71497. this._scene = scene;
  71498. this.soundCollection = new Array();
  71499. this._options = options;
  71500. if (!this._isMainTrack && this._scene.soundTracks) {
  71501. this._scene.soundTracks.push(this);
  71502. this.id = this._scene.soundTracks.length - 1;
  71503. }
  71504. }
  71505. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71506. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71507. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71508. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71509. if (this._options) {
  71510. if (this._options.volume) {
  71511. this._outputAudioNode.gain.value = this._options.volume;
  71512. }
  71513. if (this._options.mainTrack) {
  71514. this._isMainTrack = this._options.mainTrack;
  71515. }
  71516. }
  71517. this._isInitialized = true;
  71518. }
  71519. };
  71520. /**
  71521. * Release the sound track and its associated resources
  71522. */
  71523. SoundTrack.prototype.dispose = function () {
  71524. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71525. if (this._connectedAnalyser) {
  71526. this._connectedAnalyser.stopDebugCanvas();
  71527. }
  71528. while (this.soundCollection.length) {
  71529. this.soundCollection[0].dispose();
  71530. }
  71531. if (this._outputAudioNode) {
  71532. this._outputAudioNode.disconnect();
  71533. }
  71534. this._outputAudioNode = null;
  71535. }
  71536. };
  71537. /**
  71538. * Adds a sound to this sound track
  71539. * @param sound define the cound to add
  71540. * @ignoreNaming
  71541. */
  71542. SoundTrack.prototype.AddSound = function (sound) {
  71543. if (!this._isInitialized) {
  71544. this._initializeSoundTrackAudioGraph();
  71545. }
  71546. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71547. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71548. }
  71549. if (sound.soundTrackId) {
  71550. if (sound.soundTrackId === -1) {
  71551. this._scene.mainSoundTrack.RemoveSound(sound);
  71552. }
  71553. else if (this._scene.soundTracks) {
  71554. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71555. }
  71556. }
  71557. this.soundCollection.push(sound);
  71558. sound.soundTrackId = this.id;
  71559. };
  71560. /**
  71561. * Removes a sound to this sound track
  71562. * @param sound define the cound to remove
  71563. * @ignoreNaming
  71564. */
  71565. SoundTrack.prototype.RemoveSound = function (sound) {
  71566. var index = this.soundCollection.indexOf(sound);
  71567. if (index !== -1) {
  71568. this.soundCollection.splice(index, 1);
  71569. }
  71570. };
  71571. /**
  71572. * Set a global volume for the full sound track.
  71573. * @param newVolume Define the new volume of the sound track
  71574. */
  71575. SoundTrack.prototype.setVolume = function (newVolume) {
  71576. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71577. this._outputAudioNode.gain.value = newVolume;
  71578. }
  71579. };
  71580. /**
  71581. * Switch the panning model to HRTF:
  71582. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71583. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71584. */
  71585. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71586. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71587. for (var i = 0; i < this.soundCollection.length; i++) {
  71588. this.soundCollection[i].switchPanningModelToHRTF();
  71589. }
  71590. }
  71591. };
  71592. /**
  71593. * Switch the panning model to Equal Power:
  71594. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71595. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71596. */
  71597. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71598. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71599. for (var i = 0; i < this.soundCollection.length; i++) {
  71600. this.soundCollection[i].switchPanningModelToEqualPower();
  71601. }
  71602. }
  71603. };
  71604. /**
  71605. * Connect the sound track to an audio analyser allowing some amazing
  71606. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71608. * @param analyser The analyser to connect to the engine
  71609. */
  71610. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71611. if (this._connectedAnalyser) {
  71612. this._connectedAnalyser.stopDebugCanvas();
  71613. }
  71614. this._connectedAnalyser = analyser;
  71615. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71616. this._outputAudioNode.disconnect();
  71617. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71618. }
  71619. };
  71620. return SoundTrack;
  71621. }());
  71622. BABYLON.SoundTrack = SoundTrack;
  71623. })(BABYLON || (BABYLON = {}));
  71624. //# sourceMappingURL=babylon.soundtrack.js.map
  71625. var BABYLON;
  71626. (function (BABYLON) {
  71627. /**
  71628. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71629. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71630. */
  71631. var Analyser = /** @class */ (function () {
  71632. /**
  71633. * Creates a new analyser
  71634. * @param scene defines hosting scene
  71635. */
  71636. function Analyser(scene) {
  71637. /**
  71638. * Gets or sets the smoothing
  71639. * @ignorenaming
  71640. */
  71641. this.SMOOTHING = 0.75;
  71642. /**
  71643. * Gets or sets the FFT table size
  71644. * @ignorenaming
  71645. */
  71646. this.FFT_SIZE = 512;
  71647. /**
  71648. * Gets or sets the bar graph amplitude
  71649. * @ignorenaming
  71650. */
  71651. this.BARGRAPHAMPLITUDE = 256;
  71652. /**
  71653. * Gets or sets the position of the debug canvas
  71654. * @ignorenaming
  71655. */
  71656. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71657. /**
  71658. * Gets or sets the debug canvas size
  71659. * @ignorenaming
  71660. */
  71661. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71662. this._scene = scene;
  71663. this._audioEngine = BABYLON.Engine.audioEngine;
  71664. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71665. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71666. this._webAudioAnalyser.minDecibels = -140;
  71667. this._webAudioAnalyser.maxDecibels = 0;
  71668. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71669. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71670. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71671. }
  71672. }
  71673. /**
  71674. * Get the number of data values you will have to play with for the visualization
  71675. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71676. * @returns a number
  71677. */
  71678. Analyser.prototype.getFrequencyBinCount = function () {
  71679. if (this._audioEngine.canUseWebAudio) {
  71680. return this._webAudioAnalyser.frequencyBinCount;
  71681. }
  71682. else {
  71683. return 0;
  71684. }
  71685. };
  71686. /**
  71687. * Gets the current frequency data as a byte array
  71688. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71689. * @returns a Uint8Array
  71690. */
  71691. Analyser.prototype.getByteFrequencyData = function () {
  71692. if (this._audioEngine.canUseWebAudio) {
  71693. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71694. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71695. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71696. }
  71697. return this._byteFreqs;
  71698. };
  71699. /**
  71700. * Gets the current waveform as a byte array
  71701. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71702. * @returns a Uint8Array
  71703. */
  71704. Analyser.prototype.getByteTimeDomainData = function () {
  71705. if (this._audioEngine.canUseWebAudio) {
  71706. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71707. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71708. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71709. }
  71710. return this._byteTime;
  71711. };
  71712. /**
  71713. * Gets the current frequency data as a float array
  71714. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71715. * @returns a Float32Array
  71716. */
  71717. Analyser.prototype.getFloatFrequencyData = function () {
  71718. if (this._audioEngine.canUseWebAudio) {
  71719. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71720. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71721. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  71722. }
  71723. return this._floatFreqs;
  71724. };
  71725. /**
  71726. * Renders the debug canvas
  71727. */
  71728. Analyser.prototype.drawDebugCanvas = function () {
  71729. var _this = this;
  71730. if (this._audioEngine.canUseWebAudio) {
  71731. if (!this._debugCanvas) {
  71732. this._debugCanvas = document.createElement("canvas");
  71733. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  71734. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  71735. this._debugCanvas.style.position = "absolute";
  71736. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  71737. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  71738. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  71739. document.body.appendChild(this._debugCanvas);
  71740. this._registerFunc = function () {
  71741. _this.drawDebugCanvas();
  71742. };
  71743. this._scene.registerBeforeRender(this._registerFunc);
  71744. }
  71745. if (this._registerFunc && this._debugCanvasContext) {
  71746. var workingArray = this.getByteFrequencyData();
  71747. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  71748. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  71749. // Draw the frequency domain chart.
  71750. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  71751. var value = workingArray[i];
  71752. var percent = value / this.BARGRAPHAMPLITUDE;
  71753. var height = this.DEBUGCANVASSIZE.height * percent;
  71754. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  71755. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  71756. var hue = i / this.getFrequencyBinCount() * 360;
  71757. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  71758. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  71759. }
  71760. }
  71761. }
  71762. };
  71763. /**
  71764. * Stops rendering the debug canvas and removes it
  71765. */
  71766. Analyser.prototype.stopDebugCanvas = function () {
  71767. if (this._debugCanvas) {
  71768. if (this._registerFunc) {
  71769. this._scene.unregisterBeforeRender(this._registerFunc);
  71770. this._registerFunc = null;
  71771. }
  71772. document.body.removeChild(this._debugCanvas);
  71773. this._debugCanvas = null;
  71774. this._debugCanvasContext = null;
  71775. }
  71776. };
  71777. /**
  71778. * Connects two audio nodes
  71779. * @param inputAudioNode defines first node to connect
  71780. * @param outputAudioNode defines second node to connect
  71781. */
  71782. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  71783. if (this._audioEngine.canUseWebAudio) {
  71784. inputAudioNode.connect(this._webAudioAnalyser);
  71785. this._webAudioAnalyser.connect(outputAudioNode);
  71786. }
  71787. };
  71788. /**
  71789. * Releases all associated resources
  71790. */
  71791. Analyser.prototype.dispose = function () {
  71792. if (this._audioEngine.canUseWebAudio) {
  71793. this._webAudioAnalyser.disconnect();
  71794. }
  71795. };
  71796. return Analyser;
  71797. }());
  71798. BABYLON.Analyser = Analyser;
  71799. })(BABYLON || (BABYLON = {}));
  71800. //# sourceMappingURL=babylon.analyser.js.map
  71801. var BABYLON;
  71802. (function (BABYLON) {
  71803. /**
  71804. * Wraps one or more Sound objects and selects one with random weight for playback.
  71805. */
  71806. var WeightedSound = /** @class */ (function () {
  71807. /**
  71808. * Creates a new WeightedSound from the list of sounds given.
  71809. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  71810. * @param sounds Array of Sounds that will be selected from.
  71811. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  71812. */
  71813. function WeightedSound(loop, sounds, weights) {
  71814. var _this = this;
  71815. /** When true a Sound will be selected and played when the current playing Sound completes. */
  71816. this.loop = false;
  71817. this._coneInnerAngle = 360;
  71818. this._coneOuterAngle = 360;
  71819. this._volume = 1;
  71820. /** A Sound is currently playing. */
  71821. this.isPlaying = false;
  71822. /** A Sound is currently paused. */
  71823. this.isPaused = false;
  71824. this._sounds = [];
  71825. this._weights = [];
  71826. if (sounds.length !== weights.length) {
  71827. throw new Error('Sounds length does not equal weights length');
  71828. }
  71829. this.loop = loop;
  71830. this._weights = weights;
  71831. // Normalize the weights
  71832. var weightSum = 0;
  71833. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  71834. var weight = weights_1[_i];
  71835. weightSum += weight;
  71836. }
  71837. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  71838. for (var i = 0; i < this._weights.length; i++) {
  71839. this._weights[i] *= invWeightSum;
  71840. }
  71841. this._sounds = sounds;
  71842. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  71843. var sound = _b[_a];
  71844. sound.onEndedObservable.add(function () { _this._onended(); });
  71845. }
  71846. }
  71847. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  71848. /**
  71849. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  71850. */
  71851. get: function () {
  71852. return this._coneInnerAngle;
  71853. },
  71854. /**
  71855. * The size of cone in degress for a directional sound in which there will be no attenuation.
  71856. */
  71857. set: function (value) {
  71858. if (value !== this._coneInnerAngle) {
  71859. if (this._coneOuterAngle < value) {
  71860. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71861. return;
  71862. }
  71863. this._coneInnerAngle = value;
  71864. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71865. var sound = _a[_i];
  71866. sound.directionalConeInnerAngle = value;
  71867. }
  71868. }
  71869. },
  71870. enumerable: true,
  71871. configurable: true
  71872. });
  71873. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  71874. /**
  71875. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71876. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71877. */
  71878. get: function () {
  71879. return this._coneOuterAngle;
  71880. },
  71881. /**
  71882. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  71883. * Listener angles between innerAngle and outerAngle will falloff linearly.
  71884. */
  71885. set: function (value) {
  71886. if (value !== this._coneOuterAngle) {
  71887. if (value < this._coneInnerAngle) {
  71888. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71889. return;
  71890. }
  71891. this._coneOuterAngle = value;
  71892. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71893. var sound = _a[_i];
  71894. sound.directionalConeOuterAngle = value;
  71895. }
  71896. }
  71897. },
  71898. enumerable: true,
  71899. configurable: true
  71900. });
  71901. Object.defineProperty(WeightedSound.prototype, "volume", {
  71902. /**
  71903. * Playback volume.
  71904. */
  71905. get: function () {
  71906. return this._volume;
  71907. },
  71908. /**
  71909. * Playback volume.
  71910. */
  71911. set: function (value) {
  71912. if (value !== this._volume) {
  71913. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  71914. var sound = _a[_i];
  71915. sound.setVolume(value);
  71916. }
  71917. }
  71918. },
  71919. enumerable: true,
  71920. configurable: true
  71921. });
  71922. WeightedSound.prototype._onended = function () {
  71923. if (this._currentIndex !== undefined) {
  71924. this._sounds[this._currentIndex].autoplay = false;
  71925. }
  71926. if (this.loop && this.isPlaying) {
  71927. this.play();
  71928. }
  71929. else {
  71930. this.isPlaying = false;
  71931. }
  71932. };
  71933. /**
  71934. * Suspend playback
  71935. */
  71936. WeightedSound.prototype.pause = function () {
  71937. this.isPaused = true;
  71938. if (this._currentIndex !== undefined) {
  71939. this._sounds[this._currentIndex].pause();
  71940. }
  71941. };
  71942. /**
  71943. * Stop playback
  71944. */
  71945. WeightedSound.prototype.stop = function () {
  71946. this.isPlaying = false;
  71947. if (this._currentIndex !== undefined) {
  71948. this._sounds[this._currentIndex].stop();
  71949. }
  71950. };
  71951. /**
  71952. * Start playback.
  71953. * @param startOffset Position the clip head at a specific time in seconds.
  71954. */
  71955. WeightedSound.prototype.play = function (startOffset) {
  71956. if (!this.isPaused) {
  71957. this.stop();
  71958. var randomValue = Math.random();
  71959. var total = 0;
  71960. for (var i = 0; i < this._weights.length; i++) {
  71961. total += this._weights[i];
  71962. if (randomValue <= total) {
  71963. this._currentIndex = i;
  71964. break;
  71965. }
  71966. }
  71967. }
  71968. var sound = this._sounds[this._currentIndex];
  71969. if (sound.isReady()) {
  71970. sound.play(0, this.isPaused ? undefined : startOffset);
  71971. }
  71972. else {
  71973. sound.autoplay = true;
  71974. }
  71975. this.isPlaying = true;
  71976. this.isPaused = false;
  71977. };
  71978. return WeightedSound;
  71979. }());
  71980. BABYLON.WeightedSound = WeightedSound;
  71981. })(BABYLON || (BABYLON = {}));
  71982. //# sourceMappingURL=babylon.weightedsound.js.map
  71983. var BABYLON;
  71984. (function (BABYLON) {
  71985. // Adds the parser to the scene parsers.
  71986. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  71987. // TODO: add sound
  71988. var loadedSounds = [];
  71989. var loadedSound;
  71990. container.sounds = container.sounds || [];
  71991. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  71992. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  71993. var parsedSound = parsedData.sounds[index];
  71994. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71995. if (!parsedSound.url) {
  71996. parsedSound.url = parsedSound.name;
  71997. }
  71998. if (!loadedSounds[parsedSound.url]) {
  71999. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72000. loadedSounds[parsedSound.url] = loadedSound;
  72001. container.sounds.push(loadedSound);
  72002. }
  72003. else {
  72004. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72005. }
  72006. }
  72007. else {
  72008. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72009. }
  72010. }
  72011. }
  72012. loadedSounds = [];
  72013. });
  72014. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72015. get: function () {
  72016. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72017. if (!compo) {
  72018. compo = new AudioSceneComponent(this);
  72019. this._addComponent(compo);
  72020. }
  72021. if (!this._mainSoundTrack) {
  72022. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72023. }
  72024. return this._mainSoundTrack;
  72025. },
  72026. enumerable: true,
  72027. configurable: true
  72028. });
  72029. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72030. var index;
  72031. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72032. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72033. return this.mainSoundTrack.soundCollection[index];
  72034. }
  72035. }
  72036. if (this.soundTracks) {
  72037. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72038. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72039. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72040. return this.soundTracks[sdIndex].soundCollection[index];
  72041. }
  72042. }
  72043. }
  72044. }
  72045. return null;
  72046. };
  72047. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72048. get: function () {
  72049. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72050. if (!compo) {
  72051. compo = new AudioSceneComponent(this);
  72052. this._addComponent(compo);
  72053. }
  72054. return compo.audioEnabled;
  72055. },
  72056. set: function (value) {
  72057. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72058. if (!compo) {
  72059. compo = new AudioSceneComponent(this);
  72060. this._addComponent(compo);
  72061. }
  72062. if (value) {
  72063. compo.enableAudio();
  72064. }
  72065. else {
  72066. compo.disableAudio();
  72067. }
  72068. },
  72069. enumerable: true,
  72070. configurable: true
  72071. });
  72072. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72073. get: function () {
  72074. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72075. if (!compo) {
  72076. compo = new AudioSceneComponent(this);
  72077. this._addComponent(compo);
  72078. }
  72079. return compo.headphone;
  72080. },
  72081. set: function (value) {
  72082. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72083. if (!compo) {
  72084. compo = new AudioSceneComponent(this);
  72085. this._addComponent(compo);
  72086. }
  72087. if (value) {
  72088. compo.switchAudioModeForHeadphones();
  72089. }
  72090. else {
  72091. compo.switchAudioModeForNormalSpeakers();
  72092. }
  72093. },
  72094. enumerable: true,
  72095. configurable: true
  72096. });
  72097. /**
  72098. * Defines the sound scene component responsible to manage any sounds
  72099. * in a given scene.
  72100. */
  72101. var AudioSceneComponent = /** @class */ (function () {
  72102. /**
  72103. * Creates a new instance of the component for the given scene
  72104. * @param scene Defines the scene to register the component in
  72105. */
  72106. function AudioSceneComponent(scene) {
  72107. /**
  72108. * The component name helpfull to identify the component in the list of scene components.
  72109. */
  72110. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72111. this._audioEnabled = true;
  72112. this._headphone = false;
  72113. this.scene = scene;
  72114. scene.soundTracks = new Array();
  72115. scene.sounds = new Array();
  72116. }
  72117. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72118. /**
  72119. * Gets whether audio is enabled or not.
  72120. * Please use related enable/disable method to switch state.
  72121. */
  72122. get: function () {
  72123. return this._audioEnabled;
  72124. },
  72125. enumerable: true,
  72126. configurable: true
  72127. });
  72128. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72129. /**
  72130. * Gets whether audio is outputing to headphone or not.
  72131. * Please use the according Switch methods to change output.
  72132. */
  72133. get: function () {
  72134. return this._headphone;
  72135. },
  72136. enumerable: true,
  72137. configurable: true
  72138. });
  72139. /**
  72140. * Registers the component in a given scene
  72141. */
  72142. AudioSceneComponent.prototype.register = function () {
  72143. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72144. };
  72145. /**
  72146. * Rebuilds the elements related to this component in case of
  72147. * context lost for instance.
  72148. */
  72149. AudioSceneComponent.prototype.rebuild = function () {
  72150. // Nothing to do here. (Not rendering related)
  72151. };
  72152. /**
  72153. * Serializes the component data to the specified json object
  72154. * @param serializationObject The object to serialize to
  72155. */
  72156. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72157. serializationObject.sounds = [];
  72158. if (this.scene.soundTracks) {
  72159. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72160. var soundtrack = this.scene.soundTracks[index];
  72161. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72162. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72163. }
  72164. }
  72165. }
  72166. };
  72167. /**
  72168. * Adds all the element from the container to the scene
  72169. * @param container the container holding the elements
  72170. */
  72171. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72172. var _this = this;
  72173. if (!container.sounds) {
  72174. return;
  72175. }
  72176. container.sounds.forEach(function (sound) {
  72177. sound.play();
  72178. sound.autoplay = true;
  72179. _this.scene.mainSoundTrack.AddSound(sound);
  72180. });
  72181. };
  72182. /**
  72183. * Removes all the elements in the container from the scene
  72184. * @param container contains the elements to remove
  72185. */
  72186. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72187. var _this = this;
  72188. if (!container.sounds) {
  72189. return;
  72190. }
  72191. container.sounds.forEach(function (sound) {
  72192. sound.stop();
  72193. sound.autoplay = false;
  72194. _this.scene.mainSoundTrack.RemoveSound(sound);
  72195. });
  72196. };
  72197. /**
  72198. * Disposes the component and the associated ressources.
  72199. */
  72200. AudioSceneComponent.prototype.dispose = function () {
  72201. var scene = this.scene;
  72202. if (scene._mainSoundTrack) {
  72203. scene.mainSoundTrack.dispose();
  72204. }
  72205. if (scene.soundTracks) {
  72206. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72207. scene.soundTracks[scIndex].dispose();
  72208. }
  72209. }
  72210. };
  72211. /**
  72212. * Disables audio in the associated scene.
  72213. */
  72214. AudioSceneComponent.prototype.disableAudio = function () {
  72215. var scene = this.scene;
  72216. this._audioEnabled = false;
  72217. var i;
  72218. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72219. scene.mainSoundTrack.soundCollection[i].pause();
  72220. }
  72221. if (scene.soundTracks) {
  72222. for (i = 0; i < scene.soundTracks.length; i++) {
  72223. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72224. scene.soundTracks[i].soundCollection[j].pause();
  72225. }
  72226. }
  72227. }
  72228. };
  72229. /**
  72230. * Enables audio in the associated scene.
  72231. */
  72232. AudioSceneComponent.prototype.enableAudio = function () {
  72233. var scene = this.scene;
  72234. this._audioEnabled = true;
  72235. var i;
  72236. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72237. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72238. scene.mainSoundTrack.soundCollection[i].play();
  72239. }
  72240. }
  72241. if (scene.soundTracks) {
  72242. for (i = 0; i < scene.soundTracks.length; i++) {
  72243. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72244. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72245. scene.soundTracks[i].soundCollection[j].play();
  72246. }
  72247. }
  72248. }
  72249. }
  72250. };
  72251. /**
  72252. * Switch audio to headphone output.
  72253. */
  72254. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72255. var scene = this.scene;
  72256. this._headphone = true;
  72257. scene.mainSoundTrack.switchPanningModelToHRTF();
  72258. if (scene.soundTracks) {
  72259. for (var i = 0; i < scene.soundTracks.length; i++) {
  72260. scene.soundTracks[i].switchPanningModelToHRTF();
  72261. }
  72262. }
  72263. };
  72264. /**
  72265. * Switch audio to normal speakers.
  72266. */
  72267. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72268. var scene = this.scene;
  72269. this._headphone = false;
  72270. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72271. if (scene.soundTracks) {
  72272. for (var i = 0; i < scene.soundTracks.length; i++) {
  72273. scene.soundTracks[i].switchPanningModelToEqualPower();
  72274. }
  72275. }
  72276. };
  72277. AudioSceneComponent.prototype._afterRender = function () {
  72278. var scene = this.scene;
  72279. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72280. return;
  72281. }
  72282. var listeningCamera;
  72283. var audioEngine = BABYLON.Engine.audioEngine;
  72284. if (scene.activeCameras.length > 0) {
  72285. listeningCamera = scene.activeCameras[0];
  72286. }
  72287. else {
  72288. listeningCamera = scene.activeCamera;
  72289. }
  72290. if (listeningCamera && audioEngine.audioContext) {
  72291. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72292. // for VR cameras
  72293. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72294. listeningCamera = listeningCamera.rigCameras[0];
  72295. }
  72296. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72297. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72298. cameraDirection.normalize();
  72299. // To avoid some errors on GearVR
  72300. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72301. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72302. }
  72303. var i;
  72304. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72305. var sound = scene.mainSoundTrack.soundCollection[i];
  72306. if (sound.useCustomAttenuation) {
  72307. sound.updateDistanceFromListener();
  72308. }
  72309. }
  72310. if (scene.soundTracks) {
  72311. for (i = 0; i < scene.soundTracks.length; i++) {
  72312. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72313. sound = scene.soundTracks[i].soundCollection[j];
  72314. if (sound.useCustomAttenuation) {
  72315. sound.updateDistanceFromListener();
  72316. }
  72317. }
  72318. }
  72319. }
  72320. }
  72321. };
  72322. return AudioSceneComponent;
  72323. }());
  72324. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72325. })(BABYLON || (BABYLON = {}));
  72326. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72327. var BABYLON;
  72328. (function (BABYLON) {
  72329. /**
  72330. * This defines an action helpful to play a defined sound on a triggered action.
  72331. */
  72332. var PlaySoundAction = /** @class */ (function (_super) {
  72333. __extends(PlaySoundAction, _super);
  72334. /**
  72335. * Instantiate the action
  72336. * @param triggerOptions defines the trigger options
  72337. * @param sound defines the sound to play
  72338. * @param condition defines the trigger related conditions
  72339. */
  72340. function PlaySoundAction(triggerOptions, sound, condition) {
  72341. var _this = _super.call(this, triggerOptions, condition) || this;
  72342. _this._sound = sound;
  72343. return _this;
  72344. }
  72345. /** @hidden */
  72346. PlaySoundAction.prototype._prepare = function () {
  72347. };
  72348. /**
  72349. * Execute the action and play the sound.
  72350. */
  72351. PlaySoundAction.prototype.execute = function () {
  72352. if (this._sound !== undefined) {
  72353. this._sound.play();
  72354. }
  72355. };
  72356. /**
  72357. * Serializes the actions and its related information.
  72358. * @param parent defines the object to serialize in
  72359. * @returns the serialized object
  72360. */
  72361. PlaySoundAction.prototype.serialize = function (parent) {
  72362. return _super.prototype._serialize.call(this, {
  72363. name: "PlaySoundAction",
  72364. properties: [{ name: "sound", value: this._sound.name }]
  72365. }, parent);
  72366. };
  72367. return PlaySoundAction;
  72368. }(BABYLON.Action));
  72369. BABYLON.PlaySoundAction = PlaySoundAction;
  72370. /**
  72371. * This defines an action helpful to stop a defined sound on a triggered action.
  72372. */
  72373. var StopSoundAction = /** @class */ (function (_super) {
  72374. __extends(StopSoundAction, _super);
  72375. /**
  72376. * Instantiate the action
  72377. * @param triggerOptions defines the trigger options
  72378. * @param sound defines the sound to stop
  72379. * @param condition defines the trigger related conditions
  72380. */
  72381. function StopSoundAction(triggerOptions, sound, condition) {
  72382. var _this = _super.call(this, triggerOptions, condition) || this;
  72383. _this._sound = sound;
  72384. return _this;
  72385. }
  72386. /** @hidden */
  72387. StopSoundAction.prototype._prepare = function () {
  72388. };
  72389. /**
  72390. * Execute the action and stop the sound.
  72391. */
  72392. StopSoundAction.prototype.execute = function () {
  72393. if (this._sound !== undefined) {
  72394. this._sound.stop();
  72395. }
  72396. };
  72397. /**
  72398. * Serializes the actions and its related information.
  72399. * @param parent defines the object to serialize in
  72400. * @returns the serialized object
  72401. */
  72402. StopSoundAction.prototype.serialize = function (parent) {
  72403. return _super.prototype._serialize.call(this, {
  72404. name: "StopSoundAction",
  72405. properties: [{ name: "sound", value: this._sound.name }]
  72406. }, parent);
  72407. };
  72408. return StopSoundAction;
  72409. }(BABYLON.Action));
  72410. BABYLON.StopSoundAction = StopSoundAction;
  72411. })(BABYLON || (BABYLON = {}));
  72412. //# sourceMappingURL=babylon.directAudioActions.js.map
  72413. var BABYLON;
  72414. (function (BABYLON) {
  72415. /**
  72416. * Class for creating a cube texture
  72417. */
  72418. var CubeTexture = /** @class */ (function (_super) {
  72419. __extends(CubeTexture, _super);
  72420. /**
  72421. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72422. * as prefiltered data.
  72423. * @param rootUrl defines the url of the texture or the root name of the six images
  72424. * @param scene defines the scene the texture is attached to
  72425. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72426. * @param noMipmap defines if mipmaps should be created or not
  72427. * @param files defines the six files to load for the different faces
  72428. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72429. * @param onError defines a callback triggered in case of error during load
  72430. * @param format defines the internal format to use for the texture once loaded
  72431. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72432. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72433. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72434. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72435. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72436. * @return the cube texture
  72437. */
  72438. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72439. if (extensions === void 0) { extensions = null; }
  72440. if (noMipmap === void 0) { noMipmap = false; }
  72441. if (files === void 0) { files = null; }
  72442. if (onLoad === void 0) { onLoad = null; }
  72443. if (onError === void 0) { onError = null; }
  72444. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72445. if (prefiltered === void 0) { prefiltered = false; }
  72446. if (forcedExtension === void 0) { forcedExtension = null; }
  72447. if (createPolynomials === void 0) { createPolynomials = false; }
  72448. if (lodScale === void 0) { lodScale = 0.8; }
  72449. if (lodOffset === void 0) { lodOffset = 0; }
  72450. var _this = _super.call(this, scene) || this;
  72451. /**
  72452. * Gets or sets the center of the bounding box associated with the cube texture.
  72453. * It must define where the camera used to render the texture was set
  72454. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72455. */
  72456. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72457. _this._rotationY = 0;
  72458. /** @hidden */
  72459. _this._prefiltered = false;
  72460. _this.name = rootUrl;
  72461. _this.url = rootUrl;
  72462. _this._noMipmap = noMipmap;
  72463. _this.hasAlpha = false;
  72464. _this._format = format;
  72465. _this.isCube = true;
  72466. _this._textureMatrix = BABYLON.Matrix.Identity();
  72467. _this._createPolynomials = createPolynomials;
  72468. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72469. if (!rootUrl && !files) {
  72470. return _this;
  72471. }
  72472. var lastDot = rootUrl.lastIndexOf(".");
  72473. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72474. var isDDS = (extension === ".dds");
  72475. var isEnv = (extension === ".env");
  72476. if (isEnv) {
  72477. _this.gammaSpace = false;
  72478. _this._prefiltered = false;
  72479. }
  72480. else {
  72481. _this._prefiltered = prefiltered;
  72482. if (prefiltered) {
  72483. _this.gammaSpace = false;
  72484. }
  72485. }
  72486. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72487. if (!files) {
  72488. if (!isEnv && !isDDS && !extensions) {
  72489. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72490. }
  72491. files = [];
  72492. if (extensions) {
  72493. for (var index = 0; index < extensions.length; index++) {
  72494. files.push(rootUrl + extensions[index]);
  72495. }
  72496. }
  72497. }
  72498. _this._files = files;
  72499. if (!_this._texture) {
  72500. if (!scene.useDelayedTextureLoading) {
  72501. if (prefiltered) {
  72502. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72503. }
  72504. else {
  72505. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72506. }
  72507. }
  72508. else {
  72509. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72510. }
  72511. }
  72512. else if (onLoad) {
  72513. if (_this._texture.isReady) {
  72514. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72515. }
  72516. else {
  72517. _this._texture.onLoadedObservable.add(onLoad);
  72518. }
  72519. }
  72520. return _this;
  72521. }
  72522. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72523. /**
  72524. * Returns the bounding box size
  72525. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72526. */
  72527. get: function () {
  72528. return this._boundingBoxSize;
  72529. },
  72530. /**
  72531. * Gets or sets the size of the bounding box associated with the cube texture
  72532. * When defined, the cubemap will switch to local mode
  72533. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72534. * @example https://www.babylonjs-playground.com/#RNASML
  72535. */
  72536. set: function (value) {
  72537. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72538. return;
  72539. }
  72540. this._boundingBoxSize = value;
  72541. var scene = this.getScene();
  72542. if (scene) {
  72543. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72544. }
  72545. },
  72546. enumerable: true,
  72547. configurable: true
  72548. });
  72549. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72550. /**
  72551. * Gets texture matrix rotation angle around Y axis radians.
  72552. */
  72553. get: function () {
  72554. return this._rotationY;
  72555. },
  72556. /**
  72557. * Sets texture matrix rotation angle around Y axis in radians.
  72558. */
  72559. set: function (value) {
  72560. this._rotationY = value;
  72561. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72562. },
  72563. enumerable: true,
  72564. configurable: true
  72565. });
  72566. /**
  72567. * Creates a cube texture from an array of image urls
  72568. * @param files defines an array of image urls
  72569. * @param scene defines the hosting scene
  72570. * @param noMipmap specifies if mip maps are not used
  72571. * @returns a cube texture
  72572. */
  72573. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72574. var rootUrlKey = "";
  72575. files.forEach(function (url) { return rootUrlKey += url; });
  72576. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72577. };
  72578. /**
  72579. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72580. * @param url defines the url of the prefiltered texture
  72581. * @param scene defines the scene the texture is attached to
  72582. * @param forcedExtension defines the extension of the file if different from the url
  72583. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72584. * @return the prefiltered texture
  72585. */
  72586. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72587. if (forcedExtension === void 0) { forcedExtension = null; }
  72588. if (createPolynomials === void 0) { createPolynomials = true; }
  72589. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72590. };
  72591. /**
  72592. * Delays loading of the cube texture
  72593. */
  72594. CubeTexture.prototype.delayLoad = function () {
  72595. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72596. return;
  72597. }
  72598. var scene = this.getScene();
  72599. if (!scene) {
  72600. return;
  72601. }
  72602. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72603. this._texture = this._getFromCache(this.url, this._noMipmap);
  72604. if (!this._texture) {
  72605. if (this._prefiltered) {
  72606. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72607. }
  72608. else {
  72609. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72610. }
  72611. }
  72612. };
  72613. /**
  72614. * Returns the reflection texture matrix
  72615. * @returns the reflection texture matrix
  72616. */
  72617. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72618. return this._textureMatrix;
  72619. };
  72620. /**
  72621. * Sets the reflection texture matrix
  72622. * @param value Reflection texture matrix
  72623. */
  72624. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72625. this._textureMatrix = value;
  72626. };
  72627. /**
  72628. * Parses text to create a cube texture
  72629. * @param parsedTexture define the serialized text to read from
  72630. * @param scene defines the hosting scene
  72631. * @param rootUrl defines the root url of the cube texture
  72632. * @returns a cube texture
  72633. */
  72634. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72635. var texture = BABYLON.SerializationHelper.Parse(function () {
  72636. var prefiltered = false;
  72637. if (parsedTexture.prefiltered) {
  72638. prefiltered = parsedTexture.prefiltered;
  72639. }
  72640. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72641. }, parsedTexture, scene);
  72642. // Local Cubemaps
  72643. if (parsedTexture.boundingBoxPosition) {
  72644. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72645. }
  72646. if (parsedTexture.boundingBoxSize) {
  72647. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72648. }
  72649. // Animations
  72650. if (parsedTexture.animations) {
  72651. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72652. var parsedAnimation = parsedTexture.animations[animationIndex];
  72653. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72654. }
  72655. }
  72656. return texture;
  72657. };
  72658. /**
  72659. * Makes a clone, or deep copy, of the cube texture
  72660. * @returns a new cube texture
  72661. */
  72662. CubeTexture.prototype.clone = function () {
  72663. var _this = this;
  72664. return BABYLON.SerializationHelper.Clone(function () {
  72665. var scene = _this.getScene();
  72666. if (!scene) {
  72667. return _this;
  72668. }
  72669. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72670. }, this);
  72671. };
  72672. __decorate([
  72673. BABYLON.serialize("rotationY")
  72674. ], CubeTexture.prototype, "rotationY", null);
  72675. return CubeTexture;
  72676. }(BABYLON.BaseTexture));
  72677. BABYLON.CubeTexture = CubeTexture;
  72678. })(BABYLON || (BABYLON = {}));
  72679. //# sourceMappingURL=babylon.cubeTexture.js.map
  72680. var BABYLON;
  72681. (function (BABYLON) {
  72682. /**
  72683. * Raw cube texture where the raw buffers are passed in
  72684. */
  72685. var RawCubeTexture = /** @class */ (function (_super) {
  72686. __extends(RawCubeTexture, _super);
  72687. /**
  72688. * Creates a cube texture where the raw buffers are passed in.
  72689. * @param scene defines the scene the texture is attached to
  72690. * @param data defines the array of data to use to create each face
  72691. * @param size defines the size of the textures
  72692. * @param format defines the format of the data
  72693. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72694. * @param generateMipMaps defines if the engine should generate the mip levels
  72695. * @param invertY defines if data must be stored with Y axis inverted
  72696. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72697. * @param compression defines the compression used (null by default)
  72698. */
  72699. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72700. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72701. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72702. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72703. if (invertY === void 0) { invertY = false; }
  72704. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72705. if (compression === void 0) { compression = null; }
  72706. var _this = _super.call(this, "", scene) || this;
  72707. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72708. return _this;
  72709. }
  72710. /**
  72711. * Updates the raw cube texture.
  72712. * @param data defines the data to store
  72713. * @param format defines the data format
  72714. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72715. * @param invertY defines if data must be stored with Y axis inverted
  72716. * @param compression defines the compression used (null by default)
  72717. * @param level defines which level of the texture to update
  72718. */
  72719. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72720. if (compression === void 0) { compression = null; }
  72721. if (level === void 0) { level = 0; }
  72722. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  72723. };
  72724. /**
  72725. * Updates a raw cube texture with RGBD encoded data.
  72726. * @param data defines the array of data [mipmap][face] to use to create each face
  72727. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  72728. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72729. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72730. * @returns a promsie that resolves when the operation is complete
  72731. */
  72732. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  72733. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  72734. if (lodScale === void 0) { lodScale = 0.8; }
  72735. if (lodOffset === void 0) { lodOffset = 0; }
  72736. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  72737. };
  72738. /**
  72739. * Clones the raw cube texture.
  72740. * @return a new cube texture
  72741. */
  72742. RawCubeTexture.prototype.clone = function () {
  72743. var _this = this;
  72744. return BABYLON.SerializationHelper.Clone(function () {
  72745. var scene = _this.getScene();
  72746. var internalTexture = _this._texture;
  72747. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  72748. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  72749. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  72750. }
  72751. return texture;
  72752. }, this);
  72753. };
  72754. /** @hidden */
  72755. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  72756. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  72757. internalTexture._bufferViewArrayArray = data;
  72758. internalTexture._lodGenerationScale = lodScale;
  72759. internalTexture._lodGenerationOffset = lodOffset;
  72760. internalTexture._sphericalPolynomial = sphericalPolynomial;
  72761. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  72762. internalTexture.isReady = true;
  72763. });
  72764. };
  72765. return RawCubeTexture;
  72766. }(BABYLON.CubeTexture));
  72767. BABYLON.RawCubeTexture = RawCubeTexture;
  72768. })(BABYLON || (BABYLON = {}));
  72769. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  72770. var BABYLON;
  72771. (function (BABYLON) {
  72772. /**
  72773. * This Helps creating a texture that will be created from a camera in your scene.
  72774. * It is basically a dynamic texture that could be used to create special effects for instance.
  72775. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  72776. */
  72777. var RenderTargetTexture = /** @class */ (function (_super) {
  72778. __extends(RenderTargetTexture, _super);
  72779. /**
  72780. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  72781. * or used a shadow, depth texture...
  72782. * @param name The friendly name of the texture
  72783. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  72784. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  72785. * @param generateMipMaps True if mip maps need to be generated after render.
  72786. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  72787. * @param type The type of the buffer in the RTT (int, half float, float...)
  72788. * @param isCube True if a cube texture needs to be created
  72789. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  72790. * @param generateDepthBuffer True to generate a depth buffer
  72791. * @param generateStencilBuffer True to generate a stencil buffer
  72792. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  72793. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  72794. */
  72795. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format) {
  72796. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  72797. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72798. if (isCube === void 0) { isCube = false; }
  72799. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72800. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  72801. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  72802. if (isMulti === void 0) { isMulti = false; }
  72803. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72804. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  72805. _this.isCube = isCube;
  72806. /**
  72807. * Define if particles should be rendered in your texture.
  72808. */
  72809. _this.renderParticles = true;
  72810. /**
  72811. * Define if sprites should be rendered in your texture.
  72812. */
  72813. _this.renderSprites = false;
  72814. /**
  72815. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  72816. */
  72817. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  72818. /**
  72819. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  72820. */
  72821. _this.ignoreCameraViewport = false;
  72822. /**
  72823. * An event triggered when the texture is unbind.
  72824. */
  72825. _this.onBeforeBindObservable = new BABYLON.Observable();
  72826. /**
  72827. * An event triggered when the texture is unbind.
  72828. */
  72829. _this.onAfterUnbindObservable = new BABYLON.Observable();
  72830. /**
  72831. * An event triggered before rendering the texture
  72832. */
  72833. _this.onBeforeRenderObservable = new BABYLON.Observable();
  72834. /**
  72835. * An event triggered after rendering the texture
  72836. */
  72837. _this.onAfterRenderObservable = new BABYLON.Observable();
  72838. /**
  72839. * An event triggered after the texture clear
  72840. */
  72841. _this.onClearObservable = new BABYLON.Observable();
  72842. _this._currentRefreshId = -1;
  72843. _this._refreshRate = 1;
  72844. _this._samples = 1;
  72845. /**
  72846. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  72847. * It must define where the camera used to render the texture is set
  72848. */
  72849. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72850. scene = _this.getScene();
  72851. if (!scene) {
  72852. return _this;
  72853. }
  72854. _this.renderList = new Array();
  72855. _this._engine = scene.getEngine();
  72856. _this.name = name;
  72857. _this.isRenderTarget = true;
  72858. _this._initialSizeParameter = size;
  72859. _this._processSizeParameter(size);
  72860. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  72861. });
  72862. _this._generateMipMaps = generateMipMaps ? true : false;
  72863. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  72864. // Rendering groups
  72865. _this._renderingManager = new BABYLON.RenderingManager(scene);
  72866. _this._renderingManager._useSceneAutoClearSetup = true;
  72867. if (isMulti) {
  72868. return _this;
  72869. }
  72870. _this._renderTargetOptions = {
  72871. generateMipMaps: generateMipMaps,
  72872. type: type,
  72873. format: format,
  72874. samplingMode: samplingMode,
  72875. generateDepthBuffer: generateDepthBuffer,
  72876. generateStencilBuffer: generateStencilBuffer
  72877. };
  72878. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  72879. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72880. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72881. }
  72882. if (isCube) {
  72883. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  72884. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  72885. _this._textureMatrix = BABYLON.Matrix.Identity();
  72886. }
  72887. else {
  72888. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  72889. }
  72890. return _this;
  72891. }
  72892. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  72893. /**
  72894. * Use this list to define the list of mesh you want to render.
  72895. */
  72896. get: function () {
  72897. return this._renderList;
  72898. },
  72899. set: function (value) {
  72900. this._renderList = value;
  72901. if (this._renderList) {
  72902. this._hookArray(this._renderList);
  72903. }
  72904. },
  72905. enumerable: true,
  72906. configurable: true
  72907. });
  72908. RenderTargetTexture.prototype._hookArray = function (array) {
  72909. var _this = this;
  72910. var oldPush = array.push;
  72911. array.push = function () {
  72912. var items = [];
  72913. for (var _i = 0; _i < arguments.length; _i++) {
  72914. items[_i] = arguments[_i];
  72915. }
  72916. var wasEmpty = array.length === 0;
  72917. var result = oldPush.apply(array, items);
  72918. if (wasEmpty) {
  72919. _this.getScene().meshes.forEach(function (mesh) {
  72920. mesh._markSubMeshesAsLightDirty();
  72921. });
  72922. }
  72923. return result;
  72924. };
  72925. var oldSplice = array.splice;
  72926. array.splice = function (index, deleteCount) {
  72927. var deleted = oldSplice.apply(array, [index, deleteCount]);
  72928. if (array.length === 0) {
  72929. _this.getScene().meshes.forEach(function (mesh) {
  72930. mesh._markSubMeshesAsLightDirty();
  72931. });
  72932. }
  72933. return deleted;
  72934. };
  72935. };
  72936. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  72937. /**
  72938. * Set a after unbind callback in the texture.
  72939. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  72940. */
  72941. set: function (callback) {
  72942. if (this._onAfterUnbindObserver) {
  72943. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  72944. }
  72945. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  72946. },
  72947. enumerable: true,
  72948. configurable: true
  72949. });
  72950. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  72951. /**
  72952. * Set a before render callback in the texture.
  72953. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  72954. */
  72955. set: function (callback) {
  72956. if (this._onBeforeRenderObserver) {
  72957. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  72958. }
  72959. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  72960. },
  72961. enumerable: true,
  72962. configurable: true
  72963. });
  72964. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  72965. /**
  72966. * Set a after render callback in the texture.
  72967. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  72968. */
  72969. set: function (callback) {
  72970. if (this._onAfterRenderObserver) {
  72971. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  72972. }
  72973. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  72974. },
  72975. enumerable: true,
  72976. configurable: true
  72977. });
  72978. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  72979. /**
  72980. * Set a clear callback in the texture.
  72981. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  72982. */
  72983. set: function (callback) {
  72984. if (this._onClearObserver) {
  72985. this.onClearObservable.remove(this._onClearObserver);
  72986. }
  72987. this._onClearObserver = this.onClearObservable.add(callback);
  72988. },
  72989. enumerable: true,
  72990. configurable: true
  72991. });
  72992. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  72993. /**
  72994. * Gets render target creation options that were used.
  72995. */
  72996. get: function () {
  72997. return this._renderTargetOptions;
  72998. },
  72999. enumerable: true,
  73000. configurable: true
  73001. });
  73002. RenderTargetTexture.prototype._onRatioRescale = function () {
  73003. if (this._sizeRatio) {
  73004. this.resize(this._initialSizeParameter);
  73005. }
  73006. };
  73007. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73008. get: function () {
  73009. return this._boundingBoxSize;
  73010. },
  73011. /**
  73012. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73013. * When defined, the cubemap will switch to local mode
  73014. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73015. * @example https://www.babylonjs-playground.com/#RNASML
  73016. */
  73017. set: function (value) {
  73018. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73019. return;
  73020. }
  73021. this._boundingBoxSize = value;
  73022. var scene = this.getScene();
  73023. if (scene) {
  73024. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73025. }
  73026. },
  73027. enumerable: true,
  73028. configurable: true
  73029. });
  73030. /**
  73031. * Creates a depth stencil texture.
  73032. * This is only available in WebGL 2 or with the depth texture extension available.
  73033. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73034. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73035. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73036. */
  73037. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73038. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73039. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73040. if (generateStencil === void 0) { generateStencil = false; }
  73041. if (!this.getScene()) {
  73042. return;
  73043. }
  73044. var engine = this.getScene().getEngine();
  73045. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73046. bilinearFiltering: bilinearFiltering,
  73047. comparisonFunction: comparisonFunction,
  73048. generateStencil: generateStencil,
  73049. isCube: this.isCube
  73050. });
  73051. engine.setFrameBufferDepthStencilTexture(this);
  73052. };
  73053. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73054. if (size.ratio) {
  73055. this._sizeRatio = size.ratio;
  73056. this._size = {
  73057. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73058. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73059. };
  73060. }
  73061. else {
  73062. this._size = size;
  73063. }
  73064. };
  73065. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73066. /**
  73067. * Define the number of samples to use in case of MSAA.
  73068. * It defaults to one meaning no MSAA has been enabled.
  73069. */
  73070. get: function () {
  73071. return this._samples;
  73072. },
  73073. set: function (value) {
  73074. if (this._samples === value) {
  73075. return;
  73076. }
  73077. var scene = this.getScene();
  73078. if (!scene) {
  73079. return;
  73080. }
  73081. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73082. },
  73083. enumerable: true,
  73084. configurable: true
  73085. });
  73086. /**
  73087. * Resets the refresh counter of the texture and start bak from scratch.
  73088. * Could be usefull to regenerate the texture if it is setup to render only once.
  73089. */
  73090. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73091. this._currentRefreshId = -1;
  73092. };
  73093. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73094. /**
  73095. * Define the refresh rate of the texture or the rendering frequency.
  73096. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73097. */
  73098. get: function () {
  73099. return this._refreshRate;
  73100. },
  73101. set: function (value) {
  73102. this._refreshRate = value;
  73103. this.resetRefreshCounter();
  73104. },
  73105. enumerable: true,
  73106. configurable: true
  73107. });
  73108. /**
  73109. * Adds a post process to the render target rendering passes.
  73110. * @param postProcess define the post process to add
  73111. */
  73112. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73113. if (!this._postProcessManager) {
  73114. var scene = this.getScene();
  73115. if (!scene) {
  73116. return;
  73117. }
  73118. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73119. this._postProcesses = new Array();
  73120. }
  73121. this._postProcesses.push(postProcess);
  73122. this._postProcesses[0].autoClear = false;
  73123. };
  73124. /**
  73125. * Clear all the post processes attached to the render target
  73126. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73127. */
  73128. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73129. if (dispose === void 0) { dispose = false; }
  73130. if (!this._postProcesses) {
  73131. return;
  73132. }
  73133. if (dispose) {
  73134. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73135. var postProcess = _a[_i];
  73136. postProcess.dispose();
  73137. }
  73138. }
  73139. this._postProcesses = [];
  73140. };
  73141. /**
  73142. * Remove one of the post process from the list of attached post processes to the texture
  73143. * @param postProcess define the post process to remove from the list
  73144. */
  73145. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73146. if (!this._postProcesses) {
  73147. return;
  73148. }
  73149. var index = this._postProcesses.indexOf(postProcess);
  73150. if (index === -1) {
  73151. return;
  73152. }
  73153. this._postProcesses.splice(index, 1);
  73154. if (this._postProcesses.length > 0) {
  73155. this._postProcesses[0].autoClear = false;
  73156. }
  73157. };
  73158. /** @hidden */
  73159. RenderTargetTexture.prototype._shouldRender = function () {
  73160. if (this._currentRefreshId === -1) { // At least render once
  73161. this._currentRefreshId = 1;
  73162. return true;
  73163. }
  73164. if (this.refreshRate === this._currentRefreshId) {
  73165. this._currentRefreshId = 1;
  73166. return true;
  73167. }
  73168. this._currentRefreshId++;
  73169. return false;
  73170. };
  73171. /**
  73172. * Gets the actual render size of the texture.
  73173. * @returns the width of the render size
  73174. */
  73175. RenderTargetTexture.prototype.getRenderSize = function () {
  73176. return this.getRenderWidth();
  73177. };
  73178. /**
  73179. * Gets the actual render width of the texture.
  73180. * @returns the width of the render size
  73181. */
  73182. RenderTargetTexture.prototype.getRenderWidth = function () {
  73183. if (this._size.width) {
  73184. return this._size.width;
  73185. }
  73186. return this._size;
  73187. };
  73188. /**
  73189. * Gets the actual render height of the texture.
  73190. * @returns the height of the render size
  73191. */
  73192. RenderTargetTexture.prototype.getRenderHeight = function () {
  73193. if (this._size.width) {
  73194. return this._size.height;
  73195. }
  73196. return this._size;
  73197. };
  73198. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73199. /**
  73200. * Get if the texture can be rescaled or not.
  73201. */
  73202. get: function () {
  73203. return true;
  73204. },
  73205. enumerable: true,
  73206. configurable: true
  73207. });
  73208. /**
  73209. * Resize the texture using a ratio.
  73210. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73211. */
  73212. RenderTargetTexture.prototype.scale = function (ratio) {
  73213. var newSize = this.getRenderSize() * ratio;
  73214. this.resize(newSize);
  73215. };
  73216. /**
  73217. * Get the texture reflection matrix used to rotate/transform the reflection.
  73218. * @returns the reflection matrix
  73219. */
  73220. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73221. if (this.isCube) {
  73222. return this._textureMatrix;
  73223. }
  73224. return _super.prototype.getReflectionTextureMatrix.call(this);
  73225. };
  73226. /**
  73227. * Resize the texture to a new desired size.
  73228. * Be carrefull as it will recreate all the data in the new texture.
  73229. * @param size Define the new size. It can be:
  73230. * - a number for squared texture,
  73231. * - an object containing { width: number, height: number }
  73232. * - or an object containing a ratio { ratio: number }
  73233. */
  73234. RenderTargetTexture.prototype.resize = function (size) {
  73235. this.releaseInternalTexture();
  73236. var scene = this.getScene();
  73237. if (!scene) {
  73238. return;
  73239. }
  73240. this._processSizeParameter(size);
  73241. if (this.isCube) {
  73242. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73243. }
  73244. else {
  73245. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73246. }
  73247. };
  73248. /**
  73249. * Renders all the objects from the render list into the texture.
  73250. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73251. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73252. */
  73253. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73254. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73255. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73256. var scene = this.getScene();
  73257. if (!scene) {
  73258. return;
  73259. }
  73260. var engine = scene.getEngine();
  73261. if (this.useCameraPostProcesses !== undefined) {
  73262. useCameraPostProcess = this.useCameraPostProcesses;
  73263. }
  73264. if (this._waitingRenderList) {
  73265. this.renderList = [];
  73266. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73267. var id = this._waitingRenderList[index];
  73268. var mesh_1 = scene.getMeshByID(id);
  73269. if (mesh_1) {
  73270. this.renderList.push(mesh_1);
  73271. }
  73272. }
  73273. delete this._waitingRenderList;
  73274. }
  73275. // Is predicate defined?
  73276. if (this.renderListPredicate) {
  73277. if (this.renderList) {
  73278. this.renderList.splice(0); // Clear previous renderList
  73279. }
  73280. else {
  73281. this.renderList = [];
  73282. }
  73283. var scene = this.getScene();
  73284. if (!scene) {
  73285. return;
  73286. }
  73287. var sceneMeshes = scene.meshes;
  73288. for (var index = 0; index < sceneMeshes.length; index++) {
  73289. var mesh = sceneMeshes[index];
  73290. if (this.renderListPredicate(mesh)) {
  73291. this.renderList.push(mesh);
  73292. }
  73293. }
  73294. }
  73295. this.onBeforeBindObservable.notifyObservers(this);
  73296. // Set custom projection.
  73297. // Needs to be before binding to prevent changing the aspect ratio.
  73298. var camera;
  73299. if (this.activeCamera) {
  73300. camera = this.activeCamera;
  73301. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73302. if (this.activeCamera !== scene.activeCamera) {
  73303. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73304. }
  73305. }
  73306. else {
  73307. camera = scene.activeCamera;
  73308. if (camera) {
  73309. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73310. }
  73311. }
  73312. // Prepare renderingManager
  73313. this._renderingManager.reset();
  73314. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73315. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73316. var sceneRenderId = scene.getRenderId();
  73317. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73318. var mesh = currentRenderList[meshIndex];
  73319. if (mesh) {
  73320. if (!mesh.isReady(this.refreshRate === 0)) {
  73321. this.resetRefreshCounter();
  73322. continue;
  73323. }
  73324. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73325. var isMasked = void 0;
  73326. if (!this.renderList && camera) {
  73327. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73328. }
  73329. else {
  73330. isMasked = false;
  73331. }
  73332. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73333. mesh._activate(sceneRenderId);
  73334. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73335. var subMesh = mesh.subMeshes[subIndex];
  73336. scene._activeIndices.addCount(subMesh.indexCount, false);
  73337. this._renderingManager.dispatch(subMesh, mesh);
  73338. }
  73339. }
  73340. }
  73341. }
  73342. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73343. var particleSystem = scene.particleSystems[particleIndex];
  73344. var emitter = particleSystem.emitter;
  73345. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73346. continue;
  73347. }
  73348. if (currentRenderList.indexOf(emitter) >= 0) {
  73349. this._renderingManager.dispatchParticles(particleSystem);
  73350. }
  73351. }
  73352. if (this.isCube) {
  73353. for (var face = 0; face < 6; face++) {
  73354. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73355. scene.incrementRenderId();
  73356. scene.resetCachedMaterial();
  73357. }
  73358. }
  73359. else {
  73360. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73361. }
  73362. this.onAfterUnbindObservable.notifyObservers(this);
  73363. if (scene.activeCamera) {
  73364. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73365. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73366. }
  73367. engine.setViewport(scene.activeCamera.viewport);
  73368. }
  73369. scene.resetCachedMaterial();
  73370. };
  73371. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73372. var minimum = 128;
  73373. var x = renderDimension * scale;
  73374. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73375. // Ensure we don't exceed the render dimension (while staying POT)
  73376. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73377. };
  73378. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73379. var _this = this;
  73380. if (!this._texture) {
  73381. return;
  73382. }
  73383. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73384. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73385. });
  73386. };
  73387. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73388. var scene = this.getScene();
  73389. if (!scene) {
  73390. return;
  73391. }
  73392. var engine = scene.getEngine();
  73393. if (!this._texture) {
  73394. return;
  73395. }
  73396. // Bind
  73397. if (this._postProcessManager) {
  73398. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73399. }
  73400. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73401. if (this._texture) {
  73402. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73403. }
  73404. }
  73405. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73406. // Clear
  73407. if (this.onClearObservable.hasObservers()) {
  73408. this.onClearObservable.notifyObservers(engine);
  73409. }
  73410. else {
  73411. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73412. }
  73413. if (!this._doNotChangeAspectRatio) {
  73414. scene.updateTransformMatrix(true);
  73415. }
  73416. // Render
  73417. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73418. if (this._postProcessManager) {
  73419. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73420. }
  73421. else if (useCameraPostProcess) {
  73422. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73423. }
  73424. if (!this._doNotChangeAspectRatio) {
  73425. scene.updateTransformMatrix(true);
  73426. }
  73427. // Dump ?
  73428. if (dumpForDebug) {
  73429. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73430. }
  73431. // Unbind
  73432. if (!this.isCube || faceIndex === 5) {
  73433. if (this.isCube) {
  73434. if (faceIndex === 5) {
  73435. engine.generateMipMapsForCubemap(this._texture);
  73436. }
  73437. }
  73438. this.unbindFrameBuffer(engine, faceIndex);
  73439. }
  73440. else {
  73441. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73442. }
  73443. };
  73444. /**
  73445. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73446. * This allowed control for front to back rendering or reversly depending of the special needs.
  73447. *
  73448. * @param renderingGroupId The rendering group id corresponding to its index
  73449. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73450. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73451. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73452. */
  73453. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73454. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73455. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73456. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73457. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73458. };
  73459. /**
  73460. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73461. *
  73462. * @param renderingGroupId The rendering group id corresponding to its index
  73463. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73464. */
  73465. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73466. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73467. this._renderingManager._useSceneAutoClearSetup = false;
  73468. };
  73469. /**
  73470. * Clones the texture.
  73471. * @returns the cloned texture
  73472. */
  73473. RenderTargetTexture.prototype.clone = function () {
  73474. var textureSize = this.getSize();
  73475. 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);
  73476. // Base texture
  73477. newTexture.hasAlpha = this.hasAlpha;
  73478. newTexture.level = this.level;
  73479. // RenderTarget Texture
  73480. newTexture.coordinatesMode = this.coordinatesMode;
  73481. if (this.renderList) {
  73482. newTexture.renderList = this.renderList.slice(0);
  73483. }
  73484. return newTexture;
  73485. };
  73486. /**
  73487. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73488. * @returns The JSON representation of the texture
  73489. */
  73490. RenderTargetTexture.prototype.serialize = function () {
  73491. if (!this.name) {
  73492. return null;
  73493. }
  73494. var serializationObject = _super.prototype.serialize.call(this);
  73495. serializationObject.renderTargetSize = this.getRenderSize();
  73496. serializationObject.renderList = [];
  73497. if (this.renderList) {
  73498. for (var index = 0; index < this.renderList.length; index++) {
  73499. serializationObject.renderList.push(this.renderList[index].id);
  73500. }
  73501. }
  73502. return serializationObject;
  73503. };
  73504. /**
  73505. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73506. */
  73507. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73508. var objBuffer = this.getInternalTexture();
  73509. var scene = this.getScene();
  73510. if (objBuffer && scene) {
  73511. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73512. }
  73513. };
  73514. /**
  73515. * Dispose the texture and release its associated resources.
  73516. */
  73517. RenderTargetTexture.prototype.dispose = function () {
  73518. if (this._postProcessManager) {
  73519. this._postProcessManager.dispose();
  73520. this._postProcessManager = null;
  73521. }
  73522. this.clearPostProcesses(true);
  73523. if (this._resizeObserver) {
  73524. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73525. this._resizeObserver = null;
  73526. }
  73527. this.renderList = null;
  73528. // Remove from custom render targets
  73529. var scene = this.getScene();
  73530. if (!scene) {
  73531. return;
  73532. }
  73533. var index = scene.customRenderTargets.indexOf(this);
  73534. if (index >= 0) {
  73535. scene.customRenderTargets.splice(index, 1);
  73536. }
  73537. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73538. var camera = _a[_i];
  73539. index = camera.customRenderTargets.indexOf(this);
  73540. if (index >= 0) {
  73541. camera.customRenderTargets.splice(index, 1);
  73542. }
  73543. }
  73544. _super.prototype.dispose.call(this);
  73545. };
  73546. /** @hidden */
  73547. RenderTargetTexture.prototype._rebuild = function () {
  73548. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73549. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73550. }
  73551. if (this._postProcessManager) {
  73552. this._postProcessManager._rebuild();
  73553. }
  73554. };
  73555. /**
  73556. * Clear the info related to rendering groups preventing retention point in material dispose.
  73557. */
  73558. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73559. if (this._renderingManager) {
  73560. this._renderingManager.freeRenderingGroups();
  73561. }
  73562. };
  73563. /**
  73564. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73565. */
  73566. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73567. /**
  73568. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73569. */
  73570. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73571. /**
  73572. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73573. * the central point of your effect and can save a lot of performances.
  73574. */
  73575. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73576. return RenderTargetTexture;
  73577. }(BABYLON.Texture));
  73578. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73579. })(BABYLON || (BABYLON = {}));
  73580. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73581. var BABYLON;
  73582. (function (BABYLON) {
  73583. /**
  73584. * A multi render target, like a render target provides the ability to render to a texture.
  73585. * Unlike the render target, it can render to several draw buffers in one draw.
  73586. * This is specially interesting in deferred rendering or for any effects requiring more than
  73587. * just one color from a single pass.
  73588. */
  73589. var MultiRenderTarget = /** @class */ (function (_super) {
  73590. __extends(MultiRenderTarget, _super);
  73591. /**
  73592. * Instantiate a new multi render target texture.
  73593. * A multi render target, like a render target provides the ability to render to a texture.
  73594. * Unlike the render target, it can render to several draw buffers in one draw.
  73595. * This is specially interesting in deferred rendering or for any effects requiring more than
  73596. * just one color from a single pass.
  73597. * @param name Define the name of the texture
  73598. * @param size Define the size of the buffers to render to
  73599. * @param count Define the number of target we are rendering into
  73600. * @param scene Define the scene the texture belongs to
  73601. * @param options Define the options used to create the multi render target
  73602. */
  73603. function MultiRenderTarget(name, size, count, scene, options) {
  73604. var _this = this;
  73605. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73606. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73607. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73608. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73609. _this._engine = scene.getEngine();
  73610. if (!_this.isSupported) {
  73611. _this.dispose();
  73612. return;
  73613. }
  73614. var types = [];
  73615. var samplingModes = [];
  73616. for (var i = 0; i < count; i++) {
  73617. if (options && options.types && options.types[i] !== undefined) {
  73618. types.push(options.types[i]);
  73619. }
  73620. else {
  73621. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73622. }
  73623. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73624. samplingModes.push(options.samplingModes[i]);
  73625. }
  73626. else {
  73627. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73628. }
  73629. }
  73630. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73631. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73632. _this._size = size;
  73633. _this._multiRenderTargetOptions = {
  73634. samplingModes: samplingModes,
  73635. generateMipMaps: generateMipMaps,
  73636. generateDepthBuffer: generateDepthBuffer,
  73637. generateStencilBuffer: generateStencilBuffer,
  73638. generateDepthTexture: generateDepthTexture,
  73639. types: types,
  73640. textureCount: count
  73641. };
  73642. _this._createInternalTextures();
  73643. _this._createTextures();
  73644. return _this;
  73645. }
  73646. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73647. /**
  73648. * Get if draw buffers are currently supported by the used hardware and browser.
  73649. */
  73650. get: function () {
  73651. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73652. },
  73653. enumerable: true,
  73654. configurable: true
  73655. });
  73656. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73657. /**
  73658. * Get the list of textures generated by the multi render target.
  73659. */
  73660. get: function () {
  73661. return this._textures;
  73662. },
  73663. enumerable: true,
  73664. configurable: true
  73665. });
  73666. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73667. /**
  73668. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73669. */
  73670. get: function () {
  73671. return this._textures[this._textures.length - 1];
  73672. },
  73673. enumerable: true,
  73674. configurable: true
  73675. });
  73676. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73677. /**
  73678. * Set the wrapping mode on U of all the textures we are rendering to.
  73679. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73680. */
  73681. set: function (wrap) {
  73682. if (this._textures) {
  73683. for (var i = 0; i < this._textures.length; i++) {
  73684. this._textures[i].wrapU = wrap;
  73685. }
  73686. }
  73687. },
  73688. enumerable: true,
  73689. configurable: true
  73690. });
  73691. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73692. /**
  73693. * Set the wrapping mode on V of all the textures we are rendering to.
  73694. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73695. */
  73696. set: function (wrap) {
  73697. if (this._textures) {
  73698. for (var i = 0; i < this._textures.length; i++) {
  73699. this._textures[i].wrapV = wrap;
  73700. }
  73701. }
  73702. },
  73703. enumerable: true,
  73704. configurable: true
  73705. });
  73706. /** @hidden */
  73707. MultiRenderTarget.prototype._rebuild = function () {
  73708. this.releaseInternalTextures();
  73709. this._createInternalTextures();
  73710. for (var i = 0; i < this._internalTextures.length; i++) {
  73711. var texture = this._textures[i];
  73712. texture._texture = this._internalTextures[i];
  73713. }
  73714. // Keeps references to frame buffer and stencil/depth buffer
  73715. this._texture = this._internalTextures[0];
  73716. };
  73717. MultiRenderTarget.prototype._createInternalTextures = function () {
  73718. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  73719. };
  73720. MultiRenderTarget.prototype._createTextures = function () {
  73721. this._textures = [];
  73722. for (var i = 0; i < this._internalTextures.length; i++) {
  73723. var texture = new BABYLON.Texture(null, this.getScene());
  73724. texture._texture = this._internalTextures[i];
  73725. this._textures.push(texture);
  73726. }
  73727. // Keeps references to frame buffer and stencil/depth buffer
  73728. this._texture = this._internalTextures[0];
  73729. };
  73730. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  73731. /**
  73732. * Define the number of samples used if MSAA is enabled.
  73733. */
  73734. get: function () {
  73735. return this._samples;
  73736. },
  73737. set: function (value) {
  73738. if (this._samples === value) {
  73739. return;
  73740. }
  73741. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  73742. },
  73743. enumerable: true,
  73744. configurable: true
  73745. });
  73746. /**
  73747. * Resize all the textures in the multi render target.
  73748. * Be carrefull as it will recreate all the data in the new texture.
  73749. * @param size Define the new size
  73750. */
  73751. MultiRenderTarget.prototype.resize = function (size) {
  73752. this.releaseInternalTextures();
  73753. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  73754. this._createInternalTextures();
  73755. };
  73756. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73757. var _this = this;
  73758. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  73759. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73760. });
  73761. };
  73762. /**
  73763. * Dispose the render targets and their associated resources
  73764. */
  73765. MultiRenderTarget.prototype.dispose = function () {
  73766. this.releaseInternalTextures();
  73767. _super.prototype.dispose.call(this);
  73768. };
  73769. /**
  73770. * Release all the underlying texture used as draw buffers.
  73771. */
  73772. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  73773. if (!this._internalTextures) {
  73774. return;
  73775. }
  73776. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  73777. if (this._internalTextures[i] !== undefined) {
  73778. this._internalTextures[i].dispose();
  73779. this._internalTextures.splice(i, 1);
  73780. }
  73781. }
  73782. };
  73783. return MultiRenderTarget;
  73784. }(BABYLON.RenderTargetTexture));
  73785. BABYLON.MultiRenderTarget = MultiRenderTarget;
  73786. })(BABYLON || (BABYLON = {}));
  73787. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  73788. var BABYLON;
  73789. (function (BABYLON) {
  73790. /**
  73791. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73792. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73793. * You can then easily use it as a reflectionTexture on a flat surface.
  73794. * In case the surface is not a plane, please consider relying on reflection probes.
  73795. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73796. */
  73797. var MirrorTexture = /** @class */ (function (_super) {
  73798. __extends(MirrorTexture, _super);
  73799. /**
  73800. * Instantiates a Mirror Texture.
  73801. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73802. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73803. * You can then easily use it as a reflectionTexture on a flat surface.
  73804. * In case the surface is not a plane, please consider relying on reflection probes.
  73805. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73806. * @param name
  73807. * @param size
  73808. * @param scene
  73809. * @param generateMipMaps
  73810. * @param type
  73811. * @param samplingMode
  73812. * @param generateDepthBuffer
  73813. */
  73814. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  73815. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73816. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  73817. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73818. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  73819. _this.scene = scene;
  73820. /**
  73821. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  73822. * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  73823. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73824. */
  73825. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  73826. _this._transformMatrix = BABYLON.Matrix.Zero();
  73827. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  73828. _this._adaptiveBlurKernel = 0;
  73829. _this._blurKernelX = 0;
  73830. _this._blurKernelY = 0;
  73831. _this._blurRatio = 1.0;
  73832. _this.ignoreCameraViewport = true;
  73833. _this._updateGammaSpace();
  73834. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  73835. _this._updateGammaSpace;
  73836. });
  73837. _this.onBeforeRenderObservable.add(function () {
  73838. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  73839. _this._savedViewMatrix = scene.getViewMatrix();
  73840. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  73841. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  73842. scene.clipPlane = _this.mirrorPlane;
  73843. scene.getEngine().cullBackFaces = false;
  73844. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  73845. });
  73846. _this.onAfterRenderObservable.add(function () {
  73847. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  73848. scene.getEngine().cullBackFaces = true;
  73849. scene._mirroredCameraPosition = null;
  73850. delete scene.clipPlane;
  73851. });
  73852. return _this;
  73853. }
  73854. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  73855. get: function () {
  73856. return this._blurRatio;
  73857. },
  73858. /**
  73859. * Define the blur ratio used to blur the reflection if needed.
  73860. */
  73861. set: function (value) {
  73862. if (this._blurRatio === value) {
  73863. return;
  73864. }
  73865. this._blurRatio = value;
  73866. this._preparePostProcesses();
  73867. },
  73868. enumerable: true,
  73869. configurable: true
  73870. });
  73871. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  73872. /**
  73873. * Define the adaptive blur kernel used to blur the reflection if needed.
  73874. * This will autocompute the closest best match for the `blurKernel`
  73875. */
  73876. set: function (value) {
  73877. this._adaptiveBlurKernel = value;
  73878. this._autoComputeBlurKernel();
  73879. },
  73880. enumerable: true,
  73881. configurable: true
  73882. });
  73883. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  73884. /**
  73885. * Define the blur kernel used to blur the reflection if needed.
  73886. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73887. */
  73888. set: function (value) {
  73889. this.blurKernelX = value;
  73890. this.blurKernelY = value;
  73891. },
  73892. enumerable: true,
  73893. configurable: true
  73894. });
  73895. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  73896. get: function () {
  73897. return this._blurKernelX;
  73898. },
  73899. /**
  73900. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  73901. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73902. */
  73903. set: function (value) {
  73904. if (this._blurKernelX === value) {
  73905. return;
  73906. }
  73907. this._blurKernelX = value;
  73908. this._preparePostProcesses();
  73909. },
  73910. enumerable: true,
  73911. configurable: true
  73912. });
  73913. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  73914. get: function () {
  73915. return this._blurKernelY;
  73916. },
  73917. /**
  73918. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  73919. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  73920. */
  73921. set: function (value) {
  73922. if (this._blurKernelY === value) {
  73923. return;
  73924. }
  73925. this._blurKernelY = value;
  73926. this._preparePostProcesses();
  73927. },
  73928. enumerable: true,
  73929. configurable: true
  73930. });
  73931. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  73932. var engine = this.getScene().getEngine();
  73933. var dw = this.getRenderWidth() / engine.getRenderWidth();
  73934. var dh = this.getRenderHeight() / engine.getRenderHeight();
  73935. this.blurKernelX = this._adaptiveBlurKernel * dw;
  73936. this.blurKernelY = this._adaptiveBlurKernel * dh;
  73937. };
  73938. MirrorTexture.prototype._onRatioRescale = function () {
  73939. if (this._sizeRatio) {
  73940. this.resize(this._initialSizeParameter);
  73941. if (!this._adaptiveBlurKernel) {
  73942. this._preparePostProcesses();
  73943. }
  73944. }
  73945. if (this._adaptiveBlurKernel) {
  73946. this._autoComputeBlurKernel();
  73947. }
  73948. };
  73949. MirrorTexture.prototype._updateGammaSpace = function () {
  73950. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  73951. };
  73952. MirrorTexture.prototype._preparePostProcesses = function () {
  73953. this.clearPostProcesses(true);
  73954. if (this._blurKernelX && this._blurKernelY) {
  73955. var engine = this.getScene().getEngine();
  73956. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  73957. 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);
  73958. this._blurX.autoClear = false;
  73959. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  73960. this._blurX.inputTexture = this._texture;
  73961. }
  73962. else {
  73963. this._blurX.alwaysForcePOT = true;
  73964. }
  73965. 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);
  73966. this._blurY.autoClear = false;
  73967. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  73968. this.addPostProcess(this._blurX);
  73969. this.addPostProcess(this._blurY);
  73970. }
  73971. else {
  73972. if (this._blurY) {
  73973. this.removePostProcess(this._blurY);
  73974. this._blurY.dispose();
  73975. this._blurY = null;
  73976. }
  73977. if (this._blurX) {
  73978. this.removePostProcess(this._blurX);
  73979. this._blurX.dispose();
  73980. this._blurX = null;
  73981. }
  73982. }
  73983. };
  73984. /**
  73985. * Clone the mirror texture.
  73986. * @returns the cloned texture
  73987. */
  73988. MirrorTexture.prototype.clone = function () {
  73989. var scene = this.getScene();
  73990. if (!scene) {
  73991. return this;
  73992. }
  73993. var textureSize = this.getSize();
  73994. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  73995. // Base texture
  73996. newTexture.hasAlpha = this.hasAlpha;
  73997. newTexture.level = this.level;
  73998. // Mirror Texture
  73999. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74000. if (this.renderList) {
  74001. newTexture.renderList = this.renderList.slice(0);
  74002. }
  74003. return newTexture;
  74004. };
  74005. /**
  74006. * Serialize the texture to a JSON representation you could use in Parse later on
  74007. * @returns the serialized JSON representation
  74008. */
  74009. MirrorTexture.prototype.serialize = function () {
  74010. if (!this.name) {
  74011. return null;
  74012. }
  74013. var serializationObject = _super.prototype.serialize.call(this);
  74014. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74015. return serializationObject;
  74016. };
  74017. /**
  74018. * Dispose the texture and release its associated resources.
  74019. */
  74020. MirrorTexture.prototype.dispose = function () {
  74021. _super.prototype.dispose.call(this);
  74022. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74023. };
  74024. return MirrorTexture;
  74025. }(BABYLON.RenderTargetTexture));
  74026. BABYLON.MirrorTexture = MirrorTexture;
  74027. })(BABYLON || (BABYLON = {}));
  74028. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74029. var BABYLON;
  74030. (function (BABYLON) {
  74031. /**
  74032. * Creates a refraction texture used by refraction channel of the standard material.
  74033. * It is like a mirror but to see through a material.
  74034. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74035. */
  74036. var RefractionTexture = /** @class */ (function (_super) {
  74037. __extends(RefractionTexture, _super);
  74038. /**
  74039. * Creates a refraction texture used by refraction channel of the standard material.
  74040. * It is like a mirror but to see through a material.
  74041. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74042. * @param name Define the texture name
  74043. * @param size Define the size of the underlying texture
  74044. * @param scene Define the scene the refraction belongs to
  74045. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74046. */
  74047. function RefractionTexture(name, size, scene, generateMipMaps) {
  74048. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74049. /**
  74050. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74051. * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  74052. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74053. */
  74054. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74055. /**
  74056. * Define how deep under the surface we should see.
  74057. */
  74058. _this.depth = 2.0;
  74059. _this.onBeforeRenderObservable.add(function () {
  74060. scene.clipPlane = _this.refractionPlane;
  74061. });
  74062. _this.onAfterRenderObservable.add(function () {
  74063. delete scene.clipPlane;
  74064. });
  74065. return _this;
  74066. }
  74067. /**
  74068. * Clone the refraction texture.
  74069. * @returns the cloned texture
  74070. */
  74071. RefractionTexture.prototype.clone = function () {
  74072. var scene = this.getScene();
  74073. if (!scene) {
  74074. return this;
  74075. }
  74076. var textureSize = this.getSize();
  74077. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74078. // Base texture
  74079. newTexture.hasAlpha = this.hasAlpha;
  74080. newTexture.level = this.level;
  74081. // Refraction Texture
  74082. newTexture.refractionPlane = this.refractionPlane.clone();
  74083. if (this.renderList) {
  74084. newTexture.renderList = this.renderList.slice(0);
  74085. }
  74086. newTexture.depth = this.depth;
  74087. return newTexture;
  74088. };
  74089. /**
  74090. * Serialize the texture to a JSON representation you could use in Parse later on
  74091. * @returns the serialized JSON representation
  74092. */
  74093. RefractionTexture.prototype.serialize = function () {
  74094. if (!this.name) {
  74095. return null;
  74096. }
  74097. var serializationObject = _super.prototype.serialize.call(this);
  74098. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74099. serializationObject.depth = this.depth;
  74100. return serializationObject;
  74101. };
  74102. return RefractionTexture;
  74103. }(BABYLON.RenderTargetTexture));
  74104. BABYLON.RefractionTexture = RefractionTexture;
  74105. })(BABYLON || (BABYLON = {}));
  74106. //# sourceMappingURL=babylon.refractionTexture.js.map
  74107. var BABYLON;
  74108. (function (BABYLON) {
  74109. /**
  74110. * A class extending Texture allowing drawing on a texture
  74111. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74112. */
  74113. var DynamicTexture = /** @class */ (function (_super) {
  74114. __extends(DynamicTexture, _super);
  74115. /**
  74116. * Creates a DynamicTexture
  74117. * @param name defines the name of the texture
  74118. * @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
  74119. * @param scene defines the scene where you want the texture
  74120. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74121. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74122. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74123. */
  74124. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74125. if (scene === void 0) { scene = null; }
  74126. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74127. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74128. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74129. _this.name = name;
  74130. _this._engine = _this.getScene().getEngine();
  74131. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74132. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74133. _this._generateMipMaps = generateMipMaps;
  74134. if (options.getContext) {
  74135. _this._canvas = options;
  74136. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74137. }
  74138. else {
  74139. _this._canvas = document.createElement("canvas");
  74140. if (options.width || options.width === 0) {
  74141. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74142. }
  74143. else {
  74144. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74145. }
  74146. }
  74147. var textureSize = _this.getSize();
  74148. _this._canvas.width = textureSize.width;
  74149. _this._canvas.height = textureSize.height;
  74150. _this._context = _this._canvas.getContext("2d");
  74151. return _this;
  74152. }
  74153. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74154. /**
  74155. * Gets the current state of canRescale
  74156. */
  74157. get: function () {
  74158. return true;
  74159. },
  74160. enumerable: true,
  74161. configurable: true
  74162. });
  74163. DynamicTexture.prototype._recreate = function (textureSize) {
  74164. this._canvas.width = textureSize.width;
  74165. this._canvas.height = textureSize.height;
  74166. this.releaseInternalTexture();
  74167. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74168. };
  74169. /**
  74170. * Scales the texture
  74171. * @param ratio the scale factor to apply to both width and height
  74172. */
  74173. DynamicTexture.prototype.scale = function (ratio) {
  74174. var textureSize = this.getSize();
  74175. textureSize.width *= ratio;
  74176. textureSize.height *= ratio;
  74177. this._recreate(textureSize);
  74178. };
  74179. /**
  74180. * Resizes the texture
  74181. * @param width the new width
  74182. * @param height the new height
  74183. */
  74184. DynamicTexture.prototype.scaleTo = function (width, height) {
  74185. var textureSize = this.getSize();
  74186. textureSize.width = width;
  74187. textureSize.height = height;
  74188. this._recreate(textureSize);
  74189. };
  74190. /**
  74191. * Gets the context of the canvas used by the texture
  74192. * @returns the canvas context of the dynamic texture
  74193. */
  74194. DynamicTexture.prototype.getContext = function () {
  74195. return this._context;
  74196. };
  74197. /**
  74198. * Clears the texture
  74199. */
  74200. DynamicTexture.prototype.clear = function () {
  74201. var size = this.getSize();
  74202. this._context.fillRect(0, 0, size.width, size.height);
  74203. };
  74204. /**
  74205. * Updates the texture
  74206. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74207. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74208. */
  74209. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74210. if (premulAlpha === void 0) { premulAlpha = false; }
  74211. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74212. };
  74213. /**
  74214. * Draws text onto the texture
  74215. * @param text defines the text to be drawn
  74216. * @param x defines the placement of the text from the left
  74217. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74218. * @param font defines the font to be used with font-style, font-size, font-name
  74219. * @param color defines the color used for the text
  74220. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74221. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74222. * @param update defines whether texture is immediately update (default is true)
  74223. */
  74224. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74225. if (update === void 0) { update = true; }
  74226. var size = this.getSize();
  74227. if (clearColor) {
  74228. this._context.fillStyle = clearColor;
  74229. this._context.fillRect(0, 0, size.width, size.height);
  74230. }
  74231. this._context.font = font;
  74232. if (x === null || x === undefined) {
  74233. var textSize = this._context.measureText(text);
  74234. x = (size.width - textSize.width) / 2;
  74235. }
  74236. if (y === null || y === undefined) {
  74237. var fontSize = parseInt((font.replace(/\D/g, '')));
  74238. y = (size.height / 2) + (fontSize / 3.65);
  74239. }
  74240. this._context.fillStyle = color;
  74241. this._context.fillText(text, x, y);
  74242. if (update) {
  74243. this.update(invertY);
  74244. }
  74245. };
  74246. /**
  74247. * Clones the texture
  74248. * @returns the clone of the texture.
  74249. */
  74250. DynamicTexture.prototype.clone = function () {
  74251. var scene = this.getScene();
  74252. if (!scene) {
  74253. return this;
  74254. }
  74255. var textureSize = this.getSize();
  74256. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74257. // Base texture
  74258. newTexture.hasAlpha = this.hasAlpha;
  74259. newTexture.level = this.level;
  74260. // Dynamic Texture
  74261. newTexture.wrapU = this.wrapU;
  74262. newTexture.wrapV = this.wrapV;
  74263. return newTexture;
  74264. };
  74265. /**
  74266. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74267. * @returns a serialized dynamic texture object
  74268. */
  74269. DynamicTexture.prototype.serialize = function () {
  74270. var scene = this.getScene();
  74271. if (scene && !scene.isReady()) {
  74272. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74273. }
  74274. var serializationObject = _super.prototype.serialize.call(this);
  74275. serializationObject.base64String = this._canvas.toDataURL();
  74276. serializationObject.invertY = this._invertY;
  74277. serializationObject.samplingMode = this.samplingMode;
  74278. return serializationObject;
  74279. };
  74280. /** @hidden */
  74281. DynamicTexture.prototype._rebuild = function () {
  74282. this.update();
  74283. };
  74284. return DynamicTexture;
  74285. }(BABYLON.Texture));
  74286. BABYLON.DynamicTexture = DynamicTexture;
  74287. })(BABYLON || (BABYLON = {}));
  74288. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74289. var BABYLON;
  74290. (function (BABYLON) {
  74291. /**
  74292. * If you want to display a video in your scene, this is the special texture for that.
  74293. * This special texture works similar to other textures, with the exception of a few parameters.
  74294. * @see https://doc.babylonjs.com/how_to/video_texture
  74295. */
  74296. var VideoTexture = /** @class */ (function (_super) {
  74297. __extends(VideoTexture, _super);
  74298. /**
  74299. * Creates a video texture.
  74300. * If you want to display a video in your scene, this is the special texture for that.
  74301. * This special texture works similar to other textures, with the exception of a few parameters.
  74302. * @see https://doc.babylonjs.com/how_to/video_texture
  74303. * @param name optional name, will detect from video source, if not defined
  74304. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74305. * @param scene is obviously the current scene.
  74306. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74307. * @param invertY is false by default but can be used to invert video on Y axis
  74308. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74309. * @param settings allows finer control over video usage
  74310. */
  74311. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74312. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74313. if (invertY === void 0) { invertY = false; }
  74314. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74315. if (settings === void 0) { settings = {
  74316. autoPlay: true,
  74317. loop: true,
  74318. autoUpdateTexture: true,
  74319. }; }
  74320. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74321. _this._onUserActionRequestedObservable = null;
  74322. _this._stillImageCaptured = false;
  74323. _this._poster = false;
  74324. _this._createInternalTexture = function () {
  74325. if (_this._texture != null) {
  74326. if (_this._poster) {
  74327. _this._texture.dispose();
  74328. _this._poster = false;
  74329. }
  74330. else {
  74331. return;
  74332. }
  74333. }
  74334. if (!_this._engine.needPOTTextures ||
  74335. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74336. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74337. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74338. }
  74339. else {
  74340. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74341. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74342. _this._generateMipMaps = false;
  74343. }
  74344. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74345. if (!_this.video.autoplay) {
  74346. var oldHandler_1 = _this.video.onplaying;
  74347. var error_1 = false;
  74348. _this.video.onplaying = function () {
  74349. _this.video.onplaying = oldHandler_1;
  74350. _this._texture.isReady = true;
  74351. _this._updateInternalTexture();
  74352. if (!error_1) {
  74353. _this.video.pause();
  74354. }
  74355. if (_this.onLoadObservable.hasObservers()) {
  74356. _this.onLoadObservable.notifyObservers(_this);
  74357. }
  74358. };
  74359. var playing = _this.video.play();
  74360. if (playing) {
  74361. playing.then(function () {
  74362. // Everything is good.
  74363. })
  74364. .catch(function () {
  74365. error_1 = true;
  74366. // On Chrome for instance, new policies might prevent playing without user interaction.
  74367. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74368. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74369. }
  74370. });
  74371. }
  74372. else {
  74373. _this.video.onplaying = oldHandler_1;
  74374. _this._texture.isReady = true;
  74375. _this._updateInternalTexture();
  74376. if (_this.onLoadObservable.hasObservers()) {
  74377. _this.onLoadObservable.notifyObservers(_this);
  74378. }
  74379. }
  74380. }
  74381. else {
  74382. _this._texture.isReady = true;
  74383. _this._updateInternalTexture();
  74384. if (_this.onLoadObservable.hasObservers()) {
  74385. _this.onLoadObservable.notifyObservers(_this);
  74386. }
  74387. }
  74388. };
  74389. _this.reset = function () {
  74390. if (_this._texture == null) {
  74391. return;
  74392. }
  74393. if (!_this._poster) {
  74394. _this._texture.dispose();
  74395. _this._texture = null;
  74396. }
  74397. };
  74398. _this._updateInternalTexture = function (e) {
  74399. if (_this._texture == null || !_this._texture.isReady) {
  74400. return;
  74401. }
  74402. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74403. return;
  74404. }
  74405. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74406. };
  74407. _this._engine = _this.getScene().getEngine();
  74408. _this._generateMipMaps = generateMipMaps;
  74409. _this._samplingMode = samplingMode;
  74410. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74411. _this.name = name || _this._getName(src);
  74412. _this.video = _this._getVideo(src);
  74413. if (settings.poster) {
  74414. _this.video.poster = settings.poster;
  74415. }
  74416. if (settings.autoPlay !== undefined) {
  74417. _this.video.autoplay = settings.autoPlay;
  74418. }
  74419. if (settings.loop !== undefined) {
  74420. _this.video.loop = settings.loop;
  74421. }
  74422. _this.video.setAttribute("playsinline", "");
  74423. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74424. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74425. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74426. _this.video.addEventListener("emptied", _this.reset);
  74427. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74428. _this._createInternalTexture();
  74429. }
  74430. if (settings.poster) {
  74431. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74432. _this._poster = true;
  74433. }
  74434. return _this;
  74435. }
  74436. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74437. /**
  74438. * Event triggerd when a dom action is required by the user to play the video.
  74439. * This happens due to recent changes in browser policies preventing video to auto start.
  74440. */
  74441. get: function () {
  74442. if (!this._onUserActionRequestedObservable) {
  74443. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74444. }
  74445. return this._onUserActionRequestedObservable;
  74446. },
  74447. enumerable: true,
  74448. configurable: true
  74449. });
  74450. VideoTexture.prototype._getName = function (src) {
  74451. if (src instanceof HTMLVideoElement) {
  74452. return src.currentSrc;
  74453. }
  74454. if (typeof src === "object") {
  74455. return src.toString();
  74456. }
  74457. return src;
  74458. };
  74459. VideoTexture.prototype._getVideo = function (src) {
  74460. if (src instanceof HTMLVideoElement) {
  74461. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74462. return src;
  74463. }
  74464. var video = document.createElement("video");
  74465. if (typeof src === "string") {
  74466. BABYLON.Tools.SetCorsBehavior(src, video);
  74467. video.src = src;
  74468. }
  74469. else {
  74470. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74471. src.forEach(function (url) {
  74472. var source = document.createElement("source");
  74473. source.src = url;
  74474. video.appendChild(source);
  74475. });
  74476. }
  74477. return video;
  74478. };
  74479. /**
  74480. * @hidden Internal method to initiate `update`.
  74481. */
  74482. VideoTexture.prototype._rebuild = function () {
  74483. this.update();
  74484. };
  74485. /**
  74486. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74487. */
  74488. VideoTexture.prototype.update = function () {
  74489. if (!this.autoUpdateTexture) {
  74490. // Expecting user to call `updateTexture` manually
  74491. return;
  74492. }
  74493. this.updateTexture(true);
  74494. };
  74495. /**
  74496. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74497. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74498. */
  74499. VideoTexture.prototype.updateTexture = function (isVisible) {
  74500. if (!isVisible) {
  74501. return;
  74502. }
  74503. if (this.video.paused && this._stillImageCaptured) {
  74504. return;
  74505. }
  74506. this._stillImageCaptured = true;
  74507. this._updateInternalTexture();
  74508. };
  74509. /**
  74510. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74511. * @param url New url.
  74512. */
  74513. VideoTexture.prototype.updateURL = function (url) {
  74514. this.video.src = url;
  74515. };
  74516. /**
  74517. * Dispose the texture and release its associated resources.
  74518. */
  74519. VideoTexture.prototype.dispose = function () {
  74520. _super.prototype.dispose.call(this);
  74521. if (this._onUserActionRequestedObservable) {
  74522. this._onUserActionRequestedObservable.clear();
  74523. this._onUserActionRequestedObservable = null;
  74524. }
  74525. this.video.removeEventListener("canplay", this._createInternalTexture);
  74526. this.video.removeEventListener("paused", this._updateInternalTexture);
  74527. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74528. this.video.removeEventListener("emptied", this.reset);
  74529. this.video.pause();
  74530. };
  74531. /**
  74532. * Creates a video texture straight from your WebCam video feed.
  74533. * @param scene Define the scene the texture should be created in
  74534. * @param onReady Define a callback to triggered once the texture will be ready
  74535. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74536. */
  74537. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74538. var video = document.createElement("video");
  74539. video.setAttribute('autoplay', '');
  74540. video.setAttribute('muted', '');
  74541. video.setAttribute('playsinline', '');
  74542. var constraintsDeviceId;
  74543. if (constraints && constraints.deviceId) {
  74544. constraintsDeviceId = {
  74545. exact: constraints.deviceId,
  74546. };
  74547. }
  74548. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74549. if (navigator.mediaDevices) {
  74550. navigator.mediaDevices.getUserMedia({ video: constraints })
  74551. .then(function (stream) {
  74552. if (video.mozSrcObject !== undefined) {
  74553. // hack for Firefox < 19
  74554. video.mozSrcObject = stream;
  74555. }
  74556. else {
  74557. video.srcObject = stream;
  74558. }
  74559. var onPlaying = function () {
  74560. if (onReady) {
  74561. onReady(new VideoTexture("video", video, scene, true, true));
  74562. }
  74563. video.removeEventListener("playing", onPlaying);
  74564. };
  74565. video.addEventListener("playing", onPlaying);
  74566. video.play();
  74567. })
  74568. .catch(function (err) {
  74569. BABYLON.Tools.Error(err.name);
  74570. });
  74571. }
  74572. else {
  74573. navigator.getUserMedia =
  74574. navigator.getUserMedia ||
  74575. navigator.webkitGetUserMedia ||
  74576. navigator.mozGetUserMedia ||
  74577. navigator.msGetUserMedia;
  74578. if (navigator.getUserMedia) {
  74579. navigator.getUserMedia({
  74580. video: {
  74581. deviceId: constraintsDeviceId,
  74582. width: {
  74583. min: (constraints && constraints.minWidth) || 256,
  74584. max: (constraints && constraints.maxWidth) || 640,
  74585. },
  74586. height: {
  74587. min: (constraints && constraints.minHeight) || 256,
  74588. max: (constraints && constraints.maxHeight) || 480,
  74589. },
  74590. },
  74591. }, function (stream) {
  74592. if (video.mozSrcObject !== undefined) {
  74593. // hack for Firefox < 19
  74594. video.mozSrcObject = stream;
  74595. }
  74596. else {
  74597. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74598. }
  74599. video.play();
  74600. if (onReady) {
  74601. onReady(new VideoTexture("video", video, scene, true, true));
  74602. }
  74603. }, function (e) {
  74604. BABYLON.Tools.Error(e.name);
  74605. });
  74606. }
  74607. }
  74608. };
  74609. return VideoTexture;
  74610. }(BABYLON.Texture));
  74611. BABYLON.VideoTexture = VideoTexture;
  74612. })(BABYLON || (BABYLON = {}));
  74613. //# sourceMappingURL=babylon.videoTexture.js.map
  74614. var BABYLON;
  74615. (function (BABYLON) {
  74616. /**
  74617. * Raw texture can help creating a texture directly from an array of data.
  74618. * This can be super useful if you either get the data from an uncompressed source or
  74619. * if you wish to create your texture pixel by pixel.
  74620. */
  74621. var RawTexture = /** @class */ (function (_super) {
  74622. __extends(RawTexture, _super);
  74623. /**
  74624. * Instantiates a new RawTexture.
  74625. * Raw texture can help creating a texture directly from an array of data.
  74626. * This can be super useful if you either get the data from an uncompressed source or
  74627. * if you wish to create your texture pixel by pixel.
  74628. * @param data define the array of data to use to create the texture
  74629. * @param width define the width of the texture
  74630. * @param height define the height of the texture
  74631. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74632. * @param scene define the scene the texture belongs to
  74633. * @param generateMipMaps define whether mip maps should be generated or not
  74634. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74635. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74636. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74637. */
  74638. function RawTexture(data, width, height,
  74639. /**
  74640. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74641. */
  74642. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74643. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74644. if (invertY === void 0) { invertY = false; }
  74645. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74646. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74647. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74648. _this.format = format;
  74649. _this._engine = scene.getEngine();
  74650. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74651. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74652. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74653. return _this;
  74654. }
  74655. /**
  74656. * Updates the texture underlying data.
  74657. * @param data Define the new data of the texture
  74658. */
  74659. RawTexture.prototype.update = function (data) {
  74660. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74661. };
  74662. /**
  74663. * Creates a luminance texture from some data.
  74664. * @param data Define the texture data
  74665. * @param width Define the width of the texture
  74666. * @param height Define the height of the texture
  74667. * @param scene Define the scene the texture belongs to
  74668. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74669. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74670. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74671. * @returns the luminance texture
  74672. */
  74673. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74674. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74675. if (invertY === void 0) { invertY = false; }
  74676. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74677. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74678. };
  74679. /**
  74680. * Creates a luminance alpha texture from some data.
  74681. * @param data Define the texture data
  74682. * @param width Define the width of the texture
  74683. * @param height Define the height of the texture
  74684. * @param scene Define the scene the texture belongs to
  74685. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74686. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74687. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74688. * @returns the luminance alpha texture
  74689. */
  74690. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74691. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74692. if (invertY === void 0) { invertY = false; }
  74693. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74694. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74695. };
  74696. /**
  74697. * Creates an alpha texture from some data.
  74698. * @param data Define the texture data
  74699. * @param width Define the width of the texture
  74700. * @param height Define the height of the texture
  74701. * @param scene Define the scene the texture belongs to
  74702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74705. * @returns the alpha texture
  74706. */
  74707. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74708. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74709. if (invertY === void 0) { invertY = false; }
  74710. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74711. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74712. };
  74713. /**
  74714. * Creates a RGB texture from some data.
  74715. * @param data Define the texture data
  74716. * @param width Define the width of the texture
  74717. * @param height Define the height of the texture
  74718. * @param scene Define the scene the texture belongs to
  74719. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74720. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74721. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74722. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74723. * @returns the RGB alpha texture
  74724. */
  74725. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74726. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74727. if (invertY === void 0) { invertY = false; }
  74728. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74729. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74730. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  74731. };
  74732. /**
  74733. * Creates a RGBA texture from some data.
  74734. * @param data Define the texture data
  74735. * @param width Define the width of the texture
  74736. * @param height Define the height of the texture
  74737. * @param scene Define the scene the texture belongs to
  74738. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74739. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74740. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74741. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74742. * @returns the RGBA texture
  74743. */
  74744. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74745. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74746. if (invertY === void 0) { invertY = false; }
  74747. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74748. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74749. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  74750. };
  74751. /**
  74752. * Creates a R texture from some data.
  74753. * @param data Define the texture data
  74754. * @param width Define the width of the texture
  74755. * @param height Define the height of the texture
  74756. * @param scene Define the scene the texture belongs to
  74757. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74758. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74759. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74760. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74761. * @returns the R texture
  74762. */
  74763. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74764. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74765. if (invertY === void 0) { invertY = false; }
  74766. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74767. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  74768. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  74769. };
  74770. return RawTexture;
  74771. }(BABYLON.Texture));
  74772. BABYLON.RawTexture = RawTexture;
  74773. })(BABYLON || (BABYLON = {}));
  74774. //# sourceMappingURL=babylon.rawTexture.js.map
  74775. var BABYLON;
  74776. (function (BABYLON) {
  74777. /**
  74778. * Class used to store 3D textures containing user data
  74779. */
  74780. var RawTexture3D = /** @class */ (function (_super) {
  74781. __extends(RawTexture3D, _super);
  74782. /**
  74783. * Create a new RawTexture3D
  74784. * @param data defines the data of the texture
  74785. * @param width defines the width of the texture
  74786. * @param height defines the height of the texture
  74787. * @param depth defines the depth of the texture
  74788. * @param format defines the texture format to use
  74789. * @param scene defines the hosting scene
  74790. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  74791. * @param invertY defines if texture must be stored with Y axis inverted
  74792. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  74793. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  74794. */
  74795. function RawTexture3D(data, width, height, depth,
  74796. /** Gets or sets the texture format to use */
  74797. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  74798. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74799. if (invertY === void 0) { invertY = false; }
  74800. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74801. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74802. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74803. _this.format = format;
  74804. _this._engine = scene.getEngine();
  74805. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  74806. _this.is3D = true;
  74807. return _this;
  74808. }
  74809. /**
  74810. * Update the texture with new data
  74811. * @param data defines the data to store in the texture
  74812. */
  74813. RawTexture3D.prototype.update = function (data) {
  74814. if (!this._texture) {
  74815. return;
  74816. }
  74817. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74818. };
  74819. return RawTexture3D;
  74820. }(BABYLON.Texture));
  74821. BABYLON.RawTexture3D = RawTexture3D;
  74822. })(BABYLON || (BABYLON = {}));
  74823. //# sourceMappingURL=babylon.rawTexture3D.js.map
  74824. var BABYLON;
  74825. (function (BABYLON) {
  74826. /**
  74827. * PostProcessManager is used to manage one or more post processes or post process pipelines
  74828. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74829. */
  74830. var PostProcessManager = /** @class */ (function () {
  74831. /**
  74832. * Creates a new instance PostProcess
  74833. * @param scene The scene that the post process is associated with.
  74834. */
  74835. function PostProcessManager(scene) {
  74836. this._vertexBuffers = {};
  74837. this._scene = scene;
  74838. }
  74839. PostProcessManager.prototype._prepareBuffers = function () {
  74840. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  74841. return;
  74842. }
  74843. // VBO
  74844. var vertices = [];
  74845. vertices.push(1, 1);
  74846. vertices.push(-1, 1);
  74847. vertices.push(-1, -1);
  74848. vertices.push(1, -1);
  74849. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  74850. this._buildIndexBuffer();
  74851. };
  74852. PostProcessManager.prototype._buildIndexBuffer = function () {
  74853. // Indices
  74854. var indices = [];
  74855. indices.push(0);
  74856. indices.push(1);
  74857. indices.push(2);
  74858. indices.push(0);
  74859. indices.push(2);
  74860. indices.push(3);
  74861. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  74862. };
  74863. /**
  74864. * Rebuilds the vertex buffers of the manager.
  74865. * @hidden
  74866. */
  74867. PostProcessManager.prototype._rebuild = function () {
  74868. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74869. if (!vb) {
  74870. return;
  74871. }
  74872. vb._rebuild();
  74873. this._buildIndexBuffer();
  74874. };
  74875. // Methods
  74876. /**
  74877. * Prepares a frame to be run through a post process.
  74878. * @param sourceTexture The input texture to the post procesess. (default: null)
  74879. * @param postProcesses An array of post processes to be run. (default: null)
  74880. * @returns True if the post processes were able to be run.
  74881. * @hidden
  74882. */
  74883. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  74884. if (sourceTexture === void 0) { sourceTexture = null; }
  74885. if (postProcesses === void 0) { postProcesses = null; }
  74886. var camera = this._scene.activeCamera;
  74887. if (!camera) {
  74888. return false;
  74889. }
  74890. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74891. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74892. return false;
  74893. }
  74894. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  74895. return true;
  74896. };
  74897. /**
  74898. * Manually render a set of post processes to a texture.
  74899. * @param postProcesses An array of post processes to be run.
  74900. * @param targetTexture The target texture to render to.
  74901. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  74902. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  74903. * @param lodLevel defines which lod of the texture to render to
  74904. */
  74905. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  74906. if (targetTexture === void 0) { targetTexture = null; }
  74907. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74908. if (faceIndex === void 0) { faceIndex = 0; }
  74909. if (lodLevel === void 0) { lodLevel = 0; }
  74910. var engine = this._scene.getEngine();
  74911. for (var index = 0; index < postProcesses.length; index++) {
  74912. if (index < postProcesses.length - 1) {
  74913. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  74914. }
  74915. else {
  74916. if (targetTexture) {
  74917. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  74918. }
  74919. else {
  74920. engine.restoreDefaultFramebuffer();
  74921. }
  74922. }
  74923. var pp = postProcesses[index];
  74924. var effect = pp.apply();
  74925. if (effect) {
  74926. pp.onBeforeRenderObservable.notifyObservers(effect);
  74927. // VBOs
  74928. this._prepareBuffers();
  74929. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74930. // Draw order
  74931. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74932. pp.onAfterRenderObservable.notifyObservers(effect);
  74933. }
  74934. }
  74935. // Restore depth buffer
  74936. engine.setDepthBuffer(true);
  74937. engine.setDepthWrite(true);
  74938. };
  74939. /**
  74940. * Finalize the result of the output of the postprocesses.
  74941. * @param doNotPresent If true the result will not be displayed to the screen.
  74942. * @param targetTexture The target texture to render to.
  74943. * @param faceIndex The index of the face to bind the target texture to.
  74944. * @param postProcesses The array of post processes to render.
  74945. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  74946. * @hidden
  74947. */
  74948. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  74949. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  74950. var camera = this._scene.activeCamera;
  74951. if (!camera) {
  74952. return;
  74953. }
  74954. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  74955. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  74956. return;
  74957. }
  74958. var engine = this._scene.getEngine();
  74959. for (var index = 0, len = postProcesses.length; index < len; index++) {
  74960. var pp = postProcesses[index];
  74961. if (index < len - 1) {
  74962. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  74963. }
  74964. else {
  74965. if (targetTexture) {
  74966. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  74967. pp._outputTexture = targetTexture;
  74968. }
  74969. else {
  74970. engine.restoreDefaultFramebuffer();
  74971. pp._outputTexture = null;
  74972. }
  74973. }
  74974. if (doNotPresent) {
  74975. break;
  74976. }
  74977. var effect = pp.apply();
  74978. if (effect) {
  74979. pp.onBeforeRenderObservable.notifyObservers(effect);
  74980. // VBOs
  74981. this._prepareBuffers();
  74982. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  74983. // Draw order
  74984. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  74985. pp.onAfterRenderObservable.notifyObservers(effect);
  74986. }
  74987. }
  74988. // Restore states
  74989. engine.setDepthBuffer(true);
  74990. engine.setDepthWrite(true);
  74991. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  74992. };
  74993. /**
  74994. * Disposes of the post process manager.
  74995. */
  74996. PostProcessManager.prototype.dispose = function () {
  74997. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  74998. if (buffer) {
  74999. buffer.dispose();
  75000. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75001. }
  75002. if (this._indexBuffer) {
  75003. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75004. this._indexBuffer = null;
  75005. }
  75006. };
  75007. return PostProcessManager;
  75008. }());
  75009. BABYLON.PostProcessManager = PostProcessManager;
  75010. })(BABYLON || (BABYLON = {}));
  75011. //# sourceMappingURL=babylon.postProcessManager.js.map
  75012. var BABYLON;
  75013. (function (BABYLON) {
  75014. /**
  75015. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75016. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75017. */
  75018. var PostProcess = /** @class */ (function () {
  75019. /**
  75020. * Creates a new instance PostProcess
  75021. * @param name The name of the PostProcess.
  75022. * @param fragmentUrl The url of the fragment shader to be used.
  75023. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75024. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75025. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75026. * @param camera The camera to apply the render pass to.
  75027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75028. * @param engine The engine which the post process will be applied. (default: current engine)
  75029. * @param reusable If the post process can be reused on the same frame. (default: false)
  75030. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75031. * @param textureType Type of textures used when performing the post process. (default: 0)
  75032. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75033. * @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
  75034. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75035. */
  75036. function PostProcess(
  75037. /** Name of the PostProcess. */
  75038. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75039. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75040. if (defines === void 0) { defines = null; }
  75041. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75042. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75043. if (blockCompilation === void 0) { blockCompilation = false; }
  75044. this.name = name;
  75045. /**
  75046. * Width of the texture to apply the post process on
  75047. */
  75048. this.width = -1;
  75049. /**
  75050. * Height of the texture to apply the post process on
  75051. */
  75052. this.height = -1;
  75053. /**
  75054. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75055. * @hidden
  75056. */
  75057. this._outputTexture = null;
  75058. /**
  75059. * If the buffer needs to be cleared before applying the post process. (default: true)
  75060. * Should be set to false if shader will overwrite all previous pixels.
  75061. */
  75062. this.autoClear = true;
  75063. /**
  75064. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75065. */
  75066. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75067. /**
  75068. * Animations to be used for the post processing
  75069. */
  75070. this.animations = new Array();
  75071. /**
  75072. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75073. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75074. */
  75075. this.enablePixelPerfectMode = false;
  75076. /**
  75077. * Force the postprocess to be applied without taking in account viewport
  75078. */
  75079. this.forceFullscreenViewport = true;
  75080. /**
  75081. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75082. *
  75083. * | Value | Type | Description |
  75084. * | ----- | ----------------------------------- | ----------- |
  75085. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75086. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75087. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75088. *
  75089. */
  75090. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75091. /**
  75092. * Force textures to be a power of two (default: false)
  75093. */
  75094. this.alwaysForcePOT = false;
  75095. this._samples = 1;
  75096. /**
  75097. * Modify the scale of the post process to be the same as the viewport (default: false)
  75098. */
  75099. this.adaptScaleToCurrentViewport = false;
  75100. this._reusable = false;
  75101. /**
  75102. * Smart array of input and output textures for the post process.
  75103. * @hidden
  75104. */
  75105. this._textures = new BABYLON.SmartArray(2);
  75106. /**
  75107. * The index in _textures that corresponds to the output texture.
  75108. * @hidden
  75109. */
  75110. this._currentRenderTextureInd = 0;
  75111. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75112. this._texelSize = BABYLON.Vector2.Zero();
  75113. // Events
  75114. /**
  75115. * An event triggered when the postprocess is activated.
  75116. */
  75117. this.onActivateObservable = new BABYLON.Observable();
  75118. /**
  75119. * An event triggered when the postprocess changes its size.
  75120. */
  75121. this.onSizeChangedObservable = new BABYLON.Observable();
  75122. /**
  75123. * An event triggered when the postprocess applies its effect.
  75124. */
  75125. this.onApplyObservable = new BABYLON.Observable();
  75126. /**
  75127. * An event triggered before rendering the postprocess
  75128. */
  75129. this.onBeforeRenderObservable = new BABYLON.Observable();
  75130. /**
  75131. * An event triggered after rendering the postprocess
  75132. */
  75133. this.onAfterRenderObservable = new BABYLON.Observable();
  75134. if (camera != null) {
  75135. this._camera = camera;
  75136. this._scene = camera.getScene();
  75137. camera.attachPostProcess(this);
  75138. this._engine = this._scene.getEngine();
  75139. this._scene.postProcesses.push(this);
  75140. }
  75141. else if (engine) {
  75142. this._engine = engine;
  75143. this._engine.postProcesses.push(this);
  75144. }
  75145. this._options = options;
  75146. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75147. this._reusable = reusable || false;
  75148. this._textureType = textureType;
  75149. this._samplers = samplers || [];
  75150. this._samplers.push("textureSampler");
  75151. this._fragmentUrl = fragmentUrl;
  75152. this._vertexUrl = vertexUrl;
  75153. this._parameters = parameters || [];
  75154. this._parameters.push("scale");
  75155. this._indexParameters = indexParameters;
  75156. if (!blockCompilation) {
  75157. this.updateEffect(defines);
  75158. }
  75159. }
  75160. Object.defineProperty(PostProcess.prototype, "samples", {
  75161. /**
  75162. * Number of sample textures (default: 1)
  75163. */
  75164. get: function () {
  75165. return this._samples;
  75166. },
  75167. set: function (n) {
  75168. var _this = this;
  75169. this._samples = n;
  75170. this._textures.forEach(function (texture) {
  75171. if (texture.samples !== _this._samples) {
  75172. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75173. }
  75174. });
  75175. },
  75176. enumerable: true,
  75177. configurable: true
  75178. });
  75179. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75180. /**
  75181. * A function that is added to the onActivateObservable
  75182. */
  75183. set: function (callback) {
  75184. if (this._onActivateObserver) {
  75185. this.onActivateObservable.remove(this._onActivateObserver);
  75186. }
  75187. if (callback) {
  75188. this._onActivateObserver = this.onActivateObservable.add(callback);
  75189. }
  75190. },
  75191. enumerable: true,
  75192. configurable: true
  75193. });
  75194. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75195. /**
  75196. * A function that is added to the onSizeChangedObservable
  75197. */
  75198. set: function (callback) {
  75199. if (this._onSizeChangedObserver) {
  75200. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75201. }
  75202. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75203. },
  75204. enumerable: true,
  75205. configurable: true
  75206. });
  75207. Object.defineProperty(PostProcess.prototype, "onApply", {
  75208. /**
  75209. * A function that is added to the onApplyObservable
  75210. */
  75211. set: function (callback) {
  75212. if (this._onApplyObserver) {
  75213. this.onApplyObservable.remove(this._onApplyObserver);
  75214. }
  75215. this._onApplyObserver = this.onApplyObservable.add(callback);
  75216. },
  75217. enumerable: true,
  75218. configurable: true
  75219. });
  75220. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75221. /**
  75222. * A function that is added to the onBeforeRenderObservable
  75223. */
  75224. set: function (callback) {
  75225. if (this._onBeforeRenderObserver) {
  75226. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75227. }
  75228. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75229. },
  75230. enumerable: true,
  75231. configurable: true
  75232. });
  75233. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75234. /**
  75235. * A function that is added to the onAfterRenderObservable
  75236. */
  75237. set: function (callback) {
  75238. if (this._onAfterRenderObserver) {
  75239. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75240. }
  75241. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75242. },
  75243. enumerable: true,
  75244. configurable: true
  75245. });
  75246. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75247. /**
  75248. * 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
  75249. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75250. */
  75251. get: function () {
  75252. return this._textures.data[this._currentRenderTextureInd];
  75253. },
  75254. set: function (value) {
  75255. this._forcedOutputTexture = value;
  75256. },
  75257. enumerable: true,
  75258. configurable: true
  75259. });
  75260. /**
  75261. * Gets the camera which post process is applied to.
  75262. * @returns The camera the post process is applied to.
  75263. */
  75264. PostProcess.prototype.getCamera = function () {
  75265. return this._camera;
  75266. };
  75267. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75268. /**
  75269. * Gets the texel size of the postprocess.
  75270. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75271. */
  75272. get: function () {
  75273. if (this._shareOutputWithPostProcess) {
  75274. return this._shareOutputWithPostProcess.texelSize;
  75275. }
  75276. if (this._forcedOutputTexture) {
  75277. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75278. }
  75279. return this._texelSize;
  75280. },
  75281. enumerable: true,
  75282. configurable: true
  75283. });
  75284. /**
  75285. * Gets the engine which this post process belongs to.
  75286. * @returns The engine the post process was enabled with.
  75287. */
  75288. PostProcess.prototype.getEngine = function () {
  75289. return this._engine;
  75290. };
  75291. /**
  75292. * The effect that is created when initializing the post process.
  75293. * @returns The created effect corrisponding the the postprocess.
  75294. */
  75295. PostProcess.prototype.getEffect = function () {
  75296. return this._effect;
  75297. };
  75298. /**
  75299. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75300. * @param postProcess The post process to share the output with.
  75301. * @returns This post process.
  75302. */
  75303. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75304. this._disposeTextures();
  75305. this._shareOutputWithPostProcess = postProcess;
  75306. return this;
  75307. };
  75308. /**
  75309. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75310. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75311. */
  75312. PostProcess.prototype.useOwnOutput = function () {
  75313. if (this._textures.length == 0) {
  75314. this._textures = new BABYLON.SmartArray(2);
  75315. }
  75316. this._shareOutputWithPostProcess = null;
  75317. };
  75318. /**
  75319. * Updates the effect with the current post process compile time values and recompiles the shader.
  75320. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75321. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75322. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75323. * @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
  75324. * @param onCompiled Called when the shader has been compiled.
  75325. * @param onError Called if there is an error when compiling a shader.
  75326. */
  75327. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75328. if (defines === void 0) { defines = null; }
  75329. if (uniforms === void 0) { uniforms = null; }
  75330. if (samplers === void 0) { samplers = null; }
  75331. 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);
  75332. };
  75333. /**
  75334. * The post process is reusable if it can be used multiple times within one frame.
  75335. * @returns If the post process is reusable
  75336. */
  75337. PostProcess.prototype.isReusable = function () {
  75338. return this._reusable;
  75339. };
  75340. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75341. PostProcess.prototype.markTextureDirty = function () {
  75342. this.width = -1;
  75343. };
  75344. /**
  75345. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75346. * 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.
  75347. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75348. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75349. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75350. * @returns The target texture that was bound to be written to.
  75351. */
  75352. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75353. var _this = this;
  75354. if (sourceTexture === void 0) { sourceTexture = null; }
  75355. camera = camera || this._camera;
  75356. var scene = camera.getScene();
  75357. var engine = scene.getEngine();
  75358. var maxSize = engine.getCaps().maxTextureSize;
  75359. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75360. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75361. // 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
  75362. var webVRCamera = camera.parent;
  75363. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75364. requiredWidth /= 2;
  75365. }
  75366. var desiredWidth = (this._options.width || requiredWidth);
  75367. var desiredHeight = this._options.height || requiredHeight;
  75368. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75369. if (this.adaptScaleToCurrentViewport) {
  75370. var currentViewport = engine.currentViewport;
  75371. if (currentViewport) {
  75372. desiredWidth *= currentViewport.width;
  75373. desiredHeight *= currentViewport.height;
  75374. }
  75375. }
  75376. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75377. if (!this._options.width) {
  75378. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75379. }
  75380. if (!this._options.height) {
  75381. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75382. }
  75383. }
  75384. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75385. if (this._textures.length > 0) {
  75386. for (var i = 0; i < this._textures.length; i++) {
  75387. this._engine._releaseTexture(this._textures.data[i]);
  75388. }
  75389. this._textures.reset();
  75390. }
  75391. this.width = desiredWidth;
  75392. this.height = desiredHeight;
  75393. var textureSize = { width: this.width, height: this.height };
  75394. var textureOptions = {
  75395. generateMipMaps: false,
  75396. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75397. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75398. samplingMode: this.renderTargetSamplingMode,
  75399. type: this._textureType
  75400. };
  75401. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75402. if (this._reusable) {
  75403. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75404. }
  75405. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75406. this.onSizeChangedObservable.notifyObservers(this);
  75407. }
  75408. this._textures.forEach(function (texture) {
  75409. if (texture.samples !== _this.samples) {
  75410. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75411. }
  75412. });
  75413. }
  75414. var target;
  75415. if (this._shareOutputWithPostProcess) {
  75416. target = this._shareOutputWithPostProcess.inputTexture;
  75417. }
  75418. else if (this._forcedOutputTexture) {
  75419. target = this._forcedOutputTexture;
  75420. this.width = this._forcedOutputTexture.width;
  75421. this.height = this._forcedOutputTexture.height;
  75422. }
  75423. else {
  75424. target = this.inputTexture;
  75425. }
  75426. // Bind the input of this post process to be used as the output of the previous post process.
  75427. if (this.enablePixelPerfectMode) {
  75428. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75429. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75430. }
  75431. else {
  75432. this._scaleRatio.copyFromFloats(1, 1);
  75433. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75434. }
  75435. this.onActivateObservable.notifyObservers(camera);
  75436. // Clear
  75437. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75438. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75439. }
  75440. if (this._reusable) {
  75441. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75442. }
  75443. return target;
  75444. };
  75445. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75446. /**
  75447. * If the post process is supported.
  75448. */
  75449. get: function () {
  75450. return this._effect.isSupported;
  75451. },
  75452. enumerable: true,
  75453. configurable: true
  75454. });
  75455. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75456. /**
  75457. * The aspect ratio of the output texture.
  75458. */
  75459. get: function () {
  75460. if (this._shareOutputWithPostProcess) {
  75461. return this._shareOutputWithPostProcess.aspectRatio;
  75462. }
  75463. if (this._forcedOutputTexture) {
  75464. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75465. }
  75466. return this.width / this.height;
  75467. },
  75468. enumerable: true,
  75469. configurable: true
  75470. });
  75471. /**
  75472. * Get a value indicating if the post-process is ready to be used
  75473. * @returns true if the post-process is ready (shader is compiled)
  75474. */
  75475. PostProcess.prototype.isReady = function () {
  75476. return this._effect && this._effect.isReady();
  75477. };
  75478. /**
  75479. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75480. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75481. */
  75482. PostProcess.prototype.apply = function () {
  75483. // Check
  75484. if (!this._effect || !this._effect.isReady()) {
  75485. return null;
  75486. }
  75487. // States
  75488. this._engine.enableEffect(this._effect);
  75489. this._engine.setState(false);
  75490. this._engine.setDepthBuffer(false);
  75491. this._engine.setDepthWrite(false);
  75492. // Alpha
  75493. this._engine.setAlphaMode(this.alphaMode);
  75494. if (this.alphaConstants) {
  75495. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75496. }
  75497. // Bind the output texture of the preivous post process as the input to this post process.
  75498. var source;
  75499. if (this._shareOutputWithPostProcess) {
  75500. source = this._shareOutputWithPostProcess.inputTexture;
  75501. }
  75502. else if (this._forcedOutputTexture) {
  75503. source = this._forcedOutputTexture;
  75504. }
  75505. else {
  75506. source = this.inputTexture;
  75507. }
  75508. this._effect._bindTexture("textureSampler", source);
  75509. // Parameters
  75510. this._effect.setVector2("scale", this._scaleRatio);
  75511. this.onApplyObservable.notifyObservers(this._effect);
  75512. return this._effect;
  75513. };
  75514. PostProcess.prototype._disposeTextures = function () {
  75515. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75516. return;
  75517. }
  75518. if (this._textures.length > 0) {
  75519. for (var i = 0; i < this._textures.length; i++) {
  75520. this._engine._releaseTexture(this._textures.data[i]);
  75521. }
  75522. }
  75523. this._textures.dispose();
  75524. };
  75525. /**
  75526. * Disposes the post process.
  75527. * @param camera The camera to dispose the post process on.
  75528. */
  75529. PostProcess.prototype.dispose = function (camera) {
  75530. camera = camera || this._camera;
  75531. this._disposeTextures();
  75532. if (this._scene) {
  75533. var index_1 = this._scene.postProcesses.indexOf(this);
  75534. if (index_1 !== -1) {
  75535. this._scene.postProcesses.splice(index_1, 1);
  75536. }
  75537. }
  75538. else {
  75539. var index_2 = this._engine.postProcesses.indexOf(this);
  75540. if (index_2 !== -1) {
  75541. this._engine.postProcesses.splice(index_2, 1);
  75542. }
  75543. }
  75544. if (!camera) {
  75545. return;
  75546. }
  75547. camera.detachPostProcess(this);
  75548. var index = camera._postProcesses.indexOf(this);
  75549. if (index === 0 && camera._postProcesses.length > 0) {
  75550. var firstPostProcess = this._camera._getFirstPostProcess();
  75551. if (firstPostProcess) {
  75552. firstPostProcess.markTextureDirty();
  75553. }
  75554. }
  75555. this.onActivateObservable.clear();
  75556. this.onAfterRenderObservable.clear();
  75557. this.onApplyObservable.clear();
  75558. this.onBeforeRenderObservable.clear();
  75559. this.onSizeChangedObservable.clear();
  75560. };
  75561. return PostProcess;
  75562. }());
  75563. BABYLON.PostProcess = PostProcess;
  75564. })(BABYLON || (BABYLON = {}));
  75565. //# sourceMappingURL=babylon.postProcess.js.map
  75566. var BABYLON;
  75567. (function (BABYLON) {
  75568. /**
  75569. * PassPostProcess which produces an output the same as it's input
  75570. */
  75571. var PassPostProcess = /** @class */ (function (_super) {
  75572. __extends(PassPostProcess, _super);
  75573. /**
  75574. * Creates the PassPostProcess
  75575. * @param name The name of the effect.
  75576. * @param options The required width/height ratio to downsize to before computing the render pass.
  75577. * @param camera The camera to apply the render pass to.
  75578. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75579. * @param engine The engine which the post process will be applied. (default: current engine)
  75580. * @param reusable If the post process can be reused on the same frame. (default: false)
  75581. * @param textureType The type of texture to be used when performing the post processing.
  75582. * @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)
  75583. */
  75584. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75585. if (camera === void 0) { camera = null; }
  75586. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75587. if (blockCompilation === void 0) { blockCompilation = false; }
  75588. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75589. }
  75590. return PassPostProcess;
  75591. }(BABYLON.PostProcess));
  75592. BABYLON.PassPostProcess = PassPostProcess;
  75593. })(BABYLON || (BABYLON = {}));
  75594. //# sourceMappingURL=babylon.passPostProcess.js.map
  75595. var __assign = (this && this.__assign) || function () {
  75596. __assign = Object.assign || function(t) {
  75597. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75598. s = arguments[i];
  75599. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75600. t[p] = s[p];
  75601. }
  75602. return t;
  75603. };
  75604. return __assign.apply(this, arguments);
  75605. };
  75606. var BABYLON;
  75607. (function (BABYLON) {
  75608. /**
  75609. * Default implementation IShadowGenerator.
  75610. * This is the main object responsible of generating shadows in the framework.
  75611. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75612. */
  75613. var ShadowGenerator = /** @class */ (function () {
  75614. /**
  75615. * Creates a ShadowGenerator object.
  75616. * A ShadowGenerator is the required tool to use the shadows.
  75617. * Each light casting shadows needs to use its own ShadowGenerator.
  75618. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75619. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75620. * @param light The light object generating the shadows.
  75621. * @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.
  75622. */
  75623. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75624. this._bias = 0.00005;
  75625. this._normalBias = 0;
  75626. this._blurBoxOffset = 1;
  75627. this._blurScale = 2;
  75628. this._blurKernel = 1;
  75629. this._useKernelBlur = false;
  75630. this._filter = ShadowGenerator.FILTER_NONE;
  75631. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75632. this._contactHardeningLightSizeUVRatio = 0.1;
  75633. this._darkness = 0;
  75634. this._transparencyShadow = false;
  75635. /**
  75636. * Controls the extent to which the shadows fade out at the edge of the frustum
  75637. * Used only by directionals and spots
  75638. */
  75639. this.frustumEdgeFalloff = 0;
  75640. /**
  75641. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75642. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75643. * It might on the other hand introduce peter panning.
  75644. */
  75645. this.forceBackFacesOnly = false;
  75646. this._lightDirection = BABYLON.Vector3.Zero();
  75647. this._viewMatrix = BABYLON.Matrix.Zero();
  75648. this._projectionMatrix = BABYLON.Matrix.Zero();
  75649. this._transformMatrix = BABYLON.Matrix.Zero();
  75650. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75651. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75652. this._currentFaceIndex = 0;
  75653. this._currentFaceIndexCache = 0;
  75654. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75655. this._mapSize = mapSize;
  75656. this._light = light;
  75657. this._scene = light.getScene();
  75658. light._shadowGenerator = this;
  75659. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75660. if (!component) {
  75661. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75662. this._scene._addComponent(component);
  75663. }
  75664. // Texture type fallback from float to int if not supported.
  75665. var caps = this._scene.getEngine().getCaps();
  75666. if (!useFullFloatFirst) {
  75667. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75668. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75669. }
  75670. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75671. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75672. }
  75673. else {
  75674. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75675. }
  75676. }
  75677. else {
  75678. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75679. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75680. }
  75681. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75682. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75683. }
  75684. else {
  75685. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75686. }
  75687. }
  75688. this._initializeGenerator();
  75689. this._applyFilterValues();
  75690. }
  75691. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75692. /**
  75693. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75694. */
  75695. get: function () {
  75696. return this._bias;
  75697. },
  75698. /**
  75699. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75700. */
  75701. set: function (bias) {
  75702. this._bias = bias;
  75703. },
  75704. enumerable: true,
  75705. configurable: true
  75706. });
  75707. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75708. /**
  75709. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75710. */
  75711. get: function () {
  75712. return this._normalBias;
  75713. },
  75714. /**
  75715. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75716. */
  75717. set: function (normalBias) {
  75718. this._normalBias = normalBias;
  75719. },
  75720. enumerable: true,
  75721. configurable: true
  75722. });
  75723. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  75724. /**
  75725. * Gets the blur box offset: offset applied during the blur pass.
  75726. * Only usefull if useKernelBlur = false
  75727. */
  75728. get: function () {
  75729. return this._blurBoxOffset;
  75730. },
  75731. /**
  75732. * Sets the blur box offset: offset applied during the blur pass.
  75733. * Only usefull if useKernelBlur = false
  75734. */
  75735. set: function (value) {
  75736. if (this._blurBoxOffset === value) {
  75737. return;
  75738. }
  75739. this._blurBoxOffset = value;
  75740. this._disposeBlurPostProcesses();
  75741. },
  75742. enumerable: true,
  75743. configurable: true
  75744. });
  75745. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  75746. /**
  75747. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75748. * 2 means half of the size.
  75749. */
  75750. get: function () {
  75751. return this._blurScale;
  75752. },
  75753. /**
  75754. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75755. * 2 means half of the size.
  75756. */
  75757. set: function (value) {
  75758. if (this._blurScale === value) {
  75759. return;
  75760. }
  75761. this._blurScale = value;
  75762. this._disposeBlurPostProcesses();
  75763. },
  75764. enumerable: true,
  75765. configurable: true
  75766. });
  75767. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  75768. /**
  75769. * Gets the blur kernel: kernel size of the blur pass.
  75770. * Only usefull if useKernelBlur = true
  75771. */
  75772. get: function () {
  75773. return this._blurKernel;
  75774. },
  75775. /**
  75776. * Sets the blur kernel: kernel size of the blur pass.
  75777. * Only usefull if useKernelBlur = true
  75778. */
  75779. set: function (value) {
  75780. if (this._blurKernel === value) {
  75781. return;
  75782. }
  75783. this._blurKernel = value;
  75784. this._disposeBlurPostProcesses();
  75785. },
  75786. enumerable: true,
  75787. configurable: true
  75788. });
  75789. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  75790. /**
  75791. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75792. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75793. */
  75794. get: function () {
  75795. return this._useKernelBlur;
  75796. },
  75797. /**
  75798. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75799. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75800. */
  75801. set: function (value) {
  75802. if (this._useKernelBlur === value) {
  75803. return;
  75804. }
  75805. this._useKernelBlur = value;
  75806. this._disposeBlurPostProcesses();
  75807. },
  75808. enumerable: true,
  75809. configurable: true
  75810. });
  75811. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  75812. /**
  75813. * Gets the depth scale used in ESM mode.
  75814. */
  75815. get: function () {
  75816. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  75817. },
  75818. /**
  75819. * Sets the depth scale used in ESM mode.
  75820. * This can override the scale stored on the light.
  75821. */
  75822. set: function (value) {
  75823. this._depthScale = value;
  75824. },
  75825. enumerable: true,
  75826. configurable: true
  75827. });
  75828. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  75829. /**
  75830. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75831. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75832. */
  75833. get: function () {
  75834. return this._filter;
  75835. },
  75836. /**
  75837. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  75838. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75839. */
  75840. set: function (value) {
  75841. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  75842. if (this._light.needCube()) {
  75843. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75844. this.useExponentialShadowMap = true;
  75845. return;
  75846. }
  75847. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  75848. this.useCloseExponentialShadowMap = true;
  75849. return;
  75850. }
  75851. // PCF on cubemap would also be expensive
  75852. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75853. this.usePoissonSampling = true;
  75854. return;
  75855. }
  75856. }
  75857. // Weblg1 fallback for PCF.
  75858. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  75859. if (this._scene.getEngine().webGLVersion === 1) {
  75860. this.usePoissonSampling = true;
  75861. return;
  75862. }
  75863. }
  75864. if (this._filter === value) {
  75865. return;
  75866. }
  75867. this._filter = value;
  75868. this._disposeBlurPostProcesses();
  75869. this._applyFilterValues();
  75870. this._light._markMeshesAsLightDirty();
  75871. },
  75872. enumerable: true,
  75873. configurable: true
  75874. });
  75875. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  75876. /**
  75877. * Gets if the current filter is set to Poisson Sampling.
  75878. */
  75879. get: function () {
  75880. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  75881. },
  75882. /**
  75883. * Sets the current filter to Poisson Sampling.
  75884. */
  75885. set: function (value) {
  75886. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  75887. return;
  75888. }
  75889. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  75890. },
  75891. enumerable: true,
  75892. configurable: true
  75893. });
  75894. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  75895. /**
  75896. * Gets if the current filter is set to VSM.
  75897. * DEPRECATED. Should use useExponentialShadowMap instead.
  75898. */
  75899. get: function () {
  75900. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75901. return this.useExponentialShadowMap;
  75902. },
  75903. /**
  75904. * Sets the current filter is to VSM.
  75905. * DEPRECATED. Should use useExponentialShadowMap instead.
  75906. */
  75907. set: function (value) {
  75908. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  75909. this.useExponentialShadowMap = value;
  75910. },
  75911. enumerable: true,
  75912. configurable: true
  75913. });
  75914. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  75915. /**
  75916. * Gets if the current filter is set to blurred VSM.
  75917. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75918. */
  75919. get: function () {
  75920. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75921. return this.useBlurExponentialShadowMap;
  75922. },
  75923. /**
  75924. * Sets the current filter is to blurred VSM.
  75925. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  75926. */
  75927. set: function (value) {
  75928. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  75929. this.useBlurExponentialShadowMap = value;
  75930. },
  75931. enumerable: true,
  75932. configurable: true
  75933. });
  75934. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  75935. /**
  75936. * Gets if the current filter is set to ESM.
  75937. */
  75938. get: function () {
  75939. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  75940. },
  75941. /**
  75942. * Sets the current filter is to ESM.
  75943. */
  75944. set: function (value) {
  75945. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  75946. return;
  75947. }
  75948. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75949. },
  75950. enumerable: true,
  75951. configurable: true
  75952. });
  75953. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  75954. /**
  75955. * Gets if the current filter is set to filtered ESM.
  75956. */
  75957. get: function () {
  75958. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  75959. },
  75960. /**
  75961. * Gets if the current filter is set to filtered ESM.
  75962. */
  75963. set: function (value) {
  75964. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  75965. return;
  75966. }
  75967. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75968. },
  75969. enumerable: true,
  75970. configurable: true
  75971. });
  75972. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  75973. /**
  75974. * Gets if the current filter is set to "close ESM" (using the inverse of the
  75975. * exponential to prevent steep falloff artifacts).
  75976. */
  75977. get: function () {
  75978. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  75979. },
  75980. /**
  75981. * Sets the current filter to "close ESM" (using the inverse of the
  75982. * exponential to prevent steep falloff artifacts).
  75983. */
  75984. set: function (value) {
  75985. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  75986. return;
  75987. }
  75988. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  75989. },
  75990. enumerable: true,
  75991. configurable: true
  75992. });
  75993. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  75994. /**
  75995. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  75996. * exponential to prevent steep falloff artifacts).
  75997. */
  75998. get: function () {
  75999. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76000. },
  76001. /**
  76002. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76003. * exponential to prevent steep falloff artifacts).
  76004. */
  76005. set: function (value) {
  76006. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76007. return;
  76008. }
  76009. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76010. },
  76011. enumerable: true,
  76012. configurable: true
  76013. });
  76014. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76015. /**
  76016. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76017. */
  76018. get: function () {
  76019. return this.filter === ShadowGenerator.FILTER_PCF;
  76020. },
  76021. /**
  76022. * Sets the current filter to "PCF" (percentage closer filtering).
  76023. */
  76024. set: function (value) {
  76025. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76026. return;
  76027. }
  76028. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76029. },
  76030. enumerable: true,
  76031. configurable: true
  76032. });
  76033. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76034. /**
  76035. * Gets the PCF or PCSS Quality.
  76036. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76037. */
  76038. get: function () {
  76039. return this._filteringQuality;
  76040. },
  76041. /**
  76042. * Sets the PCF or PCSS Quality.
  76043. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76044. */
  76045. set: function (filteringQuality) {
  76046. this._filteringQuality = filteringQuality;
  76047. },
  76048. enumerable: true,
  76049. configurable: true
  76050. });
  76051. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76052. /**
  76053. * Gets if the current filter is set to "PCSS" (contact hardening).
  76054. */
  76055. get: function () {
  76056. return this.filter === ShadowGenerator.FILTER_PCSS;
  76057. },
  76058. /**
  76059. * Sets the current filter to "PCSS" (contact hardening).
  76060. */
  76061. set: function (value) {
  76062. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76063. return;
  76064. }
  76065. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76066. },
  76067. enumerable: true,
  76068. configurable: true
  76069. });
  76070. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76071. /**
  76072. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76073. * Using a ratio helps keeping shape stability independently of the map size.
  76074. *
  76075. * It does not account for the light projection as it was having too much
  76076. * instability during the light setup or during light position changes.
  76077. *
  76078. * Only valid if useContactHardeningShadow is true.
  76079. */
  76080. get: function () {
  76081. return this._contactHardeningLightSizeUVRatio;
  76082. },
  76083. /**
  76084. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76085. * Using a ratio helps keeping shape stability independently of the map size.
  76086. *
  76087. * It does not account for the light projection as it was having too much
  76088. * instability during the light setup or during light position changes.
  76089. *
  76090. * Only valid if useContactHardeningShadow is true.
  76091. */
  76092. set: function (contactHardeningLightSizeUVRatio) {
  76093. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76094. },
  76095. enumerable: true,
  76096. configurable: true
  76097. });
  76098. /**
  76099. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76100. * 0 means strongest and 1 would means no shadow.
  76101. * @returns the darkness.
  76102. */
  76103. ShadowGenerator.prototype.getDarkness = function () {
  76104. return this._darkness;
  76105. };
  76106. /**
  76107. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76108. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76109. * @returns the shadow generator allowing fluent coding.
  76110. */
  76111. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76112. if (darkness >= 1.0) {
  76113. this._darkness = 1.0;
  76114. }
  76115. else if (darkness <= 0.0) {
  76116. this._darkness = 0.0;
  76117. }
  76118. else {
  76119. this._darkness = darkness;
  76120. }
  76121. return this;
  76122. };
  76123. /**
  76124. * Sets the ability to have transparent shadow (boolean).
  76125. * @param transparent True if transparent else False
  76126. * @returns the shadow generator allowing fluent coding
  76127. */
  76128. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76129. this._transparencyShadow = transparent;
  76130. return this;
  76131. };
  76132. /**
  76133. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76134. * @returns The render target texture if present otherwise, null
  76135. */
  76136. ShadowGenerator.prototype.getShadowMap = function () {
  76137. return this._shadowMap;
  76138. };
  76139. /**
  76140. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76141. * @returns The render target texture if the shadow map is present otherwise, null
  76142. */
  76143. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76144. if (this._shadowMap2) {
  76145. return this._shadowMap2;
  76146. }
  76147. return this._shadowMap;
  76148. };
  76149. /**
  76150. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76151. * @param mesh Mesh to add
  76152. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76153. * @returns the Shadow Generator itself
  76154. */
  76155. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76156. if (includeDescendants === void 0) { includeDescendants = true; }
  76157. var _a;
  76158. if (!this._shadowMap) {
  76159. return this;
  76160. }
  76161. if (!this._shadowMap.renderList) {
  76162. this._shadowMap.renderList = [];
  76163. }
  76164. this._shadowMap.renderList.push(mesh);
  76165. if (includeDescendants) {
  76166. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76167. }
  76168. return this;
  76169. };
  76170. /**
  76171. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76172. * @param mesh Mesh to remove
  76173. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76174. * @returns the Shadow Generator itself
  76175. */
  76176. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76177. if (includeDescendants === void 0) { includeDescendants = true; }
  76178. if (!this._shadowMap || !this._shadowMap.renderList) {
  76179. return this;
  76180. }
  76181. var index = this._shadowMap.renderList.indexOf(mesh);
  76182. if (index !== -1) {
  76183. this._shadowMap.renderList.splice(index, 1);
  76184. }
  76185. if (includeDescendants) {
  76186. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76187. var child = _a[_i];
  76188. this.removeShadowCaster(child);
  76189. }
  76190. }
  76191. return this;
  76192. };
  76193. /**
  76194. * Returns the associated light object.
  76195. * @returns the light generating the shadow
  76196. */
  76197. ShadowGenerator.prototype.getLight = function () {
  76198. return this._light;
  76199. };
  76200. ShadowGenerator.prototype._initializeGenerator = function () {
  76201. this._light._markMeshesAsLightDirty();
  76202. this._initializeShadowMap();
  76203. };
  76204. ShadowGenerator.prototype._initializeShadowMap = function () {
  76205. var _this = this;
  76206. // Render target
  76207. var engine = this._scene.getEngine();
  76208. if (engine.webGLVersion > 1) {
  76209. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76210. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76211. }
  76212. else {
  76213. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76214. }
  76215. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76216. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76217. this._shadowMap.anisotropicFilteringLevel = 1;
  76218. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76219. this._shadowMap.renderParticles = false;
  76220. this._shadowMap.ignoreCameraViewport = true;
  76221. // Record Face Index before render.
  76222. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76223. _this._currentFaceIndex = faceIndex;
  76224. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76225. engine.setColorWrite(false);
  76226. }
  76227. });
  76228. // Custom render function.
  76229. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76230. // Blur if required afer render.
  76231. this._shadowMap.onAfterUnbindObservable.add(function () {
  76232. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76233. engine.setColorWrite(true);
  76234. }
  76235. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76236. return;
  76237. }
  76238. var shadowMap = _this.getShadowMapForRendering();
  76239. if (shadowMap) {
  76240. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76241. }
  76242. });
  76243. // Clear according to the chosen filter.
  76244. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76245. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76246. this._shadowMap.onClearObservable.add(function (engine) {
  76247. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76248. engine.clear(clearOne, false, true, false);
  76249. }
  76250. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76251. engine.clear(clearZero, true, true, false);
  76252. }
  76253. else {
  76254. engine.clear(clearOne, true, true, false);
  76255. }
  76256. });
  76257. };
  76258. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76259. var _this = this;
  76260. var engine = this._scene.getEngine();
  76261. var targetSize = this._mapSize / this.blurScale;
  76262. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76263. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76264. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76265. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76266. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76267. }
  76268. if (this.useKernelBlur) {
  76269. 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);
  76270. this._kernelBlurXPostprocess.width = targetSize;
  76271. this._kernelBlurXPostprocess.height = targetSize;
  76272. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76273. effect.setTexture("textureSampler", _this._shadowMap);
  76274. });
  76275. 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);
  76276. this._kernelBlurXPostprocess.autoClear = false;
  76277. this._kernelBlurYPostprocess.autoClear = false;
  76278. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76279. this._kernelBlurXPostprocess.packedFloat = true;
  76280. this._kernelBlurYPostprocess.packedFloat = true;
  76281. }
  76282. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76283. }
  76284. else {
  76285. 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);
  76286. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76287. effect.setFloat2("screenSize", targetSize, targetSize);
  76288. effect.setTexture("textureSampler", _this._shadowMap);
  76289. });
  76290. this._boxBlurPostprocess.autoClear = false;
  76291. this._blurPostProcesses = [this._boxBlurPostprocess];
  76292. }
  76293. };
  76294. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76295. var index;
  76296. var engine = this._scene.getEngine();
  76297. if (depthOnlySubMeshes.length) {
  76298. engine.setColorWrite(false);
  76299. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76300. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76301. }
  76302. engine.setColorWrite(true);
  76303. }
  76304. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76305. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76306. }
  76307. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76308. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76309. }
  76310. if (this._transparencyShadow) {
  76311. for (index = 0; index < transparentSubMeshes.length; index++) {
  76312. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76313. }
  76314. }
  76315. };
  76316. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76317. var _this = this;
  76318. var mesh = subMesh.getRenderingMesh();
  76319. var scene = this._scene;
  76320. var engine = scene.getEngine();
  76321. var material = subMesh.getMaterial();
  76322. if (!material) {
  76323. return;
  76324. }
  76325. // Culling
  76326. engine.setState(material.backFaceCulling);
  76327. // Managing instances
  76328. var batch = mesh._getInstancesRenderList(subMesh._id);
  76329. if (batch.mustReturn) {
  76330. return;
  76331. }
  76332. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76333. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76334. engine.enableEffect(this._effect);
  76335. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76336. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76337. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76338. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76339. this._effect.setVector3("lightData", this._cachedDirection);
  76340. }
  76341. else {
  76342. this._effect.setVector3("lightData", this._cachedPosition);
  76343. }
  76344. if (scene.activeCamera) {
  76345. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76346. }
  76347. // Alpha test
  76348. if (material && material.needAlphaTesting()) {
  76349. var alphaTexture = material.getAlphaTestTexture();
  76350. if (alphaTexture) {
  76351. this._effect.setTexture("diffuseSampler", alphaTexture);
  76352. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76353. }
  76354. }
  76355. // Bones
  76356. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76357. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  76358. }
  76359. // Morph targets
  76360. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76361. if (this.forceBackFacesOnly) {
  76362. engine.setState(true, 0, false, true);
  76363. }
  76364. // Draw
  76365. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76366. if (this.forceBackFacesOnly) {
  76367. engine.setState(true, 0, false, false);
  76368. }
  76369. }
  76370. else {
  76371. // Need to reset refresh rate of the shadowMap
  76372. if (this._shadowMap) {
  76373. this._shadowMap.resetRefreshCounter();
  76374. }
  76375. }
  76376. };
  76377. ShadowGenerator.prototype._applyFilterValues = function () {
  76378. if (!this._shadowMap) {
  76379. return;
  76380. }
  76381. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76382. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76383. }
  76384. else {
  76385. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76386. }
  76387. };
  76388. /**
  76389. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76390. * @param onCompiled Callback triggered at the and of the effects compilation
  76391. * @param options Sets of optional options forcing the compilation with different modes
  76392. */
  76393. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76394. var _this = this;
  76395. var localOptions = __assign({ useInstances: false }, options);
  76396. var shadowMap = this.getShadowMap();
  76397. if (!shadowMap) {
  76398. if (onCompiled) {
  76399. onCompiled(this);
  76400. }
  76401. return;
  76402. }
  76403. var renderList = shadowMap.renderList;
  76404. if (!renderList) {
  76405. if (onCompiled) {
  76406. onCompiled(this);
  76407. }
  76408. return;
  76409. }
  76410. var subMeshes = new Array();
  76411. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76412. var mesh = renderList_1[_i];
  76413. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76414. }
  76415. if (subMeshes.length === 0) {
  76416. if (onCompiled) {
  76417. onCompiled(this);
  76418. }
  76419. return;
  76420. }
  76421. var currentIndex = 0;
  76422. var checkReady = function () {
  76423. if (!_this._scene || !_this._scene.getEngine()) {
  76424. return;
  76425. }
  76426. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76427. currentIndex++;
  76428. if (currentIndex >= subMeshes.length) {
  76429. if (onCompiled) {
  76430. onCompiled(_this);
  76431. }
  76432. return;
  76433. }
  76434. }
  76435. setTimeout(checkReady, 16);
  76436. };
  76437. checkReady();
  76438. };
  76439. /**
  76440. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76441. * @param options Sets of optional options forcing the compilation with different modes
  76442. * @returns A promise that resolves when the compilation completes
  76443. */
  76444. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76445. var _this = this;
  76446. return new Promise(function (resolve) {
  76447. _this.forceCompilation(function () {
  76448. resolve();
  76449. }, options);
  76450. });
  76451. };
  76452. /**
  76453. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76454. * @param subMesh The submesh we want to render in the shadow map
  76455. * @param useInstances Defines wether will draw in the map using instances
  76456. * @returns true if ready otherwise, false
  76457. */
  76458. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76459. var defines = [];
  76460. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76461. defines.push("#define FLOAT");
  76462. }
  76463. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76464. defines.push("#define ESM");
  76465. }
  76466. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76467. defines.push("#define DEPTHTEXTURE");
  76468. }
  76469. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76470. var mesh = subMesh.getMesh();
  76471. var material = subMesh.getMaterial();
  76472. // Normal bias.
  76473. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76474. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76475. defines.push("#define NORMAL");
  76476. if (mesh.nonUniformScaling) {
  76477. defines.push("#define NONUNIFORMSCALING");
  76478. }
  76479. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76480. defines.push("#define DIRECTIONINLIGHTDATA");
  76481. }
  76482. }
  76483. // Alpha test
  76484. if (material && material.needAlphaTesting()) {
  76485. var alphaTexture = material.getAlphaTestTexture();
  76486. if (alphaTexture) {
  76487. defines.push("#define ALPHATEST");
  76488. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76489. attribs.push(BABYLON.VertexBuffer.UVKind);
  76490. defines.push("#define UV1");
  76491. }
  76492. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76493. if (alphaTexture.coordinatesIndex === 1) {
  76494. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76495. defines.push("#define UV2");
  76496. }
  76497. }
  76498. }
  76499. }
  76500. // Bones
  76501. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76502. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76503. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76504. if (mesh.numBoneInfluencers > 4) {
  76505. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76506. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76507. }
  76508. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76509. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  76510. }
  76511. else {
  76512. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76513. }
  76514. // Morph targets
  76515. var manager = mesh.morphTargetManager;
  76516. var morphInfluencers = 0;
  76517. if (manager) {
  76518. if (manager.numInfluencers > 0) {
  76519. defines.push("#define MORPHTARGETS");
  76520. morphInfluencers = manager.numInfluencers;
  76521. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76522. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76523. }
  76524. }
  76525. // Instances
  76526. if (useInstances) {
  76527. defines.push("#define INSTANCES");
  76528. attribs.push("world0");
  76529. attribs.push("world1");
  76530. attribs.push("world2");
  76531. attribs.push("world3");
  76532. }
  76533. // Get correct effect
  76534. var join = defines.join("\n");
  76535. if (this._cachedDefines !== join) {
  76536. this._cachedDefines = join;
  76537. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76538. }
  76539. if (!this._effect.isReady()) {
  76540. return false;
  76541. }
  76542. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76543. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76544. this._initializeBlurRTTAndPostProcesses();
  76545. }
  76546. }
  76547. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76548. return false;
  76549. }
  76550. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76551. return false;
  76552. }
  76553. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76554. return false;
  76555. }
  76556. return true;
  76557. };
  76558. /**
  76559. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76560. * @param defines Defines of the material we want to update
  76561. * @param lightIndex Index of the light in the enabled light list of the material
  76562. */
  76563. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76564. var scene = this._scene;
  76565. var light = this._light;
  76566. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76567. return;
  76568. }
  76569. defines["SHADOW" + lightIndex] = true;
  76570. if (this.useContactHardeningShadow) {
  76571. defines["SHADOWPCSS" + lightIndex] = true;
  76572. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76573. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76574. }
  76575. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76576. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76577. }
  76578. // else default to high.
  76579. }
  76580. if (this.usePercentageCloserFiltering) {
  76581. defines["SHADOWPCF" + lightIndex] = true;
  76582. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76583. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76584. }
  76585. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76586. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76587. }
  76588. // else default to high.
  76589. }
  76590. else if (this.usePoissonSampling) {
  76591. defines["SHADOWPOISSON" + lightIndex] = true;
  76592. }
  76593. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76594. defines["SHADOWESM" + lightIndex] = true;
  76595. }
  76596. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76597. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76598. }
  76599. if (light.needCube()) {
  76600. defines["SHADOWCUBE" + lightIndex] = true;
  76601. }
  76602. };
  76603. /**
  76604. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76605. * defined in the generator but impacting the effect).
  76606. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76607. * @param effect The effect we are binfing the information for
  76608. */
  76609. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76610. var light = this._light;
  76611. var scene = this._scene;
  76612. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76613. return;
  76614. }
  76615. var camera = scene.activeCamera;
  76616. if (!camera) {
  76617. return;
  76618. }
  76619. var shadowMap = this.getShadowMap();
  76620. if (!shadowMap) {
  76621. return;
  76622. }
  76623. if (!light.needCube()) {
  76624. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76625. }
  76626. // Only PCF uses depth stencil texture.
  76627. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76628. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76629. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76630. }
  76631. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76632. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76633. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76634. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76635. }
  76636. else {
  76637. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76638. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76639. }
  76640. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76641. };
  76642. /**
  76643. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76644. * (eq to shadow prjection matrix * light transform matrix)
  76645. * @returns The transform matrix used to create the shadow map
  76646. */
  76647. ShadowGenerator.prototype.getTransformMatrix = function () {
  76648. var scene = this._scene;
  76649. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76650. return this._transformMatrix;
  76651. }
  76652. this._currentRenderID = scene.getRenderId();
  76653. this._currentFaceIndexCache = this._currentFaceIndex;
  76654. var lightPosition = this._light.position;
  76655. if (this._light.computeTransformedInformation()) {
  76656. lightPosition = this._light.transformedPosition;
  76657. }
  76658. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76659. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76660. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76661. }
  76662. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76663. this._cachedPosition.copyFrom(lightPosition);
  76664. this._cachedDirection.copyFrom(this._lightDirection);
  76665. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76666. var shadowMap = this.getShadowMap();
  76667. if (shadowMap) {
  76668. var renderList = shadowMap.renderList;
  76669. if (renderList) {
  76670. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76671. }
  76672. }
  76673. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76674. }
  76675. return this._transformMatrix;
  76676. };
  76677. /**
  76678. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76679. * Cube and 2D textures for instance.
  76680. */
  76681. ShadowGenerator.prototype.recreateShadowMap = function () {
  76682. var shadowMap = this._shadowMap;
  76683. if (!shadowMap) {
  76684. return;
  76685. }
  76686. // Track render list.
  76687. var renderList = shadowMap.renderList;
  76688. // Clean up existing data.
  76689. this._disposeRTTandPostProcesses();
  76690. // Reinitializes.
  76691. this._initializeGenerator();
  76692. // Reaffect the filter to ensure a correct fallback if necessary.
  76693. this.filter = this.filter;
  76694. // Reaffect the filter.
  76695. this._applyFilterValues();
  76696. // Reaffect Render List.
  76697. this._shadowMap.renderList = renderList;
  76698. };
  76699. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76700. if (this._shadowMap2) {
  76701. this._shadowMap2.dispose();
  76702. this._shadowMap2 = null;
  76703. }
  76704. if (this._boxBlurPostprocess) {
  76705. this._boxBlurPostprocess.dispose();
  76706. this._boxBlurPostprocess = null;
  76707. }
  76708. if (this._kernelBlurXPostprocess) {
  76709. this._kernelBlurXPostprocess.dispose();
  76710. this._kernelBlurXPostprocess = null;
  76711. }
  76712. if (this._kernelBlurYPostprocess) {
  76713. this._kernelBlurYPostprocess.dispose();
  76714. this._kernelBlurYPostprocess = null;
  76715. }
  76716. this._blurPostProcesses = [];
  76717. };
  76718. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  76719. if (this._shadowMap) {
  76720. this._shadowMap.dispose();
  76721. this._shadowMap = null;
  76722. }
  76723. this._disposeBlurPostProcesses();
  76724. };
  76725. /**
  76726. * Disposes the ShadowGenerator.
  76727. * Returns nothing.
  76728. */
  76729. ShadowGenerator.prototype.dispose = function () {
  76730. this._disposeRTTandPostProcesses();
  76731. if (this._light) {
  76732. this._light._shadowGenerator = null;
  76733. this._light._markMeshesAsLightDirty();
  76734. }
  76735. };
  76736. /**
  76737. * Serializes the shadow generator setup to a json object.
  76738. * @returns The serialized JSON object
  76739. */
  76740. ShadowGenerator.prototype.serialize = function () {
  76741. var serializationObject = {};
  76742. var shadowMap = this.getShadowMap();
  76743. if (!shadowMap) {
  76744. return serializationObject;
  76745. }
  76746. serializationObject.lightId = this._light.id;
  76747. serializationObject.mapSize = shadowMap.getRenderSize();
  76748. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  76749. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  76750. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76751. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76752. serializationObject.usePoissonSampling = this.usePoissonSampling;
  76753. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  76754. serializationObject.depthScale = this.depthScale;
  76755. serializationObject.darkness = this.getDarkness();
  76756. serializationObject.blurBoxOffset = this.blurBoxOffset;
  76757. serializationObject.blurKernel = this.blurKernel;
  76758. serializationObject.blurScale = this.blurScale;
  76759. serializationObject.useKernelBlur = this.useKernelBlur;
  76760. serializationObject.transparencyShadow = this._transparencyShadow;
  76761. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  76762. serializationObject.bias = this.bias;
  76763. serializationObject.normalBias = this.normalBias;
  76764. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  76765. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  76766. serializationObject.filteringQuality = this.filteringQuality;
  76767. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  76768. serializationObject.renderList = [];
  76769. if (shadowMap.renderList) {
  76770. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  76771. var mesh = shadowMap.renderList[meshIndex];
  76772. serializationObject.renderList.push(mesh.id);
  76773. }
  76774. }
  76775. return serializationObject;
  76776. };
  76777. /**
  76778. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  76779. * @param parsedShadowGenerator The JSON object to parse
  76780. * @param scene The scene to create the shadow map for
  76781. * @returns The parsed shadow generator
  76782. */
  76783. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  76784. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  76785. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  76786. var shadowMap = shadowGenerator.getShadowMap();
  76787. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  76788. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  76789. meshes.forEach(function (mesh) {
  76790. if (!shadowMap) {
  76791. return;
  76792. }
  76793. if (!shadowMap.renderList) {
  76794. shadowMap.renderList = [];
  76795. }
  76796. shadowMap.renderList.push(mesh);
  76797. });
  76798. }
  76799. if (parsedShadowGenerator.usePoissonSampling) {
  76800. shadowGenerator.usePoissonSampling = true;
  76801. }
  76802. else if (parsedShadowGenerator.useExponentialShadowMap) {
  76803. shadowGenerator.useExponentialShadowMap = true;
  76804. }
  76805. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  76806. shadowGenerator.useBlurExponentialShadowMap = true;
  76807. }
  76808. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  76809. shadowGenerator.useCloseExponentialShadowMap = true;
  76810. }
  76811. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  76812. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  76813. }
  76814. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  76815. shadowGenerator.usePercentageCloserFiltering = true;
  76816. }
  76817. else if (parsedShadowGenerator.useContactHardeningShadow) {
  76818. shadowGenerator.useContactHardeningShadow = true;
  76819. }
  76820. if (parsedShadowGenerator.filteringQuality) {
  76821. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  76822. }
  76823. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  76824. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  76825. }
  76826. // Backward compat
  76827. else if (parsedShadowGenerator.useVarianceShadowMap) {
  76828. shadowGenerator.useExponentialShadowMap = true;
  76829. }
  76830. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  76831. shadowGenerator.useBlurExponentialShadowMap = true;
  76832. }
  76833. if (parsedShadowGenerator.depthScale) {
  76834. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  76835. }
  76836. if (parsedShadowGenerator.blurScale) {
  76837. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  76838. }
  76839. if (parsedShadowGenerator.blurBoxOffset) {
  76840. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  76841. }
  76842. if (parsedShadowGenerator.useKernelBlur) {
  76843. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  76844. }
  76845. if (parsedShadowGenerator.blurKernel) {
  76846. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  76847. }
  76848. if (parsedShadowGenerator.bias !== undefined) {
  76849. shadowGenerator.bias = parsedShadowGenerator.bias;
  76850. }
  76851. if (parsedShadowGenerator.normalBias !== undefined) {
  76852. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  76853. }
  76854. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  76855. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  76856. }
  76857. if (parsedShadowGenerator.darkness) {
  76858. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  76859. }
  76860. if (parsedShadowGenerator.transparencyShadow) {
  76861. shadowGenerator.setTransparencyShadow(true);
  76862. }
  76863. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  76864. return shadowGenerator;
  76865. };
  76866. /**
  76867. * Shadow generator mode None: no filtering applied.
  76868. */
  76869. ShadowGenerator.FILTER_NONE = 0;
  76870. /**
  76871. * Shadow generator mode ESM: Exponential Shadow Mapping.
  76872. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76873. */
  76874. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  76875. /**
  76876. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  76877. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  76878. */
  76879. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  76880. /**
  76881. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  76882. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76883. */
  76884. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  76885. /**
  76886. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  76887. * edge artifacts on steep falloff.
  76888. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76889. */
  76890. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  76891. /**
  76892. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  76893. * edge artifacts on steep falloff.
  76894. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  76895. */
  76896. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  76897. /**
  76898. * Shadow generator mode PCF: Percentage Closer Filtering
  76899. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76900. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  76901. */
  76902. ShadowGenerator.FILTER_PCF = 6;
  76903. /**
  76904. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  76905. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  76906. * Contact Hardening
  76907. */
  76908. ShadowGenerator.FILTER_PCSS = 7;
  76909. /**
  76910. * Reserved for PCF and PCSS
  76911. * Highest Quality.
  76912. *
  76913. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  76914. *
  76915. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  76916. */
  76917. ShadowGenerator.QUALITY_HIGH = 0;
  76918. /**
  76919. * Reserved for PCF and PCSS
  76920. * Good tradeoff for quality/perf cross devices
  76921. *
  76922. * Execute PCF on a 3*3 kernel.
  76923. *
  76924. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  76925. */
  76926. ShadowGenerator.QUALITY_MEDIUM = 1;
  76927. /**
  76928. * Reserved for PCF and PCSS
  76929. * The lowest quality but the fastest.
  76930. *
  76931. * Execute PCF on a 1*1 kernel.
  76932. *
  76933. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  76934. */
  76935. ShadowGenerator.QUALITY_LOW = 2;
  76936. return ShadowGenerator;
  76937. }());
  76938. BABYLON.ShadowGenerator = ShadowGenerator;
  76939. })(BABYLON || (BABYLON = {}));
  76940. //# sourceMappingURL=babylon.shadowGenerator.js.map
  76941. var BABYLON;
  76942. (function (BABYLON) {
  76943. // Adds the parser to the scene parsers.
  76944. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  76945. // Shadows
  76946. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  76947. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  76948. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  76949. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  76950. // SG would be available on their associated lights
  76951. }
  76952. }
  76953. });
  76954. /**
  76955. * Defines the shadow generator component responsible to manage any shadow generators
  76956. * in a given scene.
  76957. */
  76958. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  76959. /**
  76960. * Creates a new instance of the component for the given scene
  76961. * @param scene Defines the scene to register the component in
  76962. */
  76963. function ShadowGeneratorSceneComponent(scene) {
  76964. /**
  76965. * The component name helpfull to identify the component in the list of scene components.
  76966. */
  76967. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  76968. this.scene = scene;
  76969. }
  76970. /**
  76971. * Registers the component in a given scene
  76972. */
  76973. ShadowGeneratorSceneComponent.prototype.register = function () {
  76974. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  76975. };
  76976. /**
  76977. * Rebuilds the elements related to this component in case of
  76978. * context lost for instance.
  76979. */
  76980. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  76981. // Nothing To Do Here.
  76982. };
  76983. /**
  76984. * Serializes the component data to the specified json object
  76985. * @param serializationObject The object to serialize to
  76986. */
  76987. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  76988. // Shadows
  76989. serializationObject.shadowGenerators = [];
  76990. var lights = this.scene.lights;
  76991. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  76992. var light = lights_1[_i];
  76993. var shadowGenerator = light.getShadowGenerator();
  76994. if (shadowGenerator) {
  76995. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  76996. }
  76997. }
  76998. };
  76999. /**
  77000. * Adds all the element from the container to the scene
  77001. * @param container the container holding the elements
  77002. */
  77003. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77004. // Nothing To Do Here. (directly attached to a light)
  77005. };
  77006. /**
  77007. * Removes all the elements in the container from the scene
  77008. * @param container contains the elements to remove
  77009. */
  77010. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77011. // Nothing To Do Here. (directly attached to a light)
  77012. };
  77013. /**
  77014. * Rebuilds the elements related to this component in case of
  77015. * context lost for instance.
  77016. */
  77017. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77018. // Nothing To Do Here.
  77019. };
  77020. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77021. // Shadows
  77022. var scene = this.scene;
  77023. if (this.scene.shadowsEnabled) {
  77024. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77025. var light = scene.lights[lightIndex];
  77026. var shadowGenerator = light.getShadowGenerator();
  77027. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77028. var shadowMap = (shadowGenerator.getShadowMap());
  77029. if (scene.textures.indexOf(shadowMap) !== -1) {
  77030. renderTargets.push(shadowMap);
  77031. }
  77032. }
  77033. }
  77034. }
  77035. };
  77036. return ShadowGeneratorSceneComponent;
  77037. }());
  77038. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77039. })(BABYLON || (BABYLON = {}));
  77040. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77041. var BABYLON;
  77042. (function (BABYLON) {
  77043. /**
  77044. * Class used for the default loading screen
  77045. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77046. */
  77047. var DefaultLoadingScreen = /** @class */ (function () {
  77048. /**
  77049. * Creates a new default loading screen
  77050. * @param _renderingCanvas defines the canvas used to render the scene
  77051. * @param _loadingText defines the default text to display
  77052. * @param _loadingDivBackgroundColor defines the default background color
  77053. */
  77054. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77055. if (_loadingText === void 0) { _loadingText = ""; }
  77056. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77057. var _this = this;
  77058. this._renderingCanvas = _renderingCanvas;
  77059. this._loadingText = _loadingText;
  77060. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77061. // Resize
  77062. this._resizeLoadingUI = function () {
  77063. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77064. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77065. if (!_this._loadingDiv) {
  77066. return;
  77067. }
  77068. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77069. _this._loadingDiv.style.left = canvasRect.left + "px";
  77070. _this._loadingDiv.style.top = canvasRect.top + "px";
  77071. _this._loadingDiv.style.width = canvasRect.width + "px";
  77072. _this._loadingDiv.style.height = canvasRect.height + "px";
  77073. };
  77074. }
  77075. /**
  77076. * Function called to display the loading screen
  77077. */
  77078. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77079. if (this._loadingDiv) {
  77080. // Do not add a loading screen if there is already one
  77081. return;
  77082. }
  77083. this._loadingDiv = document.createElement("div");
  77084. this._loadingDiv.id = "babylonjsLoadingDiv";
  77085. this._loadingDiv.style.opacity = "0";
  77086. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77087. this._loadingDiv.style.pointerEvents = "none";
  77088. // Loading text
  77089. this._loadingTextDiv = document.createElement("div");
  77090. this._loadingTextDiv.style.position = "absolute";
  77091. this._loadingTextDiv.style.left = "0";
  77092. this._loadingTextDiv.style.top = "50%";
  77093. this._loadingTextDiv.style.marginTop = "80px";
  77094. this._loadingTextDiv.style.width = "100%";
  77095. this._loadingTextDiv.style.height = "20px";
  77096. this._loadingTextDiv.style.fontFamily = "Arial";
  77097. this._loadingTextDiv.style.fontSize = "14px";
  77098. this._loadingTextDiv.style.color = "white";
  77099. this._loadingTextDiv.style.textAlign = "center";
  77100. this._loadingTextDiv.innerHTML = "Loading";
  77101. this._loadingDiv.appendChild(this._loadingTextDiv);
  77102. //set the predefined text
  77103. this._loadingTextDiv.innerHTML = this._loadingText;
  77104. // Generating keyframes
  77105. var style = document.createElement('style');
  77106. style.type = 'text/css';
  77107. 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 }";
  77108. style.innerHTML = keyFrames;
  77109. document.getElementsByTagName('head')[0].appendChild(style);
  77110. // Loading img
  77111. var imgBack = new Image();
  77112. imgBack.src = "data:image/png;base64,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";
  77113. imgBack.style.position = "absolute";
  77114. imgBack.style.left = "50%";
  77115. imgBack.style.top = "50%";
  77116. imgBack.style.marginLeft = "-60px";
  77117. imgBack.style.marginTop = "-60px";
  77118. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77119. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77120. imgBack.style.transformOrigin = "50% 50%";
  77121. imgBack.style.webkitTransformOrigin = "50% 50%";
  77122. this._loadingDiv.appendChild(imgBack);
  77123. this._resizeLoadingUI();
  77124. window.addEventListener("resize", this._resizeLoadingUI);
  77125. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77126. document.body.appendChild(this._loadingDiv);
  77127. this._loadingDiv.style.opacity = "1";
  77128. };
  77129. /**
  77130. * Function called to hide the loading screen
  77131. */
  77132. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77133. var _this = this;
  77134. if (!this._loadingDiv) {
  77135. return;
  77136. }
  77137. var onTransitionEnd = function () {
  77138. if (!_this._loadingDiv) {
  77139. return;
  77140. }
  77141. document.body.removeChild(_this._loadingDiv);
  77142. window.removeEventListener("resize", _this._resizeLoadingUI);
  77143. _this._loadingDiv = null;
  77144. };
  77145. this._loadingDiv.style.opacity = "0";
  77146. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77147. };
  77148. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77149. get: function () {
  77150. return this._loadingText;
  77151. },
  77152. /**
  77153. * Gets or sets the text to display while loading
  77154. */
  77155. set: function (text) {
  77156. this._loadingText = text;
  77157. if (this._loadingTextDiv) {
  77158. this._loadingTextDiv.innerHTML = this._loadingText;
  77159. }
  77160. },
  77161. enumerable: true,
  77162. configurable: true
  77163. });
  77164. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77165. /**
  77166. * Gets or sets the color to use for the background
  77167. */
  77168. get: function () {
  77169. return this._loadingDivBackgroundColor;
  77170. },
  77171. set: function (color) {
  77172. this._loadingDivBackgroundColor = color;
  77173. if (!this._loadingDiv) {
  77174. return;
  77175. }
  77176. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77177. },
  77178. enumerable: true,
  77179. configurable: true
  77180. });
  77181. return DefaultLoadingScreen;
  77182. }());
  77183. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77184. })(BABYLON || (BABYLON = {}));
  77185. //# sourceMappingURL=babylon.loadingScreen.js.map
  77186. var BABYLON;
  77187. (function (BABYLON) {
  77188. /**
  77189. * Class used to represent data loading progression
  77190. */
  77191. var SceneLoaderProgressEvent = /** @class */ (function () {
  77192. /**
  77193. * Create a new progress event
  77194. * @param lengthComputable defines if data length to load can be evaluated
  77195. * @param loaded defines the loaded data length
  77196. * @param total defines the data length to load
  77197. */
  77198. function SceneLoaderProgressEvent(
  77199. /** defines if data length to load can be evaluated */
  77200. lengthComputable,
  77201. /** defines the loaded data length */
  77202. loaded,
  77203. /** defines the data length to load */
  77204. total) {
  77205. this.lengthComputable = lengthComputable;
  77206. this.loaded = loaded;
  77207. this.total = total;
  77208. }
  77209. /**
  77210. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77211. * @param event defines the source event
  77212. * @returns a new SceneLoaderProgressEvent
  77213. */
  77214. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77215. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77216. };
  77217. return SceneLoaderProgressEvent;
  77218. }());
  77219. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77220. /**
  77221. * Class used to load scene from various file formats using registered plugins
  77222. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77223. */
  77224. var SceneLoader = /** @class */ (function () {
  77225. function SceneLoader() {
  77226. }
  77227. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77228. /**
  77229. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77230. */
  77231. get: function () {
  77232. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77233. },
  77234. set: function (value) {
  77235. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77236. },
  77237. enumerable: true,
  77238. configurable: true
  77239. });
  77240. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77241. /**
  77242. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77243. */
  77244. get: function () {
  77245. return SceneLoader._ShowLoadingScreen;
  77246. },
  77247. set: function (value) {
  77248. SceneLoader._ShowLoadingScreen = value;
  77249. },
  77250. enumerable: true,
  77251. configurable: true
  77252. });
  77253. Object.defineProperty(SceneLoader, "loggingLevel", {
  77254. /**
  77255. * Defines the current logging level (while loading the scene)
  77256. * @ignorenaming
  77257. */
  77258. get: function () {
  77259. return SceneLoader._loggingLevel;
  77260. },
  77261. set: function (value) {
  77262. SceneLoader._loggingLevel = value;
  77263. },
  77264. enumerable: true,
  77265. configurable: true
  77266. });
  77267. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77268. /**
  77269. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77270. */
  77271. get: function () {
  77272. return SceneLoader._CleanBoneMatrixWeights;
  77273. },
  77274. set: function (value) {
  77275. SceneLoader._CleanBoneMatrixWeights = value;
  77276. },
  77277. enumerable: true,
  77278. configurable: true
  77279. });
  77280. SceneLoader._getDefaultPlugin = function () {
  77281. return SceneLoader._registeredPlugins[".babylon"];
  77282. };
  77283. SceneLoader._getPluginForExtension = function (extension) {
  77284. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77285. if (registeredPlugin) {
  77286. return registeredPlugin;
  77287. }
  77288. 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");
  77289. return SceneLoader._getDefaultPlugin();
  77290. };
  77291. SceneLoader._getPluginForDirectLoad = function (data) {
  77292. for (var extension in SceneLoader._registeredPlugins) {
  77293. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77294. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77295. return SceneLoader._registeredPlugins[extension];
  77296. }
  77297. }
  77298. return SceneLoader._getDefaultPlugin();
  77299. };
  77300. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77301. var queryStringPosition = sceneFilename.indexOf("?");
  77302. if (queryStringPosition !== -1) {
  77303. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77304. }
  77305. var dotPosition = sceneFilename.lastIndexOf(".");
  77306. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77307. return SceneLoader._getPluginForExtension(extension);
  77308. };
  77309. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77310. SceneLoader._getDirectLoad = function (sceneFilename) {
  77311. if (sceneFilename.substr(0, 5) === "data:") {
  77312. return sceneFilename.substr(5);
  77313. }
  77314. return null;
  77315. };
  77316. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77317. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77318. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77319. var plugin;
  77320. if (registeredPlugin.plugin.createPlugin) {
  77321. plugin = registeredPlugin.plugin.createPlugin();
  77322. }
  77323. else {
  77324. plugin = registeredPlugin.plugin;
  77325. }
  77326. var useArrayBuffer = registeredPlugin.isBinary;
  77327. var offlineProvider;
  77328. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77329. var dataCallback = function (data, responseURL) {
  77330. if (scene.isDisposed) {
  77331. onError("Scene has been disposed");
  77332. return;
  77333. }
  77334. scene.offlineProvider = offlineProvider;
  77335. onSuccess(plugin, data, responseURL);
  77336. };
  77337. var request = null;
  77338. var pluginDisposed = false;
  77339. var onDisposeObservable = plugin.onDisposeObservable;
  77340. if (onDisposeObservable) {
  77341. onDisposeObservable.add(function () {
  77342. pluginDisposed = true;
  77343. if (request) {
  77344. request.abort();
  77345. request = null;
  77346. }
  77347. onDispose();
  77348. });
  77349. }
  77350. var manifestChecked = function () {
  77351. if (pluginDisposed) {
  77352. return;
  77353. }
  77354. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77355. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77356. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77357. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77358. });
  77359. };
  77360. if (directLoad) {
  77361. dataCallback(directLoad);
  77362. return plugin;
  77363. }
  77364. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77365. var engine = scene.getEngine();
  77366. var canUseOfflineSupport = engine.enableOfflineSupport;
  77367. if (canUseOfflineSupport) {
  77368. // Also check for exceptions
  77369. var exceptionFound = false;
  77370. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77371. var regex = _a[_i];
  77372. if (regex.test(fileInfo.url)) {
  77373. exceptionFound = true;
  77374. break;
  77375. }
  77376. }
  77377. canUseOfflineSupport = !exceptionFound;
  77378. }
  77379. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77380. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77381. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77382. }
  77383. else {
  77384. manifestChecked();
  77385. }
  77386. }
  77387. // Loading file from disk via input file or drag'n'drop
  77388. else {
  77389. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77390. if (file) {
  77391. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77392. }
  77393. else {
  77394. onError("Unable to find file named " + fileInfo.name);
  77395. }
  77396. }
  77397. return plugin;
  77398. };
  77399. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77400. var url;
  77401. var name;
  77402. if (!sceneFilename) {
  77403. url = rootUrl;
  77404. name = BABYLON.Tools.GetFilename(rootUrl);
  77405. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77406. }
  77407. else {
  77408. if (sceneFilename.substr(0, 1) === "/") {
  77409. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77410. return null;
  77411. }
  77412. url = rootUrl + sceneFilename;
  77413. name = sceneFilename;
  77414. }
  77415. return {
  77416. url: url,
  77417. rootUrl: rootUrl,
  77418. name: name
  77419. };
  77420. };
  77421. // Public functions
  77422. /**
  77423. * Gets a plugin that can load the given extension
  77424. * @param extension defines the extension to load
  77425. * @returns a plugin or null if none works
  77426. */
  77427. SceneLoader.GetPluginForExtension = function (extension) {
  77428. return SceneLoader._getPluginForExtension(extension).plugin;
  77429. };
  77430. /**
  77431. * Gets a boolean indicating that the given extension can be loaded
  77432. * @param extension defines the extension to load
  77433. * @returns true if the extension is supported
  77434. */
  77435. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77436. return !!SceneLoader._registeredPlugins[extension];
  77437. };
  77438. /**
  77439. * Adds a new plugin to the list of registered plugins
  77440. * @param plugin defines the plugin to add
  77441. */
  77442. SceneLoader.RegisterPlugin = function (plugin) {
  77443. if (typeof plugin.extensions === "string") {
  77444. var extension = plugin.extensions;
  77445. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77446. plugin: plugin,
  77447. isBinary: false
  77448. };
  77449. }
  77450. else {
  77451. var extensions = plugin.extensions;
  77452. Object.keys(extensions).forEach(function (extension) {
  77453. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77454. plugin: plugin,
  77455. isBinary: extensions[extension].isBinary
  77456. };
  77457. });
  77458. }
  77459. };
  77460. /**
  77461. * Import meshes into a scene
  77462. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77463. * @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)
  77464. * @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)
  77465. * @param scene the instance of BABYLON.Scene to append to
  77466. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77467. * @param onProgress a callback with a progress event for each file being loaded
  77468. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77469. * @param pluginExtension the extension used to determine the plugin
  77470. * @returns The loaded plugin
  77471. */
  77472. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77473. if (sceneFilename === void 0) { sceneFilename = ""; }
  77474. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77475. if (onSuccess === void 0) { onSuccess = null; }
  77476. if (onProgress === void 0) { onProgress = null; }
  77477. if (onError === void 0) { onError = null; }
  77478. if (pluginExtension === void 0) { pluginExtension = null; }
  77479. if (!scene) {
  77480. BABYLON.Tools.Error("No scene available to import mesh to");
  77481. return null;
  77482. }
  77483. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77484. if (!fileInfo) {
  77485. return null;
  77486. }
  77487. var loadingToken = {};
  77488. scene._addPendingData(loadingToken);
  77489. var disposeHandler = function () {
  77490. scene._removePendingData(loadingToken);
  77491. };
  77492. var errorHandler = function (message, exception) {
  77493. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77494. if (onError) {
  77495. onError(scene, errorMessage, exception);
  77496. }
  77497. else {
  77498. BABYLON.Tools.Error(errorMessage);
  77499. // should the exception be thrown?
  77500. }
  77501. disposeHandler();
  77502. };
  77503. var progressHandler = onProgress ? function (event) {
  77504. try {
  77505. onProgress(event);
  77506. }
  77507. catch (e) {
  77508. errorHandler("Error in onProgress callback", e);
  77509. }
  77510. } : undefined;
  77511. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77512. scene.importedMeshesFiles.push(fileInfo.url);
  77513. if (onSuccess) {
  77514. try {
  77515. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77516. }
  77517. catch (e) {
  77518. errorHandler("Error in onSuccess callback", e);
  77519. }
  77520. }
  77521. scene._removePendingData(loadingToken);
  77522. };
  77523. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77524. if (plugin.rewriteRootURL) {
  77525. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77526. }
  77527. if (plugin.importMesh) {
  77528. var syncedPlugin = plugin;
  77529. var meshes = new Array();
  77530. var particleSystems = new Array();
  77531. var skeletons = new Array();
  77532. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77533. return;
  77534. }
  77535. scene.loadingPluginName = plugin.name;
  77536. successHandler(meshes, particleSystems, skeletons, []);
  77537. }
  77538. else {
  77539. var asyncedPlugin = plugin;
  77540. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77541. scene.loadingPluginName = plugin.name;
  77542. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77543. }).catch(function (error) {
  77544. errorHandler(error.message, error);
  77545. });
  77546. }
  77547. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77548. };
  77549. /**
  77550. * Import meshes into a scene
  77551. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77552. * @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)
  77553. * @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)
  77554. * @param scene the instance of BABYLON.Scene to append to
  77555. * @param onProgress a callback with a progress event for each file being loaded
  77556. * @param pluginExtension the extension used to determine the plugin
  77557. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77558. */
  77559. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77560. if (sceneFilename === void 0) { sceneFilename = ""; }
  77561. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77562. if (onProgress === void 0) { onProgress = null; }
  77563. if (pluginExtension === void 0) { pluginExtension = null; }
  77564. return new Promise(function (resolve, reject) {
  77565. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77566. resolve({
  77567. meshes: meshes,
  77568. particleSystems: particleSystems,
  77569. skeletons: skeletons,
  77570. animationGroups: animationGroups
  77571. });
  77572. }, onProgress, function (scene, message, exception) {
  77573. reject(exception || new Error(message));
  77574. }, pluginExtension);
  77575. });
  77576. };
  77577. /**
  77578. * Load a scene
  77579. * @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)
  77580. * @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)
  77581. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77582. * @param onSuccess a callback with the scene when import succeeds
  77583. * @param onProgress a callback with a progress event for each file being loaded
  77584. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77585. * @param pluginExtension the extension used to determine the plugin
  77586. * @returns The loaded plugin
  77587. */
  77588. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77589. if (onSuccess === void 0) { onSuccess = null; }
  77590. if (onProgress === void 0) { onProgress = null; }
  77591. if (onError === void 0) { onError = null; }
  77592. if (pluginExtension === void 0) { pluginExtension = null; }
  77593. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77594. };
  77595. /**
  77596. * Load a scene
  77597. * @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)
  77598. * @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)
  77599. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77600. * @param onProgress a callback with a progress event for each file being loaded
  77601. * @param pluginExtension the extension used to determine the plugin
  77602. * @returns The loaded scene
  77603. */
  77604. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77605. if (onProgress === void 0) { onProgress = null; }
  77606. if (pluginExtension === void 0) { pluginExtension = null; }
  77607. return new Promise(function (resolve, reject) {
  77608. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77609. resolve(scene);
  77610. }, onProgress, function (scene, message, exception) {
  77611. reject(exception || new Error(message));
  77612. }, pluginExtension);
  77613. });
  77614. };
  77615. /**
  77616. * Append a scene
  77617. * @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)
  77618. * @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)
  77619. * @param scene is the instance of BABYLON.Scene to append to
  77620. * @param onSuccess a callback with the scene when import succeeds
  77621. * @param onProgress a callback with a progress event for each file being loaded
  77622. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77623. * @param pluginExtension the extension used to determine the plugin
  77624. * @returns The loaded plugin
  77625. */
  77626. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77627. if (sceneFilename === void 0) { sceneFilename = ""; }
  77628. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77629. if (onSuccess === void 0) { onSuccess = null; }
  77630. if (onProgress === void 0) { onProgress = null; }
  77631. if (onError === void 0) { onError = null; }
  77632. if (pluginExtension === void 0) { pluginExtension = null; }
  77633. if (!scene) {
  77634. BABYLON.Tools.Error("No scene available to append to");
  77635. return null;
  77636. }
  77637. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77638. if (!fileInfo) {
  77639. return null;
  77640. }
  77641. if (SceneLoader.ShowLoadingScreen) {
  77642. scene.getEngine().displayLoadingUI();
  77643. }
  77644. var loadingToken = {};
  77645. scene._addPendingData(loadingToken);
  77646. var disposeHandler = function () {
  77647. scene._removePendingData(loadingToken);
  77648. scene.getEngine().hideLoadingUI();
  77649. };
  77650. var errorHandler = function (message, exception) {
  77651. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77652. if (onError) {
  77653. onError(scene, errorMessage, exception);
  77654. }
  77655. else {
  77656. BABYLON.Tools.Error(errorMessage);
  77657. // should the exception be thrown?
  77658. }
  77659. disposeHandler();
  77660. };
  77661. var progressHandler = onProgress ? function (event) {
  77662. try {
  77663. onProgress(event);
  77664. }
  77665. catch (e) {
  77666. errorHandler("Error in onProgress callback", e);
  77667. }
  77668. } : undefined;
  77669. var successHandler = function () {
  77670. if (onSuccess) {
  77671. try {
  77672. onSuccess(scene);
  77673. }
  77674. catch (e) {
  77675. errorHandler("Error in onSuccess callback", e);
  77676. }
  77677. }
  77678. scene._removePendingData(loadingToken);
  77679. };
  77680. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77681. if (plugin.load) {
  77682. var syncedPlugin = plugin;
  77683. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77684. return;
  77685. }
  77686. scene.loadingPluginName = plugin.name;
  77687. successHandler();
  77688. }
  77689. else {
  77690. var asyncedPlugin = plugin;
  77691. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77692. scene.loadingPluginName = plugin.name;
  77693. successHandler();
  77694. }).catch(function (error) {
  77695. errorHandler(error.message, error);
  77696. });
  77697. }
  77698. if (SceneLoader.ShowLoadingScreen) {
  77699. scene.executeWhenReady(function () {
  77700. scene.getEngine().hideLoadingUI();
  77701. });
  77702. }
  77703. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77704. };
  77705. /**
  77706. * Append a scene
  77707. * @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)
  77708. * @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)
  77709. * @param scene is the instance of BABYLON.Scene to append to
  77710. * @param onProgress a callback with a progress event for each file being loaded
  77711. * @param pluginExtension the extension used to determine the plugin
  77712. * @returns The given scene
  77713. */
  77714. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77715. if (sceneFilename === void 0) { sceneFilename = ""; }
  77716. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77717. if (onProgress === void 0) { onProgress = null; }
  77718. if (pluginExtension === void 0) { pluginExtension = null; }
  77719. return new Promise(function (resolve, reject) {
  77720. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  77721. resolve(scene);
  77722. }, onProgress, function (scene, message, exception) {
  77723. reject(exception || new Error(message));
  77724. }, pluginExtension);
  77725. });
  77726. };
  77727. /**
  77728. * Load a scene into an asset container
  77729. * @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)
  77730. * @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)
  77731. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  77732. * @param onSuccess a callback with the scene when import succeeds
  77733. * @param onProgress a callback with a progress event for each file being loaded
  77734. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77735. * @param pluginExtension the extension used to determine the plugin
  77736. * @returns The loaded plugin
  77737. */
  77738. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77739. if (sceneFilename === void 0) { sceneFilename = ""; }
  77740. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77741. if (onSuccess === void 0) { onSuccess = null; }
  77742. if (onProgress === void 0) { onProgress = null; }
  77743. if (onError === void 0) { onError = null; }
  77744. if (pluginExtension === void 0) { pluginExtension = null; }
  77745. if (!scene) {
  77746. BABYLON.Tools.Error("No scene available to load asset container to");
  77747. return null;
  77748. }
  77749. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77750. if (!fileInfo) {
  77751. return null;
  77752. }
  77753. var loadingToken = {};
  77754. scene._addPendingData(loadingToken);
  77755. var disposeHandler = function () {
  77756. scene._removePendingData(loadingToken);
  77757. };
  77758. var errorHandler = function (message, exception) {
  77759. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  77760. if (onError) {
  77761. onError(scene, errorMessage, exception);
  77762. }
  77763. else {
  77764. BABYLON.Tools.Error(errorMessage);
  77765. // should the exception be thrown?
  77766. }
  77767. disposeHandler();
  77768. };
  77769. var progressHandler = onProgress ? function (event) {
  77770. try {
  77771. onProgress(event);
  77772. }
  77773. catch (e) {
  77774. errorHandler("Error in onProgress callback", e);
  77775. }
  77776. } : undefined;
  77777. var successHandler = function (assets) {
  77778. if (onSuccess) {
  77779. try {
  77780. onSuccess(assets);
  77781. }
  77782. catch (e) {
  77783. errorHandler("Error in onSuccess callback", e);
  77784. }
  77785. }
  77786. scene._removePendingData(loadingToken);
  77787. };
  77788. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77789. if (plugin.loadAssetContainer) {
  77790. var syncedPlugin = plugin;
  77791. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  77792. if (!assetContainer) {
  77793. return;
  77794. }
  77795. scene.loadingPluginName = plugin.name;
  77796. successHandler(assetContainer);
  77797. }
  77798. else if (plugin.loadAssetContainerAsync) {
  77799. var asyncedPlugin = plugin;
  77800. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  77801. scene.loadingPluginName = plugin.name;
  77802. successHandler(assetContainer);
  77803. }).catch(function (error) {
  77804. errorHandler(error.message, error);
  77805. });
  77806. }
  77807. else {
  77808. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  77809. }
  77810. if (SceneLoader.ShowLoadingScreen) {
  77811. scene.executeWhenReady(function () {
  77812. scene.getEngine().hideLoadingUI();
  77813. });
  77814. }
  77815. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77816. };
  77817. /**
  77818. * Load a scene into an asset container
  77819. * @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)
  77820. * @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)
  77821. * @param scene is the instance of BABYLON.Scene to append to
  77822. * @param onProgress a callback with a progress event for each file being loaded
  77823. * @param pluginExtension the extension used to determine the plugin
  77824. * @returns The loaded asset container
  77825. */
  77826. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77827. if (sceneFilename === void 0) { sceneFilename = ""; }
  77828. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77829. if (onProgress === void 0) { onProgress = null; }
  77830. if (pluginExtension === void 0) { pluginExtension = null; }
  77831. return new Promise(function (resolve, reject) {
  77832. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  77833. resolve(assetContainer);
  77834. }, onProgress, function (scene, message, exception) {
  77835. reject(exception || new Error(message));
  77836. }, pluginExtension);
  77837. });
  77838. };
  77839. // Flags
  77840. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  77841. SceneLoader._ShowLoadingScreen = true;
  77842. SceneLoader._CleanBoneMatrixWeights = false;
  77843. /**
  77844. * No logging while loading
  77845. */
  77846. SceneLoader.NO_LOGGING = 0;
  77847. /**
  77848. * Minimal logging while loading
  77849. */
  77850. SceneLoader.MINIMAL_LOGGING = 1;
  77851. /**
  77852. * Summary logging while loading
  77853. */
  77854. SceneLoader.SUMMARY_LOGGING = 2;
  77855. /**
  77856. * Detailled logging while loading
  77857. */
  77858. SceneLoader.DETAILED_LOGGING = 3;
  77859. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  77860. // Members
  77861. /**
  77862. * Event raised when a plugin is used to load a scene
  77863. */
  77864. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  77865. SceneLoader._registeredPlugins = {};
  77866. return SceneLoader;
  77867. }());
  77868. BABYLON.SceneLoader = SceneLoader;
  77869. })(BABYLON || (BABYLON = {}));
  77870. //# sourceMappingURL=babylon.sceneLoader.js.map
  77871. var BABYLON;
  77872. (function (BABYLON) {
  77873. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  77874. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77875. var parsedMaterial = parsedData.materials[index];
  77876. if (parsedMaterial.id === id) {
  77877. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77878. }
  77879. }
  77880. return null;
  77881. };
  77882. var isDescendantOf = function (mesh, names, hierarchyIds) {
  77883. for (var i in names) {
  77884. if (mesh.name === names[i]) {
  77885. hierarchyIds.push(mesh.id);
  77886. return true;
  77887. }
  77888. }
  77889. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  77890. hierarchyIds.push(mesh.id);
  77891. return true;
  77892. }
  77893. return false;
  77894. };
  77895. var logOperation = function (operation, producer) {
  77896. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  77897. };
  77898. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  77899. if (addToScene === void 0) { addToScene = false; }
  77900. var container = new BABYLON.AssetContainer(scene);
  77901. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  77902. // when SceneLoader.debugLogging = true (default), or exception encountered.
  77903. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  77904. // and avoid problems with multiple concurrent .babylon loads.
  77905. var log = "importScene has failed JSON parse";
  77906. try {
  77907. var parsedData = JSON.parse(data);
  77908. log = "";
  77909. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  77910. var index;
  77911. var cache;
  77912. // Lights
  77913. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  77914. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  77915. var parsedLight = parsedData.lights[index];
  77916. var light = BABYLON.Light.Parse(parsedLight, scene);
  77917. if (light) {
  77918. container.lights.push(light);
  77919. log += (index === 0 ? "\n\tLights:" : "");
  77920. log += "\n\t\t" + light.toString(fullDetails);
  77921. }
  77922. }
  77923. }
  77924. // Animations
  77925. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  77926. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  77927. var parsedAnimation = parsedData.animations[index];
  77928. var animation = BABYLON.Animation.Parse(parsedAnimation);
  77929. scene.animations.push(animation);
  77930. container.animations.push(animation);
  77931. log += (index === 0 ? "\n\tAnimations:" : "");
  77932. log += "\n\t\t" + animation.toString(fullDetails);
  77933. }
  77934. }
  77935. // Materials
  77936. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  77937. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  77938. var parsedMaterial = parsedData.materials[index];
  77939. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  77940. container.materials.push(mat);
  77941. log += (index === 0 ? "\n\tMaterials:" : "");
  77942. log += "\n\t\t" + mat.toString(fullDetails);
  77943. }
  77944. }
  77945. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  77946. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  77947. var parsedMultiMaterial = parsedData.multiMaterials[index];
  77948. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  77949. container.multiMaterials.push(mmat);
  77950. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  77951. log += "\n\t\t" + mmat.toString(fullDetails);
  77952. }
  77953. }
  77954. // Morph targets
  77955. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  77956. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  77957. var managerData = _a[_i];
  77958. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  77959. }
  77960. }
  77961. // Skeletons
  77962. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  77963. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  77964. var parsedSkeleton = parsedData.skeletons[index];
  77965. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  77966. container.skeletons.push(skeleton);
  77967. log += (index === 0 ? "\n\tSkeletons:" : "");
  77968. log += "\n\t\t" + skeleton.toString(fullDetails);
  77969. }
  77970. }
  77971. // Geometries
  77972. var geometries = parsedData.geometries;
  77973. if (geometries !== undefined && geometries !== null) {
  77974. var addedGeometry = new Array();
  77975. // Boxes
  77976. var boxes = geometries.boxes;
  77977. if (boxes !== undefined && boxes !== null) {
  77978. for (index = 0, cache = boxes.length; index < cache; index++) {
  77979. var parsedBox = boxes[index];
  77980. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  77981. }
  77982. }
  77983. // Spheres
  77984. var spheres = geometries.spheres;
  77985. if (spheres !== undefined && spheres !== null) {
  77986. for (index = 0, cache = spheres.length; index < cache; index++) {
  77987. var parsedSphere = spheres[index];
  77988. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  77989. }
  77990. }
  77991. // Cylinders
  77992. var cylinders = geometries.cylinders;
  77993. if (cylinders !== undefined && cylinders !== null) {
  77994. for (index = 0, cache = cylinders.length; index < cache; index++) {
  77995. var parsedCylinder = cylinders[index];
  77996. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  77997. }
  77998. }
  77999. // Toruses
  78000. var toruses = geometries.toruses;
  78001. if (toruses !== undefined && toruses !== null) {
  78002. for (index = 0, cache = toruses.length; index < cache; index++) {
  78003. var parsedTorus = toruses[index];
  78004. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78005. }
  78006. }
  78007. // Grounds
  78008. var grounds = geometries.grounds;
  78009. if (grounds !== undefined && grounds !== null) {
  78010. for (index = 0, cache = grounds.length; index < cache; index++) {
  78011. var parsedGround = grounds[index];
  78012. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78013. }
  78014. }
  78015. // Planes
  78016. var planes = geometries.planes;
  78017. if (planes !== undefined && planes !== null) {
  78018. for (index = 0, cache = planes.length; index < cache; index++) {
  78019. var parsedPlane = planes[index];
  78020. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78021. }
  78022. }
  78023. // TorusKnots
  78024. var torusKnots = geometries.torusKnots;
  78025. if (torusKnots !== undefined && torusKnots !== null) {
  78026. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78027. var parsedTorusKnot = torusKnots[index];
  78028. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78029. }
  78030. }
  78031. // VertexData
  78032. var vertexData = geometries.vertexData;
  78033. if (vertexData !== undefined && vertexData !== null) {
  78034. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78035. var parsedVertexData = vertexData[index];
  78036. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78037. }
  78038. }
  78039. addedGeometry.forEach(function (g) {
  78040. if (g) {
  78041. container.geometries.push(g);
  78042. }
  78043. });
  78044. }
  78045. // Transform nodes
  78046. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78047. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78048. var parsedTransformNode = parsedData.transformNodes[index];
  78049. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78050. container.transformNodes.push(node);
  78051. }
  78052. }
  78053. // Meshes
  78054. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78055. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78056. var parsedMesh = parsedData.meshes[index];
  78057. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78058. container.meshes.push(mesh);
  78059. log += (index === 0 ? "\n\tMeshes:" : "");
  78060. log += "\n\t\t" + mesh.toString(fullDetails);
  78061. }
  78062. }
  78063. // Cameras
  78064. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78065. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78066. var parsedCamera = parsedData.cameras[index];
  78067. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78068. container.cameras.push(camera);
  78069. log += (index === 0 ? "\n\tCameras:" : "");
  78070. log += "\n\t\t" + camera.toString(fullDetails);
  78071. }
  78072. }
  78073. // Animation Groups
  78074. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78075. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78076. var parsedAnimationGroup = parsedData.animationGroups[index];
  78077. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78078. container.animationGroups.push(animationGroup);
  78079. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78080. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78081. }
  78082. }
  78083. // Browsing all the graph to connect the dots
  78084. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78085. var camera = scene.cameras[index];
  78086. if (camera._waitingParentId) {
  78087. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78088. camera._waitingParentId = null;
  78089. }
  78090. }
  78091. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78092. var light_1 = scene.lights[index];
  78093. if (light_1 && light_1._waitingParentId) {
  78094. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78095. light_1._waitingParentId = null;
  78096. }
  78097. }
  78098. // Connect parents & children and parse actions
  78099. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78100. var transformNode = scene.transformNodes[index];
  78101. if (transformNode._waitingParentId) {
  78102. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78103. transformNode._waitingParentId = null;
  78104. }
  78105. }
  78106. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78107. var mesh = scene.meshes[index];
  78108. if (mesh._waitingParentId) {
  78109. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78110. mesh._waitingParentId = null;
  78111. }
  78112. }
  78113. // freeze world matrix application
  78114. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78115. var currentMesh = scene.meshes[index];
  78116. if (currentMesh._waitingFreezeWorldMatrix) {
  78117. currentMesh.freezeWorldMatrix();
  78118. currentMesh._waitingFreezeWorldMatrix = null;
  78119. }
  78120. else {
  78121. currentMesh.computeWorldMatrix(true);
  78122. }
  78123. }
  78124. // Lights exclusions / inclusions
  78125. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78126. var light_2 = scene.lights[index];
  78127. // Excluded check
  78128. if (light_2._excludedMeshesIds.length > 0) {
  78129. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78130. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78131. if (excludedMesh) {
  78132. light_2.excludedMeshes.push(excludedMesh);
  78133. }
  78134. }
  78135. light_2._excludedMeshesIds = [];
  78136. }
  78137. // Included check
  78138. if (light_2._includedOnlyMeshesIds.length > 0) {
  78139. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78140. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78141. if (includedOnlyMesh) {
  78142. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78143. }
  78144. }
  78145. light_2._includedOnlyMeshesIds = [];
  78146. }
  78147. }
  78148. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78149. // Actions (scene) Done last as it can access other objects.
  78150. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78151. var mesh = scene.meshes[index];
  78152. if (mesh._waitingActions) {
  78153. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78154. mesh._waitingActions = null;
  78155. }
  78156. }
  78157. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78158. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78159. }
  78160. if (!addToScene) {
  78161. container.removeAllFromScene();
  78162. }
  78163. }
  78164. catch (err) {
  78165. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78166. if (onError) {
  78167. onError(msg, err);
  78168. }
  78169. else {
  78170. BABYLON.Tools.Log(msg);
  78171. throw err;
  78172. }
  78173. }
  78174. finally {
  78175. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78176. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78177. }
  78178. }
  78179. return container;
  78180. };
  78181. BABYLON.SceneLoader.RegisterPlugin({
  78182. name: "babylon.js",
  78183. extensions: ".babylon",
  78184. canDirectLoad: function (data) {
  78185. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78186. return true;
  78187. }
  78188. return false;
  78189. },
  78190. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78191. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78192. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78193. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78194. // and avoid problems with multiple concurrent .babylon loads.
  78195. var log = "importMesh has failed JSON parse";
  78196. try {
  78197. var parsedData = JSON.parse(data);
  78198. log = "";
  78199. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78200. if (!meshesNames) {
  78201. meshesNames = null;
  78202. }
  78203. else if (!Array.isArray(meshesNames)) {
  78204. meshesNames = [meshesNames];
  78205. }
  78206. var hierarchyIds = new Array();
  78207. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78208. var loadedSkeletonsIds = [];
  78209. var loadedMaterialsIds = [];
  78210. var index;
  78211. var cache;
  78212. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78213. var parsedMesh = parsedData.meshes[index];
  78214. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78215. if (meshesNames !== null) {
  78216. // Remove found mesh name from list.
  78217. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78218. }
  78219. //Geometry?
  78220. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78221. //does the file contain geometries?
  78222. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78223. //find the correct geometry and add it to the scene
  78224. var found = false;
  78225. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78226. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78227. return;
  78228. }
  78229. else {
  78230. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78231. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78232. switch (geometryType) {
  78233. case "boxes":
  78234. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78235. break;
  78236. case "spheres":
  78237. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78238. break;
  78239. case "cylinders":
  78240. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78241. break;
  78242. case "toruses":
  78243. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78244. break;
  78245. case "grounds":
  78246. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78247. break;
  78248. case "planes":
  78249. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78250. break;
  78251. case "torusKnots":
  78252. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78253. break;
  78254. case "vertexData":
  78255. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78256. break;
  78257. }
  78258. found = true;
  78259. }
  78260. });
  78261. }
  78262. });
  78263. if (found === false) {
  78264. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78265. }
  78266. }
  78267. }
  78268. // Material ?
  78269. if (parsedMesh.materialId) {
  78270. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78271. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78272. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78273. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78274. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78275. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78276. var subMatId = parsedMultiMaterial.materials[matIndex];
  78277. loadedMaterialsIds.push(subMatId);
  78278. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78279. if (mat) {
  78280. log += "\n\tMaterial " + mat.toString(fullDetails);
  78281. }
  78282. }
  78283. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78284. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78285. if (mmat) {
  78286. materialFound = true;
  78287. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78288. }
  78289. break;
  78290. }
  78291. }
  78292. }
  78293. if (materialFound === false) {
  78294. loadedMaterialsIds.push(parsedMesh.materialId);
  78295. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78296. if (!mat) {
  78297. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78298. }
  78299. else {
  78300. log += "\n\tMaterial " + mat.toString(fullDetails);
  78301. }
  78302. }
  78303. }
  78304. // Skeleton ?
  78305. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78306. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78307. if (skeletonAlreadyLoaded === false) {
  78308. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78309. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78310. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78311. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78312. skeletons.push(skeleton);
  78313. loadedSkeletonsIds.push(parsedSkeleton.id);
  78314. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78315. }
  78316. }
  78317. }
  78318. }
  78319. // Morph targets ?
  78320. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78321. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78322. var managerData = _a[_i];
  78323. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78324. }
  78325. }
  78326. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78327. meshes.push(mesh);
  78328. log += "\n\tMesh " + mesh.toString(fullDetails);
  78329. }
  78330. }
  78331. // Connecting parents
  78332. var currentMesh;
  78333. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78334. currentMesh = scene.meshes[index];
  78335. if (currentMesh._waitingParentId) {
  78336. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78337. currentMesh._waitingParentId = null;
  78338. }
  78339. }
  78340. // freeze and compute world matrix application
  78341. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78342. currentMesh = scene.meshes[index];
  78343. if (currentMesh._waitingFreezeWorldMatrix) {
  78344. currentMesh.freezeWorldMatrix();
  78345. currentMesh._waitingFreezeWorldMatrix = null;
  78346. }
  78347. else {
  78348. currentMesh.computeWorldMatrix(true);
  78349. }
  78350. }
  78351. }
  78352. // Particles
  78353. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78354. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78355. if (parser) {
  78356. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78357. var parsedParticleSystem = parsedData.particleSystems[index];
  78358. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78359. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78360. }
  78361. }
  78362. }
  78363. }
  78364. return true;
  78365. }
  78366. catch (err) {
  78367. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78368. if (onError) {
  78369. onError(msg, err);
  78370. }
  78371. else {
  78372. BABYLON.Tools.Log(msg);
  78373. throw err;
  78374. }
  78375. }
  78376. finally {
  78377. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78378. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78379. }
  78380. }
  78381. return false;
  78382. },
  78383. load: function (scene, data, rootUrl, onError) {
  78384. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78385. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78386. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78387. // and avoid problems with multiple concurrent .babylon loads.
  78388. var log = "importScene has failed JSON parse";
  78389. try {
  78390. var parsedData = JSON.parse(data);
  78391. log = "";
  78392. // Scene
  78393. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78394. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78395. }
  78396. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78397. scene.autoClear = parsedData.autoClear;
  78398. }
  78399. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78400. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78401. }
  78402. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78403. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78404. }
  78405. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78406. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78407. }
  78408. // Fog
  78409. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78410. scene.fogMode = parsedData.fogMode;
  78411. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78412. scene.fogStart = parsedData.fogStart;
  78413. scene.fogEnd = parsedData.fogEnd;
  78414. scene.fogDensity = parsedData.fogDensity;
  78415. log += "\tFog mode for scene: ";
  78416. switch (scene.fogMode) {
  78417. // getters not compiling, so using hardcoded
  78418. case 1:
  78419. log += "exp\n";
  78420. break;
  78421. case 2:
  78422. log += "exp2\n";
  78423. break;
  78424. case 3:
  78425. log += "linear\n";
  78426. break;
  78427. }
  78428. }
  78429. //Physics
  78430. if (parsedData.physicsEnabled) {
  78431. var physicsPlugin;
  78432. if (parsedData.physicsEngine === "cannon") {
  78433. physicsPlugin = new BABYLON.CannonJSPlugin();
  78434. }
  78435. else if (parsedData.physicsEngine === "oimo") {
  78436. physicsPlugin = new BABYLON.OimoJSPlugin();
  78437. }
  78438. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78439. //else - default engine, which is currently oimo
  78440. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78441. scene.enablePhysics(physicsGravity, physicsPlugin);
  78442. }
  78443. // Metadata
  78444. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78445. scene.metadata = parsedData.metadata;
  78446. }
  78447. //collisions, if defined. otherwise, default is true
  78448. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78449. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78450. }
  78451. scene.workerCollisions = !!parsedData.workerCollisions;
  78452. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78453. if (!container) {
  78454. return false;
  78455. }
  78456. if (parsedData.autoAnimate) {
  78457. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78458. }
  78459. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78460. scene.setActiveCameraByID(parsedData.activeCameraID);
  78461. }
  78462. // Environment texture
  78463. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78464. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78465. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78466. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78467. if (parsedData.environmentTextureRotationY) {
  78468. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78469. }
  78470. scene.environmentTexture = hdrTexture;
  78471. }
  78472. else {
  78473. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78474. if (parsedData.environmentTextureRotationY) {
  78475. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78476. }
  78477. scene.environmentTexture = cubeTexture;
  78478. }
  78479. if (parsedData.createDefaultSkybox === true) {
  78480. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78481. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78482. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78483. }
  78484. }
  78485. // Finish
  78486. return true;
  78487. }
  78488. catch (err) {
  78489. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78490. if (onError) {
  78491. onError(msg, err);
  78492. }
  78493. else {
  78494. BABYLON.Tools.Log(msg);
  78495. throw err;
  78496. }
  78497. }
  78498. finally {
  78499. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78500. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78501. }
  78502. }
  78503. return false;
  78504. },
  78505. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78506. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78507. return container;
  78508. }
  78509. });
  78510. })(BABYLON || (BABYLON = {}));
  78511. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78512. var BABYLON;
  78513. (function (BABYLON) {
  78514. /**
  78515. * Class used to help managing file picking and drag'n'drop
  78516. */
  78517. var FilesInput = /** @class */ (function () {
  78518. /**
  78519. * Creates a new FilesInput
  78520. * @param engine defines the rendering engine
  78521. * @param scene defines the hosting scene
  78522. * @param sceneLoadedCallback callback called when scene is loaded
  78523. * @param progressCallback callback called to track progress
  78524. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78525. * @param textureLoadingCallback callback called when a texture is loading
  78526. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78527. * @param onReloadCallback callback called when a reload is requested
  78528. * @param errorCallback callback call if an error occurs
  78529. */
  78530. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78531. /**
  78532. * Callback called when a file is processed
  78533. */
  78534. this.onProcessFileCallback = function () { return true; };
  78535. this._engine = engine;
  78536. this._currentScene = scene;
  78537. this._sceneLoadedCallback = sceneLoadedCallback;
  78538. this._progressCallback = progressCallback;
  78539. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78540. this._textureLoadingCallback = textureLoadingCallback;
  78541. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78542. this._onReloadCallback = onReloadCallback;
  78543. this._errorCallback = errorCallback;
  78544. }
  78545. /**
  78546. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78547. * @param elementToMonitor defines the DOM element to track
  78548. */
  78549. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78550. var _this = this;
  78551. if (elementToMonitor) {
  78552. this._elementToMonitor = elementToMonitor;
  78553. this._dragEnterHandler = function (e) { _this.drag(e); };
  78554. this._dragOverHandler = function (e) { _this.drag(e); };
  78555. this._dropHandler = function (e) { _this.drop(e); };
  78556. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78557. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78558. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78559. }
  78560. };
  78561. /**
  78562. * Release all associated resources
  78563. */
  78564. FilesInput.prototype.dispose = function () {
  78565. if (!this._elementToMonitor) {
  78566. return;
  78567. }
  78568. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78569. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78570. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78571. };
  78572. FilesInput.prototype.renderFunction = function () {
  78573. if (this._additionalRenderLoopLogicCallback) {
  78574. this._additionalRenderLoopLogicCallback();
  78575. }
  78576. if (this._currentScene) {
  78577. if (this._textureLoadingCallback) {
  78578. var remaining = this._currentScene.getWaitingItemsCount();
  78579. if (remaining > 0) {
  78580. this._textureLoadingCallback(remaining);
  78581. }
  78582. }
  78583. this._currentScene.render();
  78584. }
  78585. };
  78586. FilesInput.prototype.drag = function (e) {
  78587. e.stopPropagation();
  78588. e.preventDefault();
  78589. };
  78590. FilesInput.prototype.drop = function (eventDrop) {
  78591. eventDrop.stopPropagation();
  78592. eventDrop.preventDefault();
  78593. this.loadFiles(eventDrop);
  78594. };
  78595. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78596. var _this = this;
  78597. var reader = folder.createReader();
  78598. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78599. reader.readEntries(function (entries) {
  78600. remaining.count += entries.length;
  78601. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78602. var entry = entries_1[_i];
  78603. if (entry.isFile) {
  78604. entry.file(function (file) {
  78605. file.correctName = relativePath + file.name;
  78606. files.push(file);
  78607. if (--remaining.count === 0) {
  78608. callback();
  78609. }
  78610. });
  78611. }
  78612. else if (entry.isDirectory) {
  78613. _this._traverseFolder(entry, files, remaining, callback);
  78614. }
  78615. }
  78616. if (--remaining.count) {
  78617. callback();
  78618. }
  78619. });
  78620. };
  78621. FilesInput.prototype._processFiles = function (files) {
  78622. for (var i = 0; i < files.length; i++) {
  78623. var name = files[i].correctName.toLowerCase();
  78624. var extension = name.split('.').pop();
  78625. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78626. continue;
  78627. }
  78628. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78629. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78630. this._sceneFileToLoad = files[i];
  78631. }
  78632. FilesInput.FilesToLoad[name] = files[i];
  78633. }
  78634. };
  78635. /**
  78636. * Load files from a drop event
  78637. * @param event defines the drop event to use as source
  78638. */
  78639. FilesInput.prototype.loadFiles = function (event) {
  78640. var _this = this;
  78641. // Handling data transfer via drag'n'drop
  78642. if (event && event.dataTransfer && event.dataTransfer.files) {
  78643. this._filesToLoad = event.dataTransfer.files;
  78644. }
  78645. // Handling files from input files
  78646. if (event && event.target && event.target.files) {
  78647. this._filesToLoad = event.target.files;
  78648. }
  78649. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78650. return;
  78651. }
  78652. if (this._startingProcessingFilesCallback) {
  78653. this._startingProcessingFilesCallback(this._filesToLoad);
  78654. }
  78655. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78656. var files_1 = new Array();
  78657. var folders = [];
  78658. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78659. for (var i = 0; i < this._filesToLoad.length; i++) {
  78660. var fileToLoad = this._filesToLoad[i];
  78661. var name_1 = fileToLoad.name.toLowerCase();
  78662. var entry = void 0;
  78663. fileToLoad.correctName = name_1;
  78664. if (items) {
  78665. var item = items[i];
  78666. if (item.getAsEntry) {
  78667. entry = item.getAsEntry();
  78668. }
  78669. else if (item.webkitGetAsEntry) {
  78670. entry = item.webkitGetAsEntry();
  78671. }
  78672. }
  78673. if (!entry) {
  78674. files_1.push(fileToLoad);
  78675. }
  78676. else {
  78677. if (entry.isDirectory) {
  78678. folders.push(entry);
  78679. }
  78680. else {
  78681. files_1.push(fileToLoad);
  78682. }
  78683. }
  78684. }
  78685. if (folders.length === 0) {
  78686. this._processFiles(files_1);
  78687. this._processReload();
  78688. }
  78689. else {
  78690. var remaining = { count: folders.length };
  78691. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78692. var folder = folders_1[_i];
  78693. this._traverseFolder(folder, files_1, remaining, function () {
  78694. _this._processFiles(files_1);
  78695. if (remaining.count === 0) {
  78696. _this._processReload();
  78697. }
  78698. });
  78699. }
  78700. }
  78701. }
  78702. };
  78703. FilesInput.prototype._processReload = function () {
  78704. if (this._onReloadCallback) {
  78705. this._onReloadCallback(this._sceneFileToLoad);
  78706. }
  78707. else {
  78708. this.reload();
  78709. }
  78710. };
  78711. /**
  78712. * Reload the current scene from the loaded files
  78713. */
  78714. FilesInput.prototype.reload = function () {
  78715. var _this = this;
  78716. // If a scene file has been provided
  78717. if (this._sceneFileToLoad) {
  78718. if (this._currentScene) {
  78719. if (BABYLON.Tools.errorsCount > 0) {
  78720. BABYLON.Tools.ClearLogCache();
  78721. }
  78722. this._engine.stopRenderLoop();
  78723. }
  78724. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  78725. if (_this._progressCallback) {
  78726. _this._progressCallback(progress);
  78727. }
  78728. }).then(function (scene) {
  78729. if (_this._currentScene) {
  78730. _this._currentScene.dispose();
  78731. }
  78732. _this._currentScene = scene;
  78733. if (_this._sceneLoadedCallback) {
  78734. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  78735. }
  78736. // Wait for textures and shaders to be ready
  78737. _this._currentScene.executeWhenReady(function () {
  78738. _this._engine.runRenderLoop(function () {
  78739. _this.renderFunction();
  78740. });
  78741. });
  78742. }).catch(function (error) {
  78743. if (_this._errorCallback) {
  78744. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  78745. }
  78746. });
  78747. }
  78748. else {
  78749. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  78750. }
  78751. };
  78752. /**
  78753. * List of files ready to be loaded
  78754. */
  78755. FilesInput.FilesToLoad = {};
  78756. return FilesInput;
  78757. }());
  78758. BABYLON.FilesInput = FilesInput;
  78759. })(BABYLON || (BABYLON = {}));
  78760. //# sourceMappingURL=babylon.filesInput.js.map
  78761. var BABYLON;
  78762. (function (BABYLON) {
  78763. /**
  78764. * Class used to store custom tags
  78765. */
  78766. var Tags = /** @class */ (function () {
  78767. function Tags() {
  78768. }
  78769. /**
  78770. * Adds support for tags on the given object
  78771. * @param obj defines the object to use
  78772. */
  78773. Tags.EnableFor = function (obj) {
  78774. obj._tags = obj._tags || {};
  78775. obj.hasTags = function () {
  78776. return Tags.HasTags(obj);
  78777. };
  78778. obj.addTags = function (tagsString) {
  78779. return Tags.AddTagsTo(obj, tagsString);
  78780. };
  78781. obj.removeTags = function (tagsString) {
  78782. return Tags.RemoveTagsFrom(obj, tagsString);
  78783. };
  78784. obj.matchesTagsQuery = function (tagsQuery) {
  78785. return Tags.MatchesQuery(obj, tagsQuery);
  78786. };
  78787. };
  78788. /**
  78789. * Removes tags support
  78790. * @param obj defines the object to use
  78791. */
  78792. Tags.DisableFor = function (obj) {
  78793. delete obj._tags;
  78794. delete obj.hasTags;
  78795. delete obj.addTags;
  78796. delete obj.removeTags;
  78797. delete obj.matchesTagsQuery;
  78798. };
  78799. /**
  78800. * Gets a boolean indicating if the given object has tags
  78801. * @param obj defines the object to use
  78802. * @returns a boolean
  78803. */
  78804. Tags.HasTags = function (obj) {
  78805. if (!obj._tags) {
  78806. return false;
  78807. }
  78808. return !BABYLON.Tools.IsEmpty(obj._tags);
  78809. };
  78810. /**
  78811. * Gets the tags available on a given object
  78812. * @param obj defines the object to use
  78813. * @param asString defines if the tags must be returned as a string instead of an array of strings
  78814. * @returns the tags
  78815. */
  78816. Tags.GetTags = function (obj, asString) {
  78817. if (asString === void 0) { asString = true; }
  78818. if (!obj._tags) {
  78819. return null;
  78820. }
  78821. if (asString) {
  78822. var tagsArray = [];
  78823. for (var tag in obj._tags) {
  78824. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  78825. tagsArray.push(tag);
  78826. }
  78827. }
  78828. return tagsArray.join(" ");
  78829. }
  78830. else {
  78831. return obj._tags;
  78832. }
  78833. };
  78834. /**
  78835. * Adds tags to an object
  78836. * @param obj defines the object to use
  78837. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  78838. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  78839. */
  78840. Tags.AddTagsTo = function (obj, tagsString) {
  78841. if (!tagsString) {
  78842. return;
  78843. }
  78844. if (typeof tagsString !== "string") {
  78845. return;
  78846. }
  78847. var tags = tagsString.split(" ");
  78848. tags.forEach(function (tag, index, array) {
  78849. Tags._AddTagTo(obj, tag);
  78850. });
  78851. };
  78852. /**
  78853. * @hidden
  78854. */
  78855. Tags._AddTagTo = function (obj, tag) {
  78856. tag = tag.trim();
  78857. if (tag === "" || tag === "true" || tag === "false") {
  78858. return;
  78859. }
  78860. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  78861. return;
  78862. }
  78863. Tags.EnableFor(obj);
  78864. obj._tags[tag] = true;
  78865. };
  78866. /**
  78867. * Removes specific tags from a specific object
  78868. * @param obj defines the object to use
  78869. * @param tagsString defines the tags to remove
  78870. */
  78871. Tags.RemoveTagsFrom = function (obj, tagsString) {
  78872. if (!Tags.HasTags(obj)) {
  78873. return;
  78874. }
  78875. var tags = tagsString.split(" ");
  78876. for (var t in tags) {
  78877. Tags._RemoveTagFrom(obj, tags[t]);
  78878. }
  78879. };
  78880. /**
  78881. * @hidden
  78882. */
  78883. Tags._RemoveTagFrom = function (obj, tag) {
  78884. delete obj._tags[tag];
  78885. };
  78886. /**
  78887. * Defines if tags hosted on an object match a given query
  78888. * @param obj defines the object to use
  78889. * @param tagsQuery defines the tag query
  78890. * @returns a boolean
  78891. */
  78892. Tags.MatchesQuery = function (obj, tagsQuery) {
  78893. if (tagsQuery === undefined) {
  78894. return true;
  78895. }
  78896. if (tagsQuery === "") {
  78897. return Tags.HasTags(obj);
  78898. }
  78899. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  78900. };
  78901. return Tags;
  78902. }());
  78903. BABYLON.Tags = Tags;
  78904. })(BABYLON || (BABYLON = {}));
  78905. //# sourceMappingURL=babylon.tags.js.map
  78906. var BABYLON;
  78907. (function (BABYLON) {
  78908. /**
  78909. * Class used to evalaute queries containing `and` and `or` operators
  78910. */
  78911. var AndOrNotEvaluator = /** @class */ (function () {
  78912. function AndOrNotEvaluator() {
  78913. }
  78914. /**
  78915. * Evaluate a query
  78916. * @param query defines the query to evaluate
  78917. * @param evaluateCallback defines the callback used to filter result
  78918. * @returns true if the query matches
  78919. */
  78920. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  78921. if (!query.match(/\([^\(\)]*\)/g)) {
  78922. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  78923. }
  78924. else {
  78925. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  78926. // remove parenthesis
  78927. r = r.slice(1, r.length - 1);
  78928. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  78929. });
  78930. }
  78931. if (query === "true") {
  78932. return true;
  78933. }
  78934. if (query === "false") {
  78935. return false;
  78936. }
  78937. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  78938. };
  78939. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  78940. evaluateCallback = evaluateCallback || (function (r) {
  78941. return r === "true" ? true : false;
  78942. });
  78943. var result;
  78944. var or = parenthesisContent.split("||");
  78945. for (var i in or) {
  78946. if (or.hasOwnProperty(i)) {
  78947. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  78948. var and = ori.split("&&");
  78949. if (and.length > 1) {
  78950. for (var j = 0; j < and.length; ++j) {
  78951. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  78952. if (andj !== "true" && andj !== "false") {
  78953. if (andj[0] === "!") {
  78954. result = !evaluateCallback(andj.substring(1));
  78955. }
  78956. else {
  78957. result = evaluateCallback(andj);
  78958. }
  78959. }
  78960. else {
  78961. result = andj === "true" ? true : false;
  78962. }
  78963. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  78964. ori = "false";
  78965. break;
  78966. }
  78967. }
  78968. }
  78969. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  78970. result = true;
  78971. break;
  78972. }
  78973. // result equals false (or undefined)
  78974. if (ori !== "true" && ori !== "false") {
  78975. if (ori[0] === "!") {
  78976. result = !evaluateCallback(ori.substring(1));
  78977. }
  78978. else {
  78979. result = evaluateCallback(ori);
  78980. }
  78981. }
  78982. else {
  78983. result = ori === "true" ? true : false;
  78984. }
  78985. }
  78986. }
  78987. // the whole parenthesis scope is replaced by 'true' or 'false'
  78988. return result ? "true" : "false";
  78989. };
  78990. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  78991. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  78992. // remove whitespaces
  78993. r = r.replace(/[\s]/g, function () { return ""; });
  78994. return r.length % 2 ? "!" : "";
  78995. });
  78996. booleanString = booleanString.trim();
  78997. if (booleanString === "!true") {
  78998. booleanString = "false";
  78999. }
  79000. else if (booleanString === "!false") {
  79001. booleanString = "true";
  79002. }
  79003. return booleanString;
  79004. };
  79005. return AndOrNotEvaluator;
  79006. }());
  79007. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79008. })(BABYLON || (BABYLON = {}));
  79009. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79010. var BABYLON;
  79011. (function (BABYLON) {
  79012. // Sets the default offline provider to Babylon.js
  79013. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79014. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79015. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79016. };
  79017. /**
  79018. * Class used to enable access to IndexedDB
  79019. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79020. */
  79021. var Database = /** @class */ (function () {
  79022. /**
  79023. * Creates a new Database
  79024. * @param urlToScene defines the url to load the scene
  79025. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79026. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79027. */
  79028. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79029. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79030. var _this = this;
  79031. // Handling various flavors of prefixed version of IndexedDB
  79032. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79033. this._callbackManifestChecked = callbackManifestChecked;
  79034. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79035. this._db = null;
  79036. this._enableSceneOffline = false;
  79037. this._enableTexturesOffline = false;
  79038. this._manifestVersionFound = 0;
  79039. this._mustUpdateRessources = false;
  79040. this._hasReachedQuota = false;
  79041. if (!Database.IDBStorageEnabled) {
  79042. this._callbackManifestChecked(true);
  79043. }
  79044. else {
  79045. if (disableManifestCheck) {
  79046. this._enableSceneOffline = true;
  79047. this._enableTexturesOffline = true;
  79048. this._manifestVersionFound = 1;
  79049. BABYLON.Tools.SetImmediate(function () {
  79050. _this._callbackManifestChecked(true);
  79051. });
  79052. }
  79053. else {
  79054. this._checkManifestFile();
  79055. }
  79056. }
  79057. }
  79058. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79059. /**
  79060. * Gets a boolean indicating if scene must be saved in the database
  79061. */
  79062. get: function () {
  79063. return this._enableSceneOffline;
  79064. },
  79065. enumerable: true,
  79066. configurable: true
  79067. });
  79068. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79069. /**
  79070. * Gets a boolean indicating if textures must be saved in the database
  79071. */
  79072. get: function () {
  79073. return this._enableTexturesOffline;
  79074. },
  79075. enumerable: true,
  79076. configurable: true
  79077. });
  79078. Database.prototype._checkManifestFile = function () {
  79079. var _this = this;
  79080. var noManifestFile = function () {
  79081. _this._enableSceneOffline = false;
  79082. _this._enableTexturesOffline = false;
  79083. _this._callbackManifestChecked(false);
  79084. };
  79085. var timeStampUsed = false;
  79086. var manifestURL = this._currentSceneUrl + ".manifest";
  79087. var xhr = new XMLHttpRequest();
  79088. if (navigator.onLine) {
  79089. // Adding a timestamp to by-pass browsers' cache
  79090. timeStampUsed = true;
  79091. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79092. }
  79093. xhr.open("GET", manifestURL, true);
  79094. xhr.addEventListener("load", function () {
  79095. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79096. try {
  79097. var manifestFile = JSON.parse(xhr.response);
  79098. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79099. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79100. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79101. _this._manifestVersionFound = manifestFile.version;
  79102. }
  79103. if (_this._callbackManifestChecked) {
  79104. _this._callbackManifestChecked(true);
  79105. }
  79106. }
  79107. catch (ex) {
  79108. noManifestFile();
  79109. }
  79110. }
  79111. else {
  79112. noManifestFile();
  79113. }
  79114. }, false);
  79115. xhr.addEventListener("error", function (event) {
  79116. if (timeStampUsed) {
  79117. timeStampUsed = false;
  79118. // Let's retry without the timeStamp
  79119. // It could fail when coupled with HTML5 Offline API
  79120. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79121. xhr.open("GET", retryManifestURL, true);
  79122. xhr.send();
  79123. }
  79124. else {
  79125. noManifestFile();
  79126. }
  79127. }, false);
  79128. try {
  79129. xhr.send();
  79130. }
  79131. catch (ex) {
  79132. BABYLON.Tools.Error("Error on XHR send request.");
  79133. this._callbackManifestChecked(false);
  79134. }
  79135. };
  79136. /**
  79137. * Open the database and make it available
  79138. * @param successCallback defines the callback to call on success
  79139. * @param errorCallback defines the callback to call on error
  79140. */
  79141. Database.prototype.open = function (successCallback, errorCallback) {
  79142. var _this = this;
  79143. var handleError = function () {
  79144. _this._isSupported = false;
  79145. if (errorCallback) {
  79146. errorCallback();
  79147. }
  79148. };
  79149. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79150. // Your browser doesn't support IndexedDB
  79151. this._isSupported = false;
  79152. if (errorCallback) {
  79153. errorCallback();
  79154. }
  79155. }
  79156. else {
  79157. // If the DB hasn't been opened or created yet
  79158. if (!this._db) {
  79159. this._hasReachedQuota = false;
  79160. this._isSupported = true;
  79161. var request = this._idbFactory.open("babylonjs", 1);
  79162. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79163. request.onerror = function (event) {
  79164. handleError();
  79165. };
  79166. // executes when a version change transaction cannot complete due to other active transactions
  79167. request.onblocked = function (event) {
  79168. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79169. handleError();
  79170. };
  79171. // DB has been opened successfully
  79172. request.onsuccess = function (event) {
  79173. _this._db = request.result;
  79174. successCallback();
  79175. };
  79176. // Initialization of the DB. Creating Scenes & Textures stores
  79177. request.onupgradeneeded = function (event) {
  79178. _this._db = (event.target).result;
  79179. if (_this._db) {
  79180. try {
  79181. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79182. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79183. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79184. }
  79185. catch (ex) {
  79186. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79187. handleError();
  79188. }
  79189. }
  79190. };
  79191. }
  79192. // DB has already been created and opened
  79193. else {
  79194. if (successCallback) {
  79195. successCallback();
  79196. }
  79197. }
  79198. }
  79199. };
  79200. /**
  79201. * Loads an image from the database
  79202. * @param url defines the url to load from
  79203. * @param image defines the target DOM image
  79204. */
  79205. Database.prototype.loadImage = function (url, image) {
  79206. var _this = this;
  79207. var completeURL = Database._ReturnFullUrlLocation(url);
  79208. var saveAndLoadImage = function () {
  79209. if (!_this._hasReachedQuota && _this._db !== null) {
  79210. // the texture is not yet in the DB, let's try to save it
  79211. _this._saveImageIntoDBAsync(completeURL, image);
  79212. }
  79213. // If the texture is not in the DB and we've reached the DB quota limit
  79214. // let's load it directly from the web
  79215. else {
  79216. image.src = url;
  79217. }
  79218. };
  79219. if (!this._mustUpdateRessources) {
  79220. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79221. }
  79222. // First time we're download the images or update requested in the manifest file by a version change
  79223. else {
  79224. saveAndLoadImage();
  79225. }
  79226. };
  79227. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79228. if (this._isSupported && this._db !== null) {
  79229. var texture;
  79230. var transaction = this._db.transaction(["textures"]);
  79231. transaction.onabort = function (event) {
  79232. image.src = url;
  79233. };
  79234. transaction.oncomplete = function (event) {
  79235. var blobTextureURL;
  79236. if (texture) {
  79237. var URL = window.URL || window.webkitURL;
  79238. blobTextureURL = URL.createObjectURL(texture.data);
  79239. image.onerror = function () {
  79240. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79241. image.src = url;
  79242. };
  79243. image.src = blobTextureURL;
  79244. }
  79245. else {
  79246. notInDBCallback();
  79247. }
  79248. };
  79249. var getRequest = transaction.objectStore("textures").get(url);
  79250. getRequest.onsuccess = function (event) {
  79251. texture = (event.target).result;
  79252. };
  79253. getRequest.onerror = function (event) {
  79254. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79255. image.src = url;
  79256. };
  79257. }
  79258. else {
  79259. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79260. image.src = url;
  79261. }
  79262. };
  79263. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79264. var _this = this;
  79265. if (this._isSupported) {
  79266. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79267. var generateBlobUrl = function () {
  79268. var blobTextureURL;
  79269. if (blob) {
  79270. var URL = window.URL || window.webkitURL;
  79271. try {
  79272. blobTextureURL = URL.createObjectURL(blob);
  79273. }
  79274. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79275. catch (ex) {
  79276. blobTextureURL = URL.createObjectURL(blob);
  79277. }
  79278. }
  79279. if (blobTextureURL) {
  79280. image.src = blobTextureURL;
  79281. }
  79282. };
  79283. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79284. var xhr = new XMLHttpRequest(), blob;
  79285. xhr.open("GET", url, true);
  79286. xhr.responseType = "blob";
  79287. xhr.addEventListener("load", function () {
  79288. if (xhr.status === 200 && _this._db) {
  79289. // Blob as response (XHR2)
  79290. blob = xhr.response;
  79291. var transaction = _this._db.transaction(["textures"], "readwrite");
  79292. // the transaction could abort because of a QuotaExceededError error
  79293. transaction.onabort = function (event) {
  79294. try {
  79295. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79296. var srcElement = (event.srcElement || event.target);
  79297. var error = srcElement.error;
  79298. if (error && error.name === "QuotaExceededError") {
  79299. _this._hasReachedQuota = true;
  79300. }
  79301. }
  79302. catch (ex) { }
  79303. generateBlobUrl();
  79304. };
  79305. transaction.oncomplete = function (event) {
  79306. generateBlobUrl();
  79307. };
  79308. var newTexture = { textureUrl: url, data: blob };
  79309. try {
  79310. // Put the blob into the dabase
  79311. var addRequest = transaction.objectStore("textures").put(newTexture);
  79312. addRequest.onsuccess = function (event) {
  79313. };
  79314. addRequest.onerror = function (event) {
  79315. generateBlobUrl();
  79316. };
  79317. }
  79318. catch (ex) {
  79319. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79320. if (ex.code === 25) {
  79321. Database.IsUASupportingBlobStorage = false;
  79322. _this._enableTexturesOffline = false;
  79323. }
  79324. image.src = url;
  79325. }
  79326. }
  79327. else {
  79328. image.src = url;
  79329. }
  79330. }, false);
  79331. xhr.addEventListener("error", function (event) {
  79332. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79333. image.src = url;
  79334. }, false);
  79335. xhr.send();
  79336. }
  79337. else {
  79338. image.src = url;
  79339. }
  79340. }
  79341. else {
  79342. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79343. image.src = url;
  79344. }
  79345. };
  79346. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79347. var _this = this;
  79348. var updateVersion = function () {
  79349. // the version is not yet in the DB or we need to update it
  79350. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79351. };
  79352. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79353. };
  79354. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79355. var _this = this;
  79356. if (this._isSupported && this._db) {
  79357. var version;
  79358. try {
  79359. var transaction = this._db.transaction(["versions"]);
  79360. transaction.oncomplete = function (event) {
  79361. if (version) {
  79362. // If the version in the JSON file is different from the version in DB
  79363. if (_this._manifestVersionFound !== version.data) {
  79364. _this._mustUpdateRessources = true;
  79365. updateInDBCallback();
  79366. }
  79367. else {
  79368. callback(version.data);
  79369. }
  79370. }
  79371. // version was not found in DB
  79372. else {
  79373. _this._mustUpdateRessources = true;
  79374. updateInDBCallback();
  79375. }
  79376. };
  79377. transaction.onabort = function (event) {
  79378. callback(-1);
  79379. };
  79380. var getRequest = transaction.objectStore("versions").get(url);
  79381. getRequest.onsuccess = function (event) {
  79382. version = (event.target).result;
  79383. };
  79384. getRequest.onerror = function (event) {
  79385. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79386. callback(-1);
  79387. };
  79388. }
  79389. catch (ex) {
  79390. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79391. callback(-1);
  79392. }
  79393. }
  79394. else {
  79395. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79396. callback(-1);
  79397. }
  79398. };
  79399. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79400. var _this = this;
  79401. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79402. try {
  79403. // Open a transaction to the database
  79404. var transaction = this._db.transaction(["versions"], "readwrite");
  79405. // the transaction could abort because of a QuotaExceededError error
  79406. transaction.onabort = function (event) {
  79407. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79408. var error = event.srcElement['error'];
  79409. if (error && error.name === "QuotaExceededError") {
  79410. _this._hasReachedQuota = true;
  79411. }
  79412. }
  79413. catch (ex) { }
  79414. callback(-1);
  79415. };
  79416. transaction.oncomplete = function (event) {
  79417. callback(_this._manifestVersionFound);
  79418. };
  79419. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79420. // Put the scene into the database
  79421. var addRequest = transaction.objectStore("versions").put(newVersion);
  79422. addRequest.onsuccess = function (event) {
  79423. };
  79424. addRequest.onerror = function (event) {
  79425. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79426. };
  79427. }
  79428. catch (ex) {
  79429. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79430. callback(-1);
  79431. }
  79432. }
  79433. else {
  79434. callback(-1);
  79435. }
  79436. };
  79437. /**
  79438. * Loads a file from database
  79439. * @param url defines the URL to load from
  79440. * @param sceneLoaded defines a callback to call on success
  79441. * @param progressCallBack defines a callback to call when progress changed
  79442. * @param errorCallback defines a callback to call on error
  79443. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79444. */
  79445. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79446. var _this = this;
  79447. var completeUrl = Database._ReturnFullUrlLocation(url);
  79448. var saveAndLoadFile = function () {
  79449. // the scene is not yet in the DB, let's try to save it
  79450. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79451. };
  79452. this._checkVersionFromDB(completeUrl, function (version) {
  79453. if (version !== -1) {
  79454. if (!_this._mustUpdateRessources) {
  79455. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79456. }
  79457. else {
  79458. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79459. }
  79460. }
  79461. else {
  79462. if (errorCallback) {
  79463. errorCallback();
  79464. }
  79465. }
  79466. });
  79467. };
  79468. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79469. if (this._isSupported && this._db) {
  79470. var targetStore;
  79471. if (url.indexOf(".babylon") !== -1) {
  79472. targetStore = "scenes";
  79473. }
  79474. else {
  79475. targetStore = "textures";
  79476. }
  79477. var file;
  79478. var transaction = this._db.transaction([targetStore]);
  79479. transaction.oncomplete = function (event) {
  79480. if (file) {
  79481. callback(file.data);
  79482. }
  79483. // file was not found in DB
  79484. else {
  79485. notInDBCallback();
  79486. }
  79487. };
  79488. transaction.onabort = function (event) {
  79489. notInDBCallback();
  79490. };
  79491. var getRequest = transaction.objectStore(targetStore).get(url);
  79492. getRequest.onsuccess = function (event) {
  79493. file = (event.target).result;
  79494. };
  79495. getRequest.onerror = function (event) {
  79496. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79497. notInDBCallback();
  79498. };
  79499. }
  79500. else {
  79501. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79502. callback();
  79503. }
  79504. };
  79505. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79506. var _this = this;
  79507. if (this._isSupported) {
  79508. var targetStore;
  79509. if (url.indexOf(".babylon") !== -1) {
  79510. targetStore = "scenes";
  79511. }
  79512. else {
  79513. targetStore = "textures";
  79514. }
  79515. // Create XHR
  79516. var xhr = new XMLHttpRequest();
  79517. var fileData;
  79518. xhr.open("GET", url + "?" + Date.now(), true);
  79519. if (useArrayBuffer) {
  79520. xhr.responseType = "arraybuffer";
  79521. }
  79522. if (progressCallback) {
  79523. xhr.onprogress = progressCallback;
  79524. }
  79525. xhr.addEventListener("load", function () {
  79526. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79527. // Blob as response (XHR2)
  79528. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79529. if (!_this._hasReachedQuota && _this._db) {
  79530. // Open a transaction to the database
  79531. var transaction = _this._db.transaction([targetStore], "readwrite");
  79532. // the transaction could abort because of a QuotaExceededError error
  79533. transaction.onabort = function (event) {
  79534. try {
  79535. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79536. var error = event.srcElement['error'];
  79537. if (error && error.name === "QuotaExceededError") {
  79538. _this._hasReachedQuota = true;
  79539. }
  79540. }
  79541. catch (ex) { }
  79542. callback(fileData);
  79543. };
  79544. transaction.oncomplete = function (event) {
  79545. callback(fileData);
  79546. };
  79547. var newFile;
  79548. if (targetStore === "scenes") {
  79549. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79550. }
  79551. else {
  79552. newFile = { textureUrl: url, data: fileData };
  79553. }
  79554. try {
  79555. // Put the scene into the database
  79556. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79557. addRequest.onsuccess = function (event) {
  79558. };
  79559. addRequest.onerror = function (event) {
  79560. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79561. };
  79562. }
  79563. catch (ex) {
  79564. callback(fileData);
  79565. }
  79566. }
  79567. else {
  79568. callback(fileData);
  79569. }
  79570. }
  79571. else {
  79572. if (xhr.status >= 400 && errorCallback) {
  79573. errorCallback(xhr);
  79574. }
  79575. else {
  79576. callback();
  79577. }
  79578. }
  79579. }, false);
  79580. xhr.addEventListener("error", function (event) {
  79581. BABYLON.Tools.Error("error on XHR request.");
  79582. callback();
  79583. }, false);
  79584. xhr.send();
  79585. }
  79586. else {
  79587. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79588. callback();
  79589. }
  79590. };
  79591. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79592. Database.IsUASupportingBlobStorage = true;
  79593. /**
  79594. * Gets a boolean indicating if Database storate is enabled (off by default)
  79595. */
  79596. Database.IDBStorageEnabled = false;
  79597. Database._ParseURL = function (url) {
  79598. var a = document.createElement('a');
  79599. a.href = url;
  79600. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79601. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79602. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79603. return absLocation;
  79604. };
  79605. Database._ReturnFullUrlLocation = function (url) {
  79606. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79607. return (Database._ParseURL(window.location.href) + url);
  79608. }
  79609. else {
  79610. return url;
  79611. }
  79612. };
  79613. return Database;
  79614. }());
  79615. BABYLON.Database = Database;
  79616. })(BABYLON || (BABYLON = {}));
  79617. //# sourceMappingURL=babylon.database.js.map
  79618. var BABYLON;
  79619. (function (BABYLON) {
  79620. /**
  79621. * This represents all the required information to add a fresnel effect on a material:
  79622. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79623. */
  79624. var FresnelParameters = /** @class */ (function () {
  79625. function FresnelParameters() {
  79626. this._isEnabled = true;
  79627. /**
  79628. * Define the color used on edges (grazing angle)
  79629. */
  79630. this.leftColor = BABYLON.Color3.White();
  79631. /**
  79632. * Define the color used on center
  79633. */
  79634. this.rightColor = BABYLON.Color3.Black();
  79635. /**
  79636. * Define bias applied to computed fresnel term
  79637. */
  79638. this.bias = 0;
  79639. /**
  79640. * Defined the power exponent applied to fresnel term
  79641. */
  79642. this.power = 1;
  79643. }
  79644. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79645. /**
  79646. * Define if the fresnel effect is enable or not.
  79647. */
  79648. get: function () {
  79649. return this._isEnabled;
  79650. },
  79651. set: function (value) {
  79652. if (this._isEnabled === value) {
  79653. return;
  79654. }
  79655. this._isEnabled = value;
  79656. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79657. },
  79658. enumerable: true,
  79659. configurable: true
  79660. });
  79661. /**
  79662. * Clones the current fresnel and its valuues
  79663. * @returns a clone fresnel configuration
  79664. */
  79665. FresnelParameters.prototype.clone = function () {
  79666. var newFresnelParameters = new FresnelParameters();
  79667. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79668. return newFresnelParameters;
  79669. };
  79670. /**
  79671. * Serializes the current fresnel parameters to a JSON representation.
  79672. * @return the JSON serialization
  79673. */
  79674. FresnelParameters.prototype.serialize = function () {
  79675. var serializationObject = {};
  79676. serializationObject.isEnabled = this.isEnabled;
  79677. serializationObject.leftColor = this.leftColor.asArray();
  79678. serializationObject.rightColor = this.rightColor.asArray();
  79679. serializationObject.bias = this.bias;
  79680. serializationObject.power = this.power;
  79681. return serializationObject;
  79682. };
  79683. /**
  79684. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79685. * @param parsedFresnelParameters Define the JSON representation
  79686. * @returns the parsed parameters
  79687. */
  79688. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79689. var fresnelParameters = new FresnelParameters();
  79690. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79691. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79692. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79693. fresnelParameters.bias = parsedFresnelParameters.bias;
  79694. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79695. return fresnelParameters;
  79696. };
  79697. return FresnelParameters;
  79698. }());
  79699. BABYLON.FresnelParameters = FresnelParameters;
  79700. })(BABYLON || (BABYLON = {}));
  79701. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79702. var BABYLON;
  79703. (function (BABYLON) {
  79704. /**
  79705. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79706. * separate meshes. This can be use to improve performances.
  79707. * @see http://doc.babylonjs.com/how_to/multi_materials
  79708. */
  79709. var MultiMaterial = /** @class */ (function (_super) {
  79710. __extends(MultiMaterial, _super);
  79711. /**
  79712. * Instantiates a new Multi Material
  79713. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79714. * separate meshes. This can be use to improve performances.
  79715. * @see http://doc.babylonjs.com/how_to/multi_materials
  79716. * @param name Define the name in the scene
  79717. * @param scene Define the scene the material belongs to
  79718. */
  79719. function MultiMaterial(name, scene) {
  79720. var _this = _super.call(this, name, scene, true) || this;
  79721. scene.multiMaterials.push(_this);
  79722. _this.subMaterials = new Array();
  79723. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  79724. return _this;
  79725. }
  79726. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  79727. /**
  79728. * Gets or Sets the list of Materials used within the multi material.
  79729. * They need to be ordered according to the submeshes order in the associated mesh
  79730. */
  79731. get: function () {
  79732. return this._subMaterials;
  79733. },
  79734. set: function (value) {
  79735. this._subMaterials = value;
  79736. this._hookArray(value);
  79737. },
  79738. enumerable: true,
  79739. configurable: true
  79740. });
  79741. MultiMaterial.prototype._hookArray = function (array) {
  79742. var _this = this;
  79743. var oldPush = array.push;
  79744. array.push = function () {
  79745. var items = [];
  79746. for (var _i = 0; _i < arguments.length; _i++) {
  79747. items[_i] = arguments[_i];
  79748. }
  79749. var result = oldPush.apply(array, items);
  79750. _this._markAllSubMeshesAsTexturesDirty();
  79751. return result;
  79752. };
  79753. var oldSplice = array.splice;
  79754. array.splice = function (index, deleteCount) {
  79755. var deleted = oldSplice.apply(array, [index, deleteCount]);
  79756. _this._markAllSubMeshesAsTexturesDirty();
  79757. return deleted;
  79758. };
  79759. };
  79760. /**
  79761. * Get one of the submaterial by its index in the submaterials array
  79762. * @param index The index to look the sub material at
  79763. * @returns The Material if the index has been defined
  79764. */
  79765. MultiMaterial.prototype.getSubMaterial = function (index) {
  79766. if (index < 0 || index >= this.subMaterials.length) {
  79767. return this.getScene().defaultMaterial;
  79768. }
  79769. return this.subMaterials[index];
  79770. };
  79771. /**
  79772. * Get the list of active textures for the whole sub materials list.
  79773. * @returns All the textures that will be used during the rendering
  79774. */
  79775. MultiMaterial.prototype.getActiveTextures = function () {
  79776. var _a;
  79777. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  79778. if (subMaterial) {
  79779. return subMaterial.getActiveTextures();
  79780. }
  79781. else {
  79782. return [];
  79783. }
  79784. }));
  79785. };
  79786. /**
  79787. * Gets the current class name of the material e.g. "MultiMaterial"
  79788. * Mainly use in serialization.
  79789. * @returns the class name
  79790. */
  79791. MultiMaterial.prototype.getClassName = function () {
  79792. return "MultiMaterial";
  79793. };
  79794. /**
  79795. * Checks if the material is ready to render the requested sub mesh
  79796. * @param mesh Define the mesh the submesh belongs to
  79797. * @param subMesh Define the sub mesh to look readyness for
  79798. * @param useInstances Define whether or not the material is used with instances
  79799. * @returns true if ready, otherwise false
  79800. */
  79801. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  79802. for (var index = 0; index < this.subMaterials.length; index++) {
  79803. var subMaterial = this.subMaterials[index];
  79804. if (subMaterial) {
  79805. if (subMaterial._storeEffectOnSubMeshes) {
  79806. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  79807. return false;
  79808. }
  79809. continue;
  79810. }
  79811. if (!subMaterial.isReady(mesh)) {
  79812. return false;
  79813. }
  79814. }
  79815. }
  79816. return true;
  79817. };
  79818. /**
  79819. * Clones the current material and its related sub materials
  79820. * @param name Define the name of the newly cloned material
  79821. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  79822. * @returns the cloned material
  79823. */
  79824. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  79825. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  79826. for (var index = 0; index < this.subMaterials.length; index++) {
  79827. var subMaterial = null;
  79828. var current = this.subMaterials[index];
  79829. if (cloneChildren && current) {
  79830. subMaterial = current.clone(name + "-" + current.name);
  79831. }
  79832. else {
  79833. subMaterial = this.subMaterials[index];
  79834. }
  79835. newMultiMaterial.subMaterials.push(subMaterial);
  79836. }
  79837. return newMultiMaterial;
  79838. };
  79839. /**
  79840. * Serializes the materials into a JSON representation.
  79841. * @returns the JSON representation
  79842. */
  79843. MultiMaterial.prototype.serialize = function () {
  79844. var serializationObject = {};
  79845. serializationObject.name = this.name;
  79846. serializationObject.id = this.id;
  79847. if (BABYLON.Tags) {
  79848. serializationObject.tags = BABYLON.Tags.GetTags(this);
  79849. }
  79850. serializationObject.materials = [];
  79851. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  79852. var subMat = this.subMaterials[matIndex];
  79853. if (subMat) {
  79854. serializationObject.materials.push(subMat.id);
  79855. }
  79856. else {
  79857. serializationObject.materials.push(null);
  79858. }
  79859. }
  79860. return serializationObject;
  79861. };
  79862. /**
  79863. * Dispose the material and release its associated resources
  79864. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  79865. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  79866. */
  79867. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  79868. var scene = this.getScene();
  79869. if (!scene) {
  79870. return;
  79871. }
  79872. var index = scene.multiMaterials.indexOf(this);
  79873. if (index >= 0) {
  79874. scene.multiMaterials.splice(index, 1);
  79875. }
  79876. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  79877. };
  79878. return MultiMaterial;
  79879. }(BABYLON.Material));
  79880. BABYLON.MultiMaterial = MultiMaterial;
  79881. })(BABYLON || (BABYLON = {}));
  79882. //# sourceMappingURL=babylon.multiMaterial.js.map
  79883. var BABYLON;
  79884. (function (BABYLON) {
  79885. /**
  79886. * Manage the touch inputs to control the movement of a free camera.
  79887. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79888. */
  79889. var FreeCameraTouchInput = /** @class */ (function () {
  79890. function FreeCameraTouchInput() {
  79891. /**
  79892. * Defines the touch sensibility for rotation.
  79893. * The higher the faster.
  79894. */
  79895. this.touchAngularSensibility = 200000.0;
  79896. /**
  79897. * Defines the touch sensibility for move.
  79898. * The higher the faster.
  79899. */
  79900. this.touchMoveSensibility = 250.0;
  79901. this._offsetX = null;
  79902. this._offsetY = null;
  79903. this._pointerPressed = new Array();
  79904. }
  79905. /**
  79906. * Attach the input controls to a specific dom element to get the input from.
  79907. * @param element Defines the element the controls should be listened from
  79908. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79909. */
  79910. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  79911. var _this = this;
  79912. var previousPosition = null;
  79913. if (this._pointerInput === undefined) {
  79914. this._onLostFocus = function (evt) {
  79915. _this._offsetX = null;
  79916. _this._offsetY = null;
  79917. };
  79918. this._pointerInput = function (p, s) {
  79919. var evt = p.event;
  79920. if (evt.pointerType === "mouse") {
  79921. return;
  79922. }
  79923. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  79924. if (!noPreventDefault) {
  79925. evt.preventDefault();
  79926. }
  79927. _this._pointerPressed.push(evt.pointerId);
  79928. if (_this._pointerPressed.length !== 1) {
  79929. return;
  79930. }
  79931. previousPosition = {
  79932. x: evt.clientX,
  79933. y: evt.clientY
  79934. };
  79935. }
  79936. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  79937. if (!noPreventDefault) {
  79938. evt.preventDefault();
  79939. }
  79940. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79941. if (index === -1) {
  79942. return;
  79943. }
  79944. _this._pointerPressed.splice(index, 1);
  79945. if (index != 0) {
  79946. return;
  79947. }
  79948. previousPosition = null;
  79949. _this._offsetX = null;
  79950. _this._offsetY = null;
  79951. }
  79952. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  79953. if (!noPreventDefault) {
  79954. evt.preventDefault();
  79955. }
  79956. if (!previousPosition) {
  79957. return;
  79958. }
  79959. var index = _this._pointerPressed.indexOf(evt.pointerId);
  79960. if (index != 0) {
  79961. return;
  79962. }
  79963. _this._offsetX = evt.clientX - previousPosition.x;
  79964. _this._offsetY = -(evt.clientY - previousPosition.y);
  79965. }
  79966. };
  79967. }
  79968. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  79969. if (this._onLostFocus) {
  79970. element.addEventListener("blur", this._onLostFocus);
  79971. }
  79972. };
  79973. /**
  79974. * Detach the current controls from the specified dom element.
  79975. * @param element Defines the element to stop listening the inputs from
  79976. */
  79977. FreeCameraTouchInput.prototype.detachControl = function (element) {
  79978. if (this._pointerInput && element) {
  79979. if (this._observer) {
  79980. this.camera.getScene().onPointerObservable.remove(this._observer);
  79981. this._observer = null;
  79982. }
  79983. if (this._onLostFocus) {
  79984. element.removeEventListener("blur", this._onLostFocus);
  79985. this._onLostFocus = null;
  79986. }
  79987. this._pointerPressed = [];
  79988. this._offsetX = null;
  79989. this._offsetY = null;
  79990. }
  79991. };
  79992. /**
  79993. * Update the current camera state depending on the inputs that have been used this frame.
  79994. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79995. */
  79996. FreeCameraTouchInput.prototype.checkInputs = function () {
  79997. if (this._offsetX && this._offsetY) {
  79998. var camera = this.camera;
  79999. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80000. if (this._pointerPressed.length > 1) {
  80001. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80002. }
  80003. else {
  80004. var speed = camera._computeLocalCameraSpeed();
  80005. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80006. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80007. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80008. }
  80009. }
  80010. };
  80011. /**
  80012. * Gets the class name of the current intput.
  80013. * @returns the class name
  80014. */
  80015. FreeCameraTouchInput.prototype.getClassName = function () {
  80016. return "FreeCameraTouchInput";
  80017. };
  80018. /**
  80019. * Get the friendly name associated with the input class.
  80020. * @returns the input friendly name
  80021. */
  80022. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80023. return "touch";
  80024. };
  80025. __decorate([
  80026. BABYLON.serialize()
  80027. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80028. __decorate([
  80029. BABYLON.serialize()
  80030. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80031. return FreeCameraTouchInput;
  80032. }());
  80033. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80034. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80035. })(BABYLON || (BABYLON = {}));
  80036. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80037. var BABYLON;
  80038. (function (BABYLON) {
  80039. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80040. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80041. });
  80042. /**
  80043. * This represents a FPS type of camera controlled by touch.
  80044. * This is like a universal camera minus the Gamepad controls.
  80045. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80046. */
  80047. var TouchCamera = /** @class */ (function (_super) {
  80048. __extends(TouchCamera, _super);
  80049. /**
  80050. * Instantiates a new touch camera.
  80051. * This represents a FPS type of camera controlled by touch.
  80052. * This is like a universal camera minus the Gamepad controls.
  80053. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80054. * @param name Define the name of the camera in the scene
  80055. * @param position Define the start position of the camera in the scene
  80056. * @param scene Define the scene the camera belongs to
  80057. */
  80058. function TouchCamera(name, position, scene) {
  80059. var _this = _super.call(this, name, position, scene) || this;
  80060. _this.inputs.addTouch();
  80061. _this._setupInputs();
  80062. return _this;
  80063. }
  80064. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80065. /**
  80066. * Defines the touch sensibility for rotation.
  80067. * The higher the faster.
  80068. */
  80069. get: function () {
  80070. var touch = this.inputs.attached["touch"];
  80071. if (touch) {
  80072. return touch.touchAngularSensibility;
  80073. }
  80074. return 0;
  80075. },
  80076. set: function (value) {
  80077. var touch = this.inputs.attached["touch"];
  80078. if (touch) {
  80079. touch.touchAngularSensibility = value;
  80080. }
  80081. },
  80082. enumerable: true,
  80083. configurable: true
  80084. });
  80085. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80086. /**
  80087. * Defines the touch sensibility for move.
  80088. * The higher the faster.
  80089. */
  80090. get: function () {
  80091. var touch = this.inputs.attached["touch"];
  80092. if (touch) {
  80093. return touch.touchMoveSensibility;
  80094. }
  80095. return 0;
  80096. },
  80097. set: function (value) {
  80098. var touch = this.inputs.attached["touch"];
  80099. if (touch) {
  80100. touch.touchMoveSensibility = value;
  80101. }
  80102. },
  80103. enumerable: true,
  80104. configurable: true
  80105. });
  80106. /**
  80107. * Gets the current object class name.
  80108. * @return the class name
  80109. */
  80110. TouchCamera.prototype.getClassName = function () {
  80111. return "TouchCamera";
  80112. };
  80113. /** @hidden */
  80114. TouchCamera.prototype._setupInputs = function () {
  80115. var mouse = this.inputs.attached["mouse"];
  80116. if (mouse) {
  80117. mouse.touchEnabled = false;
  80118. }
  80119. };
  80120. return TouchCamera;
  80121. }(BABYLON.FreeCamera));
  80122. BABYLON.TouchCamera = TouchCamera;
  80123. })(BABYLON || (BABYLON = {}));
  80124. //# sourceMappingURL=babylon.touchCamera.js.map
  80125. var BABYLON;
  80126. (function (BABYLON) {
  80127. /**
  80128. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80129. * This is the base class of any Procedural texture and contains most of the shareable code.
  80130. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80131. */
  80132. var ProceduralTexture = /** @class */ (function (_super) {
  80133. __extends(ProceduralTexture, _super);
  80134. /**
  80135. * Instantiates a new procedural texture.
  80136. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80137. * This is the base class of any Procedural texture and contains most of the shareable code.
  80138. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80139. * @param name Define the name of the texture
  80140. * @param size Define the size of the texture to create
  80141. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80142. * @param scene Define the scene the texture belongs to
  80143. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80144. * @param generateMipMaps Define if the texture should creates mip maps or not
  80145. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80146. */
  80147. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80148. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80149. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80150. if (isCube === void 0) { isCube = false; }
  80151. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80152. _this.isCube = isCube;
  80153. /**
  80154. * Define if the texture is enabled or not (disabled texture will not render)
  80155. */
  80156. _this.isEnabled = true;
  80157. /**
  80158. * Define if the texture must be cleared before rendering (default is true)
  80159. */
  80160. _this.autoClear = true;
  80161. /**
  80162. * Event raised when the texture is generated
  80163. */
  80164. _this.onGeneratedObservable = new BABYLON.Observable();
  80165. /** @hidden */
  80166. _this._textures = {};
  80167. _this._currentRefreshId = -1;
  80168. _this._refreshRate = 1;
  80169. _this._vertexBuffers = {};
  80170. _this._uniforms = new Array();
  80171. _this._samplers = new Array();
  80172. _this._floats = {};
  80173. _this._ints = {};
  80174. _this._floatsArrays = {};
  80175. _this._colors3 = {};
  80176. _this._colors4 = {};
  80177. _this._vectors2 = {};
  80178. _this._vectors3 = {};
  80179. _this._matrices = {};
  80180. _this._fallbackTextureUsed = false;
  80181. _this._cachedDefines = "";
  80182. _this._contentUpdateId = -1;
  80183. scene = _this.getScene();
  80184. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80185. if (!component) {
  80186. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80187. scene._addComponent(component);
  80188. }
  80189. scene.proceduralTextures.push(_this);
  80190. _this._engine = scene.getEngine();
  80191. _this.name = name;
  80192. _this.isRenderTarget = true;
  80193. _this._size = size;
  80194. _this._generateMipMaps = generateMipMaps;
  80195. _this.setFragment(fragment);
  80196. _this._fallbackTexture = fallbackTexture;
  80197. if (isCube) {
  80198. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80199. _this.setFloat("face", 0);
  80200. }
  80201. else {
  80202. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80203. }
  80204. // VBO
  80205. var vertices = [];
  80206. vertices.push(1, 1);
  80207. vertices.push(-1, 1);
  80208. vertices.push(-1, -1);
  80209. vertices.push(1, -1);
  80210. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80211. _this._createIndexBuffer();
  80212. return _this;
  80213. }
  80214. /**
  80215. * The effect that is created when initializing the post process.
  80216. * @returns The created effect corrisponding the the postprocess.
  80217. */
  80218. ProceduralTexture.prototype.getEffect = function () {
  80219. return this._effect;
  80220. };
  80221. /**
  80222. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80223. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80224. */
  80225. ProceduralTexture.prototype.getContent = function () {
  80226. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80227. return this._contentData;
  80228. }
  80229. this._contentData = this.readPixels(0, 0, this._contentData);
  80230. this._contentUpdateId = this._currentRefreshId;
  80231. return this._contentData;
  80232. };
  80233. ProceduralTexture.prototype._createIndexBuffer = function () {
  80234. var engine = this._engine;
  80235. // Indices
  80236. var indices = [];
  80237. indices.push(0);
  80238. indices.push(1);
  80239. indices.push(2);
  80240. indices.push(0);
  80241. indices.push(2);
  80242. indices.push(3);
  80243. this._indexBuffer = engine.createIndexBuffer(indices);
  80244. };
  80245. /** @hidden */
  80246. ProceduralTexture.prototype._rebuild = function () {
  80247. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80248. if (vb) {
  80249. vb._rebuild();
  80250. }
  80251. this._createIndexBuffer();
  80252. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80253. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80254. }
  80255. };
  80256. /**
  80257. * Resets the texture in order to recreate its associated resources.
  80258. * This can be called in case of context loss
  80259. */
  80260. ProceduralTexture.prototype.reset = function () {
  80261. if (this._effect === undefined) {
  80262. return;
  80263. }
  80264. var engine = this._engine;
  80265. engine._releaseEffect(this._effect);
  80266. };
  80267. ProceduralTexture.prototype._getDefines = function () {
  80268. return "";
  80269. };
  80270. /**
  80271. * Is the texture ready to be used ? (rendered at least once)
  80272. * @returns true if ready, otherwise, false.
  80273. */
  80274. ProceduralTexture.prototype.isReady = function () {
  80275. var _this = this;
  80276. var engine = this._engine;
  80277. var shaders;
  80278. if (!this._fragment) {
  80279. return false;
  80280. }
  80281. if (this._fallbackTextureUsed) {
  80282. return true;
  80283. }
  80284. var defines = this._getDefines();
  80285. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80286. return true;
  80287. }
  80288. if (this._fragment.fragmentElement !== undefined) {
  80289. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80290. }
  80291. else {
  80292. shaders = { vertex: "procedural", fragment: this._fragment };
  80293. }
  80294. this._cachedDefines = defines;
  80295. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80296. _this.releaseInternalTexture();
  80297. if (_this._fallbackTexture) {
  80298. _this._texture = _this._fallbackTexture._texture;
  80299. if (_this._texture) {
  80300. _this._texture.incrementReferences();
  80301. }
  80302. }
  80303. _this._fallbackTextureUsed = true;
  80304. });
  80305. return this._effect.isReady();
  80306. };
  80307. /**
  80308. * Resets the refresh counter of the texture and start bak from scratch.
  80309. * Could be usefull to regenerate the texture if it is setup to render only once.
  80310. */
  80311. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80312. this._currentRefreshId = -1;
  80313. };
  80314. /**
  80315. * Set the fragment shader to use in order to render the texture.
  80316. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80317. */
  80318. ProceduralTexture.prototype.setFragment = function (fragment) {
  80319. this._fragment = fragment;
  80320. };
  80321. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80322. /**
  80323. * Define the refresh rate of the texture or the rendering frequency.
  80324. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80325. */
  80326. get: function () {
  80327. return this._refreshRate;
  80328. },
  80329. set: function (value) {
  80330. this._refreshRate = value;
  80331. this.resetRefreshCounter();
  80332. },
  80333. enumerable: true,
  80334. configurable: true
  80335. });
  80336. /** @hidden */
  80337. ProceduralTexture.prototype._shouldRender = function () {
  80338. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80339. if (this._texture) {
  80340. this._texture.isReady = false;
  80341. }
  80342. return false;
  80343. }
  80344. if (this._fallbackTextureUsed) {
  80345. return false;
  80346. }
  80347. if (this._currentRefreshId === -1) { // At least render once
  80348. this._currentRefreshId = 1;
  80349. return true;
  80350. }
  80351. if (this.refreshRate === this._currentRefreshId) {
  80352. this._currentRefreshId = 1;
  80353. return true;
  80354. }
  80355. this._currentRefreshId++;
  80356. return false;
  80357. };
  80358. /**
  80359. * Get the size the texture is rendering at.
  80360. * @returns the size (texture is always squared)
  80361. */
  80362. ProceduralTexture.prototype.getRenderSize = function () {
  80363. return this._size;
  80364. };
  80365. /**
  80366. * Resize the texture to new value.
  80367. * @param size Define the new size the texture should have
  80368. * @param generateMipMaps Define whether the new texture should create mip maps
  80369. */
  80370. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80371. if (this._fallbackTextureUsed) {
  80372. return;
  80373. }
  80374. this.releaseInternalTexture();
  80375. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80376. // Update properties
  80377. this._size = size;
  80378. this._generateMipMaps = generateMipMaps;
  80379. };
  80380. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80381. if (this._uniforms.indexOf(uniformName) === -1) {
  80382. this._uniforms.push(uniformName);
  80383. }
  80384. };
  80385. /**
  80386. * Set a texture in the shader program used to render.
  80387. * @param name Define the name of the uniform samplers as defined in the shader
  80388. * @param texture Define the texture to bind to this sampler
  80389. * @return the texture itself allowing "fluent" like uniform updates
  80390. */
  80391. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80392. if (this._samplers.indexOf(name) === -1) {
  80393. this._samplers.push(name);
  80394. }
  80395. this._textures[name] = texture;
  80396. return this;
  80397. };
  80398. /**
  80399. * Set a float in the shader.
  80400. * @param name Define the name of the uniform as defined in the shader
  80401. * @param value Define the value to give to the uniform
  80402. * @return the texture itself allowing "fluent" like uniform updates
  80403. */
  80404. ProceduralTexture.prototype.setFloat = function (name, value) {
  80405. this._checkUniform(name);
  80406. this._floats[name] = value;
  80407. return this;
  80408. };
  80409. /**
  80410. * Set a int in the shader.
  80411. * @param name Define the name of the uniform as defined in the shader
  80412. * @param value Define the value to give to the uniform
  80413. * @return the texture itself allowing "fluent" like uniform updates
  80414. */
  80415. ProceduralTexture.prototype.setInt = function (name, value) {
  80416. this._checkUniform(name);
  80417. this._ints[name] = value;
  80418. return this;
  80419. };
  80420. /**
  80421. * Set an array of floats in the shader.
  80422. * @param name Define the name of the uniform as defined in the shader
  80423. * @param value Define the value to give to the uniform
  80424. * @return the texture itself allowing "fluent" like uniform updates
  80425. */
  80426. ProceduralTexture.prototype.setFloats = function (name, value) {
  80427. this._checkUniform(name);
  80428. this._floatsArrays[name] = value;
  80429. return this;
  80430. };
  80431. /**
  80432. * Set a vec3 in the shader from a Color3.
  80433. * @param name Define the name of the uniform as defined in the shader
  80434. * @param value Define the value to give to the uniform
  80435. * @return the texture itself allowing "fluent" like uniform updates
  80436. */
  80437. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80438. this._checkUniform(name);
  80439. this._colors3[name] = value;
  80440. return this;
  80441. };
  80442. /**
  80443. * Set a vec4 in the shader from a Color4.
  80444. * @param name Define the name of the uniform as defined in the shader
  80445. * @param value Define the value to give to the uniform
  80446. * @return the texture itself allowing "fluent" like uniform updates
  80447. */
  80448. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80449. this._checkUniform(name);
  80450. this._colors4[name] = value;
  80451. return this;
  80452. };
  80453. /**
  80454. * Set a vec2 in the shader from a Vector2.
  80455. * @param name Define the name of the uniform as defined in the shader
  80456. * @param value Define the value to give to the uniform
  80457. * @return the texture itself allowing "fluent" like uniform updates
  80458. */
  80459. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80460. this._checkUniform(name);
  80461. this._vectors2[name] = value;
  80462. return this;
  80463. };
  80464. /**
  80465. * Set a vec3 in the shader from a Vector3.
  80466. * @param name Define the name of the uniform as defined in the shader
  80467. * @param value Define the value to give to the uniform
  80468. * @return the texture itself allowing "fluent" like uniform updates
  80469. */
  80470. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80471. this._checkUniform(name);
  80472. this._vectors3[name] = value;
  80473. return this;
  80474. };
  80475. /**
  80476. * Set a mat4 in the shader from a MAtrix.
  80477. * @param name Define the name of the uniform as defined in the shader
  80478. * @param value Define the value to give to the uniform
  80479. * @return the texture itself allowing "fluent" like uniform updates
  80480. */
  80481. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80482. this._checkUniform(name);
  80483. this._matrices[name] = value;
  80484. return this;
  80485. };
  80486. /**
  80487. * Render the texture to its associated render target.
  80488. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80489. */
  80490. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80491. var scene = this.getScene();
  80492. if (!scene) {
  80493. return;
  80494. }
  80495. var engine = this._engine;
  80496. // Render
  80497. engine.enableEffect(this._effect);
  80498. engine.setState(false);
  80499. // Texture
  80500. for (var name in this._textures) {
  80501. this._effect.setTexture(name, this._textures[name]);
  80502. }
  80503. // Float
  80504. for (name in this._ints) {
  80505. this._effect.setInt(name, this._ints[name]);
  80506. }
  80507. // Float
  80508. for (name in this._floats) {
  80509. this._effect.setFloat(name, this._floats[name]);
  80510. }
  80511. // Floats
  80512. for (name in this._floatsArrays) {
  80513. this._effect.setArray(name, this._floatsArrays[name]);
  80514. }
  80515. // Color3
  80516. for (name in this._colors3) {
  80517. this._effect.setColor3(name, this._colors3[name]);
  80518. }
  80519. // Color4
  80520. for (name in this._colors4) {
  80521. var color = this._colors4[name];
  80522. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80523. }
  80524. // Vector2
  80525. for (name in this._vectors2) {
  80526. this._effect.setVector2(name, this._vectors2[name]);
  80527. }
  80528. // Vector3
  80529. for (name in this._vectors3) {
  80530. this._effect.setVector3(name, this._vectors3[name]);
  80531. }
  80532. // Matrix
  80533. for (name in this._matrices) {
  80534. this._effect.setMatrix(name, this._matrices[name]);
  80535. }
  80536. if (!this._texture) {
  80537. return;
  80538. }
  80539. if (this.isCube) {
  80540. for (var face = 0; face < 6; face++) {
  80541. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80542. // VBOs
  80543. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80544. this._effect.setFloat("face", face);
  80545. // Clear
  80546. if (this.autoClear) {
  80547. engine.clear(scene.clearColor, true, false, false);
  80548. }
  80549. // Draw order
  80550. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80551. // Mipmaps
  80552. if (face === 5) {
  80553. engine.generateMipMapsForCubemap(this._texture);
  80554. }
  80555. }
  80556. }
  80557. else {
  80558. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80559. // VBOs
  80560. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80561. // Clear
  80562. if (this.autoClear) {
  80563. engine.clear(scene.clearColor, true, false, false);
  80564. }
  80565. // Draw order
  80566. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80567. }
  80568. // Unbind
  80569. engine.unBindFramebuffer(this._texture, this.isCube);
  80570. if (this.onGenerated) {
  80571. this.onGenerated();
  80572. }
  80573. this.onGeneratedObservable.notifyObservers(this);
  80574. };
  80575. /**
  80576. * Clone the texture.
  80577. * @returns the cloned texture
  80578. */
  80579. ProceduralTexture.prototype.clone = function () {
  80580. var textureSize = this.getSize();
  80581. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80582. // Base texture
  80583. newTexture.hasAlpha = this.hasAlpha;
  80584. newTexture.level = this.level;
  80585. // RenderTarget Texture
  80586. newTexture.coordinatesMode = this.coordinatesMode;
  80587. return newTexture;
  80588. };
  80589. /**
  80590. * Dispose the texture and release its asoociated resources.
  80591. */
  80592. ProceduralTexture.prototype.dispose = function () {
  80593. var scene = this.getScene();
  80594. if (!scene) {
  80595. return;
  80596. }
  80597. var index = scene.proceduralTextures.indexOf(this);
  80598. if (index >= 0) {
  80599. scene.proceduralTextures.splice(index, 1);
  80600. }
  80601. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80602. if (vertexBuffer) {
  80603. vertexBuffer.dispose();
  80604. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80605. }
  80606. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80607. this._indexBuffer = null;
  80608. }
  80609. _super.prototype.dispose.call(this);
  80610. };
  80611. __decorate([
  80612. BABYLON.serialize()
  80613. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80614. __decorate([
  80615. BABYLON.serialize()
  80616. ], ProceduralTexture.prototype, "autoClear", void 0);
  80617. __decorate([
  80618. BABYLON.serialize()
  80619. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80620. __decorate([
  80621. BABYLON.serialize()
  80622. ], ProceduralTexture.prototype, "_size", void 0);
  80623. __decorate([
  80624. BABYLON.serialize()
  80625. ], ProceduralTexture.prototype, "refreshRate", null);
  80626. return ProceduralTexture;
  80627. }(BABYLON.Texture));
  80628. BABYLON.ProceduralTexture = ProceduralTexture;
  80629. })(BABYLON || (BABYLON = {}));
  80630. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80631. var BABYLON;
  80632. (function (BABYLON) {
  80633. /**
  80634. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80635. * in a given scene.
  80636. */
  80637. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80638. /**
  80639. * Creates a new instance of the component for the given scene
  80640. * @param scene Defines the scene to register the component in
  80641. */
  80642. function ProceduralTextureSceneComponent(scene) {
  80643. /**
  80644. * The component name helpfull to identify the component in the list of scene components.
  80645. */
  80646. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80647. this.scene = scene;
  80648. this.scene.proceduralTextures = new Array();
  80649. scene.layers = new Array();
  80650. }
  80651. /**
  80652. * Registers the component in a given scene
  80653. */
  80654. ProceduralTextureSceneComponent.prototype.register = function () {
  80655. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80656. };
  80657. /**
  80658. * Rebuilds the elements related to this component in case of
  80659. * context lost for instance.
  80660. */
  80661. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80662. // Nothing to do here.
  80663. };
  80664. /**
  80665. * Disposes the component and the associated ressources.
  80666. */
  80667. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80668. // Nothing to do here.
  80669. };
  80670. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80671. if (this.scene.proceduralTexturesEnabled) {
  80672. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80673. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80674. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80675. if (proceduralTexture._shouldRender()) {
  80676. proceduralTexture.render();
  80677. }
  80678. }
  80679. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80680. }
  80681. };
  80682. return ProceduralTextureSceneComponent;
  80683. }());
  80684. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80685. })(BABYLON || (BABYLON = {}));
  80686. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80687. var BABYLON;
  80688. (function (BABYLON) {
  80689. /**
  80690. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80691. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80692. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80693. */
  80694. var CustomProceduralTexture = /** @class */ (function (_super) {
  80695. __extends(CustomProceduralTexture, _super);
  80696. /**
  80697. * Instantiates a new Custom Procedural Texture.
  80698. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80699. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80700. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80701. * @param name Define the name of the texture
  80702. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  80703. * @param size Define the size of the texture to create
  80704. * @param scene Define the scene the texture belongs to
  80705. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80706. * @param generateMipMaps Define if the texture should creates mip maps or not
  80707. */
  80708. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  80709. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  80710. _this._animate = true;
  80711. _this._time = 0;
  80712. _this._texturePath = texturePath;
  80713. //Try to load json
  80714. _this._loadJson(texturePath);
  80715. _this.refreshRate = 1;
  80716. return _this;
  80717. }
  80718. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  80719. var _this = this;
  80720. var noConfigFile = function () {
  80721. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  80722. try {
  80723. _this.setFragment(_this._texturePath);
  80724. }
  80725. catch (ex) {
  80726. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  80727. }
  80728. };
  80729. var configFileUrl = jsonUrl + "/config.json";
  80730. var xhr = new XMLHttpRequest();
  80731. xhr.open("GET", configFileUrl, true);
  80732. xhr.addEventListener("load", function () {
  80733. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80734. try {
  80735. _this._config = JSON.parse(xhr.response);
  80736. _this.updateShaderUniforms();
  80737. _this.updateTextures();
  80738. _this.setFragment(_this._texturePath + "/custom");
  80739. _this._animate = _this._config.animate;
  80740. _this.refreshRate = _this._config.refreshrate;
  80741. }
  80742. catch (ex) {
  80743. noConfigFile();
  80744. }
  80745. }
  80746. else {
  80747. noConfigFile();
  80748. }
  80749. }, false);
  80750. xhr.addEventListener("error", function () {
  80751. noConfigFile();
  80752. }, false);
  80753. try {
  80754. xhr.send();
  80755. }
  80756. catch (ex) {
  80757. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  80758. }
  80759. };
  80760. /**
  80761. * Is the texture ready to be used ? (rendered at least once)
  80762. * @returns true if ready, otherwise, false.
  80763. */
  80764. CustomProceduralTexture.prototype.isReady = function () {
  80765. if (!_super.prototype.isReady.call(this)) {
  80766. return false;
  80767. }
  80768. for (var name in this._textures) {
  80769. var texture = this._textures[name];
  80770. if (!texture.isReady()) {
  80771. return false;
  80772. }
  80773. }
  80774. return true;
  80775. };
  80776. /**
  80777. * Render the texture to its associated render target.
  80778. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80779. */
  80780. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80781. var scene = this.getScene();
  80782. if (this._animate && scene) {
  80783. this._time += scene.getAnimationRatio() * 0.03;
  80784. this.updateShaderUniforms();
  80785. }
  80786. _super.prototype.render.call(this, useCameraPostProcess);
  80787. };
  80788. /**
  80789. * Update the list of dependant textures samplers in the shader.
  80790. */
  80791. CustomProceduralTexture.prototype.updateTextures = function () {
  80792. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  80793. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  80794. }
  80795. };
  80796. /**
  80797. * Update the uniform values of the procedural texture in the shader.
  80798. */
  80799. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  80800. if (this._config) {
  80801. for (var j = 0; j < this._config.uniforms.length; j++) {
  80802. var uniform = this._config.uniforms[j];
  80803. switch (uniform.type) {
  80804. case "float":
  80805. this.setFloat(uniform.name, uniform.value);
  80806. break;
  80807. case "color3":
  80808. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  80809. break;
  80810. case "color4":
  80811. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  80812. break;
  80813. case "vector2":
  80814. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  80815. break;
  80816. case "vector3":
  80817. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  80818. break;
  80819. }
  80820. }
  80821. }
  80822. this.setFloat("time", this._time);
  80823. };
  80824. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  80825. /**
  80826. * Define if the texture animates or not.
  80827. */
  80828. get: function () {
  80829. return this._animate;
  80830. },
  80831. set: function (value) {
  80832. this._animate = value;
  80833. },
  80834. enumerable: true,
  80835. configurable: true
  80836. });
  80837. return CustomProceduralTexture;
  80838. }(BABYLON.ProceduralTexture));
  80839. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  80840. })(BABYLON || (BABYLON = {}));
  80841. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  80842. var BABYLON;
  80843. (function (BABYLON) {
  80844. /**
  80845. * Manage the gamepad inputs to control a free camera.
  80846. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80847. */
  80848. var FreeCameraGamepadInput = /** @class */ (function () {
  80849. function FreeCameraGamepadInput() {
  80850. /**
  80851. * Defines the gamepad rotation sensiblity.
  80852. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80853. */
  80854. this.gamepadAngularSensibility = 200;
  80855. /**
  80856. * Defines the gamepad move sensiblity.
  80857. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80858. */
  80859. this.gamepadMoveSensibility = 40;
  80860. this._cameraTransform = BABYLON.Matrix.Identity();
  80861. this._deltaTransform = BABYLON.Vector3.Zero();
  80862. this._vector3 = BABYLON.Vector3.Zero();
  80863. this._vector2 = BABYLON.Vector2.Zero();
  80864. }
  80865. /**
  80866. * Attach the input controls to a specific dom element to get the input from.
  80867. * @param element Defines the element the controls should be listened from
  80868. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80869. */
  80870. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80871. var _this = this;
  80872. var manager = this.camera.getScene().gamepadManager;
  80873. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80874. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80875. // prioritize XBOX gamepads.
  80876. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80877. _this.gamepad = gamepad;
  80878. }
  80879. }
  80880. });
  80881. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80882. if (_this.gamepad === gamepad) {
  80883. _this.gamepad = null;
  80884. }
  80885. });
  80886. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  80887. };
  80888. /**
  80889. * Detach the current controls from the specified dom element.
  80890. * @param element Defines the element to stop listening the inputs from
  80891. */
  80892. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  80893. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  80894. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  80895. this.gamepad = null;
  80896. };
  80897. /**
  80898. * Update the current camera state depending on the inputs that have been used this frame.
  80899. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80900. */
  80901. FreeCameraGamepadInput.prototype.checkInputs = function () {
  80902. if (this.gamepad && this.gamepad.leftStick) {
  80903. var camera = this.camera;
  80904. var LSValues = this.gamepad.leftStick;
  80905. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  80906. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  80907. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  80908. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  80909. var RSValues = this.gamepad.rightStick;
  80910. if (RSValues) {
  80911. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  80912. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  80913. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  80914. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  80915. }
  80916. else {
  80917. RSValues = { x: 0, y: 0 };
  80918. }
  80919. if (!camera.rotationQuaternion) {
  80920. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  80921. }
  80922. else {
  80923. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  80924. }
  80925. var speed = camera._computeLocalCameraSpeed() * 50.0;
  80926. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  80927. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  80928. camera.cameraDirection.addInPlace(this._deltaTransform);
  80929. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  80930. camera.cameraRotation.addInPlace(this._vector2);
  80931. }
  80932. };
  80933. /**
  80934. * Gets the class name of the current intput.
  80935. * @returns the class name
  80936. */
  80937. FreeCameraGamepadInput.prototype.getClassName = function () {
  80938. return "FreeCameraGamepadInput";
  80939. };
  80940. /**
  80941. * Get the friendly name associated with the input class.
  80942. * @returns the input friendly name
  80943. */
  80944. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  80945. return "gamepad";
  80946. };
  80947. __decorate([
  80948. BABYLON.serialize()
  80949. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  80950. __decorate([
  80951. BABYLON.serialize()
  80952. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  80953. return FreeCameraGamepadInput;
  80954. }());
  80955. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  80956. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  80957. })(BABYLON || (BABYLON = {}));
  80958. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  80959. var BABYLON;
  80960. (function (BABYLON) {
  80961. /**
  80962. * Manage the gamepad inputs to control an arc rotate camera.
  80963. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80964. */
  80965. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  80966. function ArcRotateCameraGamepadInput() {
  80967. /**
  80968. * Defines the gamepad rotation sensiblity.
  80969. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  80970. */
  80971. this.gamepadRotationSensibility = 80;
  80972. /**
  80973. * Defines the gamepad move sensiblity.
  80974. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  80975. */
  80976. this.gamepadMoveSensibility = 40;
  80977. }
  80978. /**
  80979. * Attach the input controls to a specific dom element to get the input from.
  80980. * @param element Defines the element the controls should be listened from
  80981. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80982. */
  80983. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  80984. var _this = this;
  80985. var manager = this.camera.getScene().gamepadManager;
  80986. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  80987. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  80988. // prioritize XBOX gamepads.
  80989. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  80990. _this.gamepad = gamepad;
  80991. }
  80992. }
  80993. });
  80994. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  80995. if (_this.gamepad === gamepad) {
  80996. _this.gamepad = null;
  80997. }
  80998. });
  80999. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81000. };
  81001. /**
  81002. * Detach the current controls from the specified dom element.
  81003. * @param element Defines the element to stop listening the inputs from
  81004. */
  81005. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81006. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81007. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81008. this.gamepad = null;
  81009. };
  81010. /**
  81011. * Update the current camera state depending on the inputs that have been used this frame.
  81012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81013. */
  81014. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81015. if (this.gamepad) {
  81016. var camera = this.camera;
  81017. var RSValues = this.gamepad.rightStick;
  81018. if (RSValues) {
  81019. if (RSValues.x != 0) {
  81020. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81021. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81022. camera.inertialAlphaOffset += normalizedRX;
  81023. }
  81024. }
  81025. if (RSValues.y != 0) {
  81026. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81027. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81028. camera.inertialBetaOffset += normalizedRY;
  81029. }
  81030. }
  81031. }
  81032. var LSValues = this.gamepad.leftStick;
  81033. if (LSValues && LSValues.y != 0) {
  81034. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81035. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81036. this.camera.inertialRadiusOffset -= normalizedLY;
  81037. }
  81038. }
  81039. }
  81040. };
  81041. /**
  81042. * Gets the class name of the current intput.
  81043. * @returns the class name
  81044. */
  81045. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81046. return "ArcRotateCameraGamepadInput";
  81047. };
  81048. /**
  81049. * Get the friendly name associated with the input class.
  81050. * @returns the input friendly name
  81051. */
  81052. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81053. return "gamepad";
  81054. };
  81055. __decorate([
  81056. BABYLON.serialize()
  81057. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81058. __decorate([
  81059. BABYLON.serialize()
  81060. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81061. return ArcRotateCameraGamepadInput;
  81062. }());
  81063. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81064. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81065. })(BABYLON || (BABYLON = {}));
  81066. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81067. var BABYLON;
  81068. (function (BABYLON) {
  81069. /**
  81070. * Manager for handling gamepads
  81071. */
  81072. var GamepadManager = /** @class */ (function () {
  81073. /**
  81074. * Initializes the gamepad manager
  81075. * @param _scene BabylonJS scene
  81076. */
  81077. function GamepadManager(_scene) {
  81078. var _this = this;
  81079. this._scene = _scene;
  81080. this._babylonGamepads = [];
  81081. this._oneGamepadConnected = false;
  81082. /** @hidden */
  81083. this._isMonitoring = false;
  81084. /**
  81085. * observable to be triggered when the gamepad controller has been disconnected
  81086. */
  81087. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81088. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81089. this._gamepadEventSupported = false;
  81090. }
  81091. else {
  81092. this._gamepadEventSupported = 'GamepadEvent' in window;
  81093. this._gamepadSupport = (navigator.getGamepads ||
  81094. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81095. }
  81096. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81097. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81098. for (var i in _this._babylonGamepads) {
  81099. var gamepad = _this._babylonGamepads[i];
  81100. if (gamepad && gamepad._isConnected) {
  81101. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81102. }
  81103. }
  81104. });
  81105. this._onGamepadConnectedEvent = function (evt) {
  81106. var gamepad = evt.gamepad;
  81107. if (gamepad.index in _this._babylonGamepads) {
  81108. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81109. return;
  81110. }
  81111. }
  81112. var newGamepad;
  81113. if (_this._babylonGamepads[gamepad.index]) {
  81114. newGamepad = _this._babylonGamepads[gamepad.index];
  81115. newGamepad.browserGamepad = gamepad;
  81116. newGamepad._isConnected = true;
  81117. }
  81118. else {
  81119. newGamepad = _this._addNewGamepad(gamepad);
  81120. }
  81121. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81122. _this._startMonitoringGamepads();
  81123. };
  81124. this._onGamepadDisconnectedEvent = function (evt) {
  81125. var gamepad = evt.gamepad;
  81126. // Remove the gamepad from the list of gamepads to monitor.
  81127. for (var i in _this._babylonGamepads) {
  81128. if (_this._babylonGamepads[i].index === gamepad.index) {
  81129. var disconnectedGamepad = _this._babylonGamepads[i];
  81130. disconnectedGamepad._isConnected = false;
  81131. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81132. break;
  81133. }
  81134. }
  81135. };
  81136. if (this._gamepadSupport) {
  81137. //first add already-connected gamepads
  81138. this._updateGamepadObjects();
  81139. if (this._babylonGamepads.length) {
  81140. this._startMonitoringGamepads();
  81141. }
  81142. // Checking if the gamepad connected event is supported (like in Firefox)
  81143. if (this._gamepadEventSupported) {
  81144. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81145. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81146. }
  81147. else {
  81148. this._startMonitoringGamepads();
  81149. }
  81150. }
  81151. }
  81152. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81153. /**
  81154. * The gamepads in the game pad manager
  81155. */
  81156. get: function () {
  81157. return this._babylonGamepads;
  81158. },
  81159. enumerable: true,
  81160. configurable: true
  81161. });
  81162. /**
  81163. * Get the gamepad controllers based on type
  81164. * @param type The type of gamepad controller
  81165. * @returns Nullable gamepad
  81166. */
  81167. GamepadManager.prototype.getGamepadByType = function (type) {
  81168. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81169. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81170. var gamepad = _a[_i];
  81171. if (gamepad && gamepad.type === type) {
  81172. return gamepad;
  81173. }
  81174. }
  81175. return null;
  81176. };
  81177. /**
  81178. * Disposes the gamepad manager
  81179. */
  81180. GamepadManager.prototype.dispose = function () {
  81181. if (this._gamepadEventSupported) {
  81182. if (this._onGamepadConnectedEvent) {
  81183. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81184. }
  81185. if (this._onGamepadDisconnectedEvent) {
  81186. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81187. }
  81188. this._onGamepadConnectedEvent = null;
  81189. this._onGamepadDisconnectedEvent = null;
  81190. }
  81191. this._babylonGamepads.forEach(function (gamepad) {
  81192. gamepad.dispose();
  81193. });
  81194. this.onGamepadConnectedObservable.clear();
  81195. this.onGamepadDisconnectedObservable.clear();
  81196. this._oneGamepadConnected = false;
  81197. this._stopMonitoringGamepads();
  81198. this._babylonGamepads = [];
  81199. };
  81200. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81201. if (!this._oneGamepadConnected) {
  81202. this._oneGamepadConnected = true;
  81203. }
  81204. var newGamepad;
  81205. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81206. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81207. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81208. }
  81209. // if pose is supported, use the (WebVR) pose enabled controller
  81210. else if (gamepad.pose) {
  81211. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81212. }
  81213. else {
  81214. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81215. }
  81216. this._babylonGamepads[newGamepad.index] = newGamepad;
  81217. return newGamepad;
  81218. };
  81219. GamepadManager.prototype._startMonitoringGamepads = function () {
  81220. if (!this._isMonitoring) {
  81221. this._isMonitoring = true;
  81222. //back-comp
  81223. if (!this._scene) {
  81224. this._checkGamepadsStatus();
  81225. }
  81226. }
  81227. };
  81228. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81229. this._isMonitoring = false;
  81230. };
  81231. /** @hidden */
  81232. GamepadManager.prototype._checkGamepadsStatus = function () {
  81233. var _this = this;
  81234. // Hack to be compatible Chrome
  81235. this._updateGamepadObjects();
  81236. for (var i in this._babylonGamepads) {
  81237. var gamepad = this._babylonGamepads[i];
  81238. if (!gamepad || !gamepad.isConnected) {
  81239. continue;
  81240. }
  81241. gamepad.update();
  81242. }
  81243. if (this._isMonitoring && !this._scene) {
  81244. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81245. }
  81246. };
  81247. // This function is called only on Chrome, which does not properly support
  81248. // connection/disconnection events and forces you to recopy again the gamepad object
  81249. GamepadManager.prototype._updateGamepadObjects = function () {
  81250. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81251. for (var i = 0; i < gamepads.length; i++) {
  81252. var gamepad = gamepads[i];
  81253. if (gamepad) {
  81254. if (!this._babylonGamepads[gamepad.index]) {
  81255. var newGamepad = this._addNewGamepad(gamepad);
  81256. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81257. }
  81258. else {
  81259. // Forced to copy again this object for Chrome for unknown reason
  81260. this._babylonGamepads[i].browserGamepad = gamepad;
  81261. if (!this._babylonGamepads[i].isConnected) {
  81262. this._babylonGamepads[i]._isConnected = true;
  81263. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81264. }
  81265. }
  81266. }
  81267. }
  81268. };
  81269. return GamepadManager;
  81270. }());
  81271. BABYLON.GamepadManager = GamepadManager;
  81272. })(BABYLON || (BABYLON = {}));
  81273. //# sourceMappingURL=babylon.gamepadManager.js.map
  81274. var BABYLON;
  81275. (function (BABYLON) {
  81276. /**
  81277. * Represents a gamepad control stick position
  81278. */
  81279. var StickValues = /** @class */ (function () {
  81280. /**
  81281. * Initializes the gamepad x and y control stick values
  81282. * @param x The x component of the gamepad control stick value
  81283. * @param y The y component of the gamepad control stick value
  81284. */
  81285. function StickValues(
  81286. /**
  81287. * The x component of the control stick
  81288. */
  81289. x,
  81290. /**
  81291. * The y component of the control stick
  81292. */
  81293. y) {
  81294. this.x = x;
  81295. this.y = y;
  81296. }
  81297. return StickValues;
  81298. }());
  81299. BABYLON.StickValues = StickValues;
  81300. /**
  81301. * Represents a gamepad
  81302. */
  81303. var Gamepad = /** @class */ (function () {
  81304. /**
  81305. * Initializes the gamepad
  81306. * @param id The id of the gamepad
  81307. * @param index The index of the gamepad
  81308. * @param browserGamepad The browser gamepad
  81309. * @param leftStickX The x component of the left joystick
  81310. * @param leftStickY The y component of the left joystick
  81311. * @param rightStickX The x component of the right joystick
  81312. * @param rightStickY The y component of the right joystick
  81313. */
  81314. function Gamepad(
  81315. /**
  81316. * The id of the gamepad
  81317. */
  81318. id,
  81319. /**
  81320. * The index of the gamepad
  81321. */
  81322. index,
  81323. /**
  81324. * The browser gamepad
  81325. */
  81326. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81327. if (leftStickX === void 0) { leftStickX = 0; }
  81328. if (leftStickY === void 0) { leftStickY = 1; }
  81329. if (rightStickX === void 0) { rightStickX = 2; }
  81330. if (rightStickY === void 0) { rightStickY = 3; }
  81331. this.id = id;
  81332. this.index = index;
  81333. this.browserGamepad = browserGamepad;
  81334. this._leftStick = { x: 0, y: 0 };
  81335. this._rightStick = { x: 0, y: 0 };
  81336. /** @hidden */
  81337. this._isConnected = true;
  81338. /**
  81339. * Specifies whether the left control stick should be Y-inverted
  81340. */
  81341. this._invertLeftStickY = false;
  81342. this.type = Gamepad.GAMEPAD;
  81343. this._leftStickAxisX = leftStickX;
  81344. this._leftStickAxisY = leftStickY;
  81345. this._rightStickAxisX = rightStickX;
  81346. this._rightStickAxisY = rightStickY;
  81347. if (this.browserGamepad.axes.length >= 2) {
  81348. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81349. }
  81350. if (this.browserGamepad.axes.length >= 4) {
  81351. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81352. }
  81353. }
  81354. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81355. /**
  81356. * Specifies if the gamepad has been connected
  81357. */
  81358. get: function () {
  81359. return this._isConnected;
  81360. },
  81361. enumerable: true,
  81362. configurable: true
  81363. });
  81364. /**
  81365. * Callback triggered when the left joystick has changed
  81366. * @param callback
  81367. */
  81368. Gamepad.prototype.onleftstickchanged = function (callback) {
  81369. this._onleftstickchanged = callback;
  81370. };
  81371. /**
  81372. * Callback triggered when the right joystick has changed
  81373. * @param callback
  81374. */
  81375. Gamepad.prototype.onrightstickchanged = function (callback) {
  81376. this._onrightstickchanged = callback;
  81377. };
  81378. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81379. /**
  81380. * Gets the left joystick
  81381. */
  81382. get: function () {
  81383. return this._leftStick;
  81384. },
  81385. /**
  81386. * Sets the left joystick values
  81387. */
  81388. set: function (newValues) {
  81389. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81390. this._onleftstickchanged(newValues);
  81391. }
  81392. this._leftStick = newValues;
  81393. },
  81394. enumerable: true,
  81395. configurable: true
  81396. });
  81397. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81398. /**
  81399. * Gets the right joystick
  81400. */
  81401. get: function () {
  81402. return this._rightStick;
  81403. },
  81404. /**
  81405. * Sets the right joystick value
  81406. */
  81407. set: function (newValues) {
  81408. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81409. this._onrightstickchanged(newValues);
  81410. }
  81411. this._rightStick = newValues;
  81412. },
  81413. enumerable: true,
  81414. configurable: true
  81415. });
  81416. /**
  81417. * Updates the gamepad joystick positions
  81418. */
  81419. Gamepad.prototype.update = function () {
  81420. if (this._leftStick) {
  81421. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81422. if (this._invertLeftStickY) {
  81423. this.leftStick.y *= -1;
  81424. }
  81425. }
  81426. if (this._rightStick) {
  81427. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81428. }
  81429. };
  81430. /**
  81431. * Disposes the gamepad
  81432. */
  81433. Gamepad.prototype.dispose = function () {
  81434. };
  81435. /**
  81436. * Represents a gamepad controller
  81437. */
  81438. Gamepad.GAMEPAD = 0;
  81439. /**
  81440. * Represents a generic controller
  81441. */
  81442. Gamepad.GENERIC = 1;
  81443. /**
  81444. * Represents an XBox controller
  81445. */
  81446. Gamepad.XBOX = 2;
  81447. /**
  81448. * Represents a pose-enabled controller
  81449. */
  81450. Gamepad.POSE_ENABLED = 3;
  81451. return Gamepad;
  81452. }());
  81453. BABYLON.Gamepad = Gamepad;
  81454. /**
  81455. * Represents a generic gamepad
  81456. */
  81457. var GenericPad = /** @class */ (function (_super) {
  81458. __extends(GenericPad, _super);
  81459. /**
  81460. * Initializes the generic gamepad
  81461. * @param id The id of the generic gamepad
  81462. * @param index The index of the generic gamepad
  81463. * @param browserGamepad The browser gamepad
  81464. */
  81465. function GenericPad(id, index, browserGamepad) {
  81466. var _this = _super.call(this, id, index, browserGamepad) || this;
  81467. /**
  81468. * Observable triggered when a button has been pressed
  81469. */
  81470. _this.onButtonDownObservable = new BABYLON.Observable();
  81471. /**
  81472. * Observable triggered when a button has been released
  81473. */
  81474. _this.onButtonUpObservable = new BABYLON.Observable();
  81475. _this.type = Gamepad.GENERIC;
  81476. _this._buttons = new Array(browserGamepad.buttons.length);
  81477. return _this;
  81478. }
  81479. /**
  81480. * Callback triggered when a button has been pressed
  81481. * @param callback Called when a button has been pressed
  81482. */
  81483. GenericPad.prototype.onbuttondown = function (callback) {
  81484. this._onbuttondown = callback;
  81485. };
  81486. /**
  81487. * Callback triggered when a button has been released
  81488. * @param callback Called when a button has been released
  81489. */
  81490. GenericPad.prototype.onbuttonup = function (callback) {
  81491. this._onbuttonup = callback;
  81492. };
  81493. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81494. if (newValue !== currentValue) {
  81495. if (newValue === 1) {
  81496. if (this._onbuttondown) {
  81497. this._onbuttondown(buttonIndex);
  81498. }
  81499. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81500. }
  81501. if (newValue === 0) {
  81502. if (this._onbuttonup) {
  81503. this._onbuttonup(buttonIndex);
  81504. }
  81505. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81506. }
  81507. }
  81508. return newValue;
  81509. };
  81510. /**
  81511. * Updates the generic gamepad
  81512. */
  81513. GenericPad.prototype.update = function () {
  81514. _super.prototype.update.call(this);
  81515. for (var index = 0; index < this._buttons.length; index++) {
  81516. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81517. }
  81518. };
  81519. /**
  81520. * Disposes the generic gamepad
  81521. */
  81522. GenericPad.prototype.dispose = function () {
  81523. _super.prototype.dispose.call(this);
  81524. this.onButtonDownObservable.clear();
  81525. this.onButtonUpObservable.clear();
  81526. };
  81527. return GenericPad;
  81528. }(Gamepad));
  81529. BABYLON.GenericPad = GenericPad;
  81530. })(BABYLON || (BABYLON = {}));
  81531. //# sourceMappingURL=babylon.gamepad.js.map
  81532. var BABYLON;
  81533. (function (BABYLON) {
  81534. /**
  81535. * Defines supported buttons for XBox360 compatible gamepads
  81536. */
  81537. var Xbox360Button;
  81538. (function (Xbox360Button) {
  81539. /** A */
  81540. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81541. /** B */
  81542. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81543. /** X */
  81544. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81545. /** Y */
  81546. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81547. /** Start */
  81548. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81549. /** Back */
  81550. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81551. /** Left button */
  81552. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81553. /** Right button */
  81554. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81555. /** Left stick */
  81556. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81557. /** Right stick */
  81558. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81559. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81560. /** Defines values for XBox360 DPad */
  81561. var Xbox360Dpad;
  81562. (function (Xbox360Dpad) {
  81563. /** Up */
  81564. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81565. /** Down */
  81566. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81567. /** Left */
  81568. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81569. /** Right */
  81570. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81571. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81572. /**
  81573. * Defines a XBox360 gamepad
  81574. */
  81575. var Xbox360Pad = /** @class */ (function (_super) {
  81576. __extends(Xbox360Pad, _super);
  81577. /**
  81578. * Creates a new XBox360 gamepad object
  81579. * @param id defines the id of this gamepad
  81580. * @param index defines its index
  81581. * @param gamepad defines the internal HTML gamepad object
  81582. * @param xboxOne defines if it is a XBox One gamepad
  81583. */
  81584. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81585. if (xboxOne === void 0) { xboxOne = false; }
  81586. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81587. _this._leftTrigger = 0;
  81588. _this._rightTrigger = 0;
  81589. /** Observable raised when a button is pressed */
  81590. _this.onButtonDownObservable = new BABYLON.Observable();
  81591. /** Observable raised when a button is released */
  81592. _this.onButtonUpObservable = new BABYLON.Observable();
  81593. /** Observable raised when a pad is pressed */
  81594. _this.onPadDownObservable = new BABYLON.Observable();
  81595. /** Observable raised when a pad is released */
  81596. _this.onPadUpObservable = new BABYLON.Observable();
  81597. _this._buttonA = 0;
  81598. _this._buttonB = 0;
  81599. _this._buttonX = 0;
  81600. _this._buttonY = 0;
  81601. _this._buttonBack = 0;
  81602. _this._buttonStart = 0;
  81603. _this._buttonLB = 0;
  81604. _this._buttonRB = 0;
  81605. _this._buttonLeftStick = 0;
  81606. _this._buttonRightStick = 0;
  81607. _this._dPadUp = 0;
  81608. _this._dPadDown = 0;
  81609. _this._dPadLeft = 0;
  81610. _this._dPadRight = 0;
  81611. _this._isXboxOnePad = false;
  81612. _this.type = BABYLON.Gamepad.XBOX;
  81613. _this._isXboxOnePad = xboxOne;
  81614. return _this;
  81615. }
  81616. /**
  81617. * Defines the callback to call when left trigger is pressed
  81618. * @param callback defines the callback to use
  81619. */
  81620. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81621. this._onlefttriggerchanged = callback;
  81622. };
  81623. /**
  81624. * Defines the callback to call when right trigger is pressed
  81625. * @param callback defines the callback to use
  81626. */
  81627. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81628. this._onrighttriggerchanged = callback;
  81629. };
  81630. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81631. /**
  81632. * Gets the left trigger value
  81633. */
  81634. get: function () {
  81635. return this._leftTrigger;
  81636. },
  81637. /**
  81638. * Sets the left trigger value
  81639. */
  81640. set: function (newValue) {
  81641. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81642. this._onlefttriggerchanged(newValue);
  81643. }
  81644. this._leftTrigger = newValue;
  81645. },
  81646. enumerable: true,
  81647. configurable: true
  81648. });
  81649. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81650. /**
  81651. * Gets the right trigger value
  81652. */
  81653. get: function () {
  81654. return this._rightTrigger;
  81655. },
  81656. /**
  81657. * Sets the right trigger value
  81658. */
  81659. set: function (newValue) {
  81660. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81661. this._onrighttriggerchanged(newValue);
  81662. }
  81663. this._rightTrigger = newValue;
  81664. },
  81665. enumerable: true,
  81666. configurable: true
  81667. });
  81668. /**
  81669. * Defines the callback to call when a button is pressed
  81670. * @param callback defines the callback to use
  81671. */
  81672. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81673. this._onbuttondown = callback;
  81674. };
  81675. /**
  81676. * Defines the callback to call when a button is released
  81677. * @param callback defines the callback to use
  81678. */
  81679. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81680. this._onbuttonup = callback;
  81681. };
  81682. /**
  81683. * Defines the callback to call when a pad is pressed
  81684. * @param callback defines the callback to use
  81685. */
  81686. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81687. this._ondpaddown = callback;
  81688. };
  81689. /**
  81690. * Defines the callback to call when a pad is released
  81691. * @param callback defines the callback to use
  81692. */
  81693. Xbox360Pad.prototype.ondpadup = function (callback) {
  81694. this._ondpadup = callback;
  81695. };
  81696. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81697. if (newValue !== currentValue) {
  81698. if (newValue === 1) {
  81699. if (this._onbuttondown) {
  81700. this._onbuttondown(buttonType);
  81701. }
  81702. this.onButtonDownObservable.notifyObservers(buttonType);
  81703. }
  81704. if (newValue === 0) {
  81705. if (this._onbuttonup) {
  81706. this._onbuttonup(buttonType);
  81707. }
  81708. this.onButtonUpObservable.notifyObservers(buttonType);
  81709. }
  81710. }
  81711. return newValue;
  81712. };
  81713. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  81714. if (newValue !== currentValue) {
  81715. if (newValue === 1) {
  81716. if (this._ondpaddown) {
  81717. this._ondpaddown(buttonType);
  81718. }
  81719. this.onPadDownObservable.notifyObservers(buttonType);
  81720. }
  81721. if (newValue === 0) {
  81722. if (this._ondpadup) {
  81723. this._ondpadup(buttonType);
  81724. }
  81725. this.onPadUpObservable.notifyObservers(buttonType);
  81726. }
  81727. }
  81728. return newValue;
  81729. };
  81730. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  81731. /**
  81732. * Gets the value of the `A` button
  81733. */
  81734. get: function () {
  81735. return this._buttonA;
  81736. },
  81737. /**
  81738. * Sets the value of the `A` button
  81739. */
  81740. set: function (value) {
  81741. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  81742. },
  81743. enumerable: true,
  81744. configurable: true
  81745. });
  81746. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  81747. /**
  81748. * Gets the value of the `B` button
  81749. */
  81750. get: function () {
  81751. return this._buttonB;
  81752. },
  81753. /**
  81754. * Sets the value of the `B` button
  81755. */
  81756. set: function (value) {
  81757. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  81758. },
  81759. enumerable: true,
  81760. configurable: true
  81761. });
  81762. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  81763. /**
  81764. * Gets the value of the `X` button
  81765. */
  81766. get: function () {
  81767. return this._buttonX;
  81768. },
  81769. /**
  81770. * Sets the value of the `X` button
  81771. */
  81772. set: function (value) {
  81773. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  81774. },
  81775. enumerable: true,
  81776. configurable: true
  81777. });
  81778. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  81779. /**
  81780. * Gets the value of the `Y` button
  81781. */
  81782. get: function () {
  81783. return this._buttonY;
  81784. },
  81785. /**
  81786. * Sets the value of the `Y` button
  81787. */
  81788. set: function (value) {
  81789. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  81790. },
  81791. enumerable: true,
  81792. configurable: true
  81793. });
  81794. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  81795. /**
  81796. * Gets the value of the `Start` button
  81797. */
  81798. get: function () {
  81799. return this._buttonStart;
  81800. },
  81801. /**
  81802. * Sets the value of the `Start` button
  81803. */
  81804. set: function (value) {
  81805. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  81806. },
  81807. enumerable: true,
  81808. configurable: true
  81809. });
  81810. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  81811. /**
  81812. * Gets the value of the `Back` button
  81813. */
  81814. get: function () {
  81815. return this._buttonBack;
  81816. },
  81817. /**
  81818. * Sets the value of the `Back` button
  81819. */
  81820. set: function (value) {
  81821. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  81822. },
  81823. enumerable: true,
  81824. configurable: true
  81825. });
  81826. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  81827. /**
  81828. * Gets the value of the `Left` button
  81829. */
  81830. get: function () {
  81831. return this._buttonLB;
  81832. },
  81833. /**
  81834. * Sets the value of the `Left` button
  81835. */
  81836. set: function (value) {
  81837. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  81838. },
  81839. enumerable: true,
  81840. configurable: true
  81841. });
  81842. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  81843. /**
  81844. * Gets the value of the `Right` button
  81845. */
  81846. get: function () {
  81847. return this._buttonRB;
  81848. },
  81849. /**
  81850. * Sets the value of the `Right` button
  81851. */
  81852. set: function (value) {
  81853. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  81854. },
  81855. enumerable: true,
  81856. configurable: true
  81857. });
  81858. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  81859. /**
  81860. * Gets the value of the Left joystick
  81861. */
  81862. get: function () {
  81863. return this._buttonLeftStick;
  81864. },
  81865. /**
  81866. * Sets the value of the Left joystick
  81867. */
  81868. set: function (value) {
  81869. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  81870. },
  81871. enumerable: true,
  81872. configurable: true
  81873. });
  81874. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  81875. /**
  81876. * Gets the value of the Right joystick
  81877. */
  81878. get: function () {
  81879. return this._buttonRightStick;
  81880. },
  81881. /**
  81882. * Sets the value of the Right joystick
  81883. */
  81884. set: function (value) {
  81885. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  81886. },
  81887. enumerable: true,
  81888. configurable: true
  81889. });
  81890. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  81891. /**
  81892. * Gets the value of D-pad up
  81893. */
  81894. get: function () {
  81895. return this._dPadUp;
  81896. },
  81897. /**
  81898. * Sets the value of D-pad up
  81899. */
  81900. set: function (value) {
  81901. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  81902. },
  81903. enumerable: true,
  81904. configurable: true
  81905. });
  81906. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  81907. /**
  81908. * Gets the value of D-pad down
  81909. */
  81910. get: function () {
  81911. return this._dPadDown;
  81912. },
  81913. /**
  81914. * Sets the value of D-pad down
  81915. */
  81916. set: function (value) {
  81917. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  81918. },
  81919. enumerable: true,
  81920. configurable: true
  81921. });
  81922. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  81923. /**
  81924. * Gets the value of D-pad left
  81925. */
  81926. get: function () {
  81927. return this._dPadLeft;
  81928. },
  81929. /**
  81930. * Sets the value of D-pad left
  81931. */
  81932. set: function (value) {
  81933. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  81934. },
  81935. enumerable: true,
  81936. configurable: true
  81937. });
  81938. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  81939. /**
  81940. * Gets the value of D-pad right
  81941. */
  81942. get: function () {
  81943. return this._dPadRight;
  81944. },
  81945. /**
  81946. * Sets the value of D-pad right
  81947. */
  81948. set: function (value) {
  81949. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  81950. },
  81951. enumerable: true,
  81952. configurable: true
  81953. });
  81954. /**
  81955. * Force the gamepad to synchronize with device values
  81956. */
  81957. Xbox360Pad.prototype.update = function () {
  81958. _super.prototype.update.call(this);
  81959. if (this._isXboxOnePad) {
  81960. this.buttonA = this.browserGamepad.buttons[0].value;
  81961. this.buttonB = this.browserGamepad.buttons[1].value;
  81962. this.buttonX = this.browserGamepad.buttons[2].value;
  81963. this.buttonY = this.browserGamepad.buttons[3].value;
  81964. this.buttonLB = this.browserGamepad.buttons[4].value;
  81965. this.buttonRB = this.browserGamepad.buttons[5].value;
  81966. this.leftTrigger = this.browserGamepad.axes[2];
  81967. this.rightTrigger = this.browserGamepad.axes[5];
  81968. this.buttonBack = this.browserGamepad.buttons[9].value;
  81969. this.buttonStart = this.browserGamepad.buttons[8].value;
  81970. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  81971. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  81972. this.dPadUp = this.browserGamepad.buttons[11].value;
  81973. this.dPadDown = this.browserGamepad.buttons[12].value;
  81974. this.dPadLeft = this.browserGamepad.buttons[13].value;
  81975. this.dPadRight = this.browserGamepad.buttons[14].value;
  81976. }
  81977. else {
  81978. this.buttonA = this.browserGamepad.buttons[0].value;
  81979. this.buttonB = this.browserGamepad.buttons[1].value;
  81980. this.buttonX = this.browserGamepad.buttons[2].value;
  81981. this.buttonY = this.browserGamepad.buttons[3].value;
  81982. this.buttonLB = this.browserGamepad.buttons[4].value;
  81983. this.buttonRB = this.browserGamepad.buttons[5].value;
  81984. this.leftTrigger = this.browserGamepad.buttons[6].value;
  81985. this.rightTrigger = this.browserGamepad.buttons[7].value;
  81986. this.buttonBack = this.browserGamepad.buttons[8].value;
  81987. this.buttonStart = this.browserGamepad.buttons[9].value;
  81988. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  81989. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  81990. this.dPadUp = this.browserGamepad.buttons[12].value;
  81991. this.dPadDown = this.browserGamepad.buttons[13].value;
  81992. this.dPadLeft = this.browserGamepad.buttons[14].value;
  81993. this.dPadRight = this.browserGamepad.buttons[15].value;
  81994. }
  81995. };
  81996. /**
  81997. * Disposes the gamepad
  81998. */
  81999. Xbox360Pad.prototype.dispose = function () {
  82000. _super.prototype.dispose.call(this);
  82001. this.onButtonDownObservable.clear();
  82002. this.onButtonUpObservable.clear();
  82003. this.onPadDownObservable.clear();
  82004. this.onPadUpObservable.clear();
  82005. };
  82006. return Xbox360Pad;
  82007. }(BABYLON.Gamepad));
  82008. BABYLON.Xbox360Pad = Xbox360Pad;
  82009. })(BABYLON || (BABYLON = {}));
  82010. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82011. var BABYLON;
  82012. (function (BABYLON) {
  82013. /**
  82014. * Defines the types of pose enabled controllers that are supported
  82015. */
  82016. var PoseEnabledControllerType;
  82017. (function (PoseEnabledControllerType) {
  82018. /**
  82019. * HTC Vive
  82020. */
  82021. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82022. /**
  82023. * Oculus Rift
  82024. */
  82025. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82026. /**
  82027. * Windows mixed reality
  82028. */
  82029. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82030. /**
  82031. * Samsung gear VR
  82032. */
  82033. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82034. /**
  82035. * Google Daydream
  82036. */
  82037. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82038. /**
  82039. * Generic
  82040. */
  82041. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82042. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82043. /**
  82044. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82045. */
  82046. var PoseEnabledControllerHelper = /** @class */ (function () {
  82047. function PoseEnabledControllerHelper() {
  82048. }
  82049. /**
  82050. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82051. * @param vrGamepad the gamepad to initialized
  82052. * @returns a vr controller of the type the gamepad identified as
  82053. */
  82054. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82055. // Oculus Touch
  82056. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82057. return new BABYLON.OculusTouchController(vrGamepad);
  82058. }
  82059. // Windows Mixed Reality controllers
  82060. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82061. return new BABYLON.WindowsMotionController(vrGamepad);
  82062. }
  82063. // HTC Vive
  82064. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82065. return new BABYLON.ViveController(vrGamepad);
  82066. }
  82067. // Samsung/Oculus Gear VR or Oculus Go
  82068. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82069. return new BABYLON.GearVRController(vrGamepad);
  82070. }
  82071. // Google Daydream
  82072. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82073. return new BABYLON.DaydreamController(vrGamepad);
  82074. }
  82075. // Generic
  82076. else {
  82077. return new BABYLON.GenericController(vrGamepad);
  82078. }
  82079. };
  82080. return PoseEnabledControllerHelper;
  82081. }());
  82082. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82083. /**
  82084. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82085. */
  82086. var PoseEnabledController = /** @class */ (function (_super) {
  82087. __extends(PoseEnabledController, _super);
  82088. /**
  82089. * Creates a new PoseEnabledController from a gamepad
  82090. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82091. */
  82092. function PoseEnabledController(browserGamepad) {
  82093. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82094. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82095. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82096. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82097. /**
  82098. * The device position in babylon space
  82099. */
  82100. _this.devicePosition = BABYLON.Vector3.Zero();
  82101. /**
  82102. * The device rotation in babylon space
  82103. */
  82104. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82105. /**
  82106. * The scale factor of the device in babylon space
  82107. */
  82108. _this.deviceScaleFactor = 1;
  82109. // Used to convert 6dof controllers to 3dof
  82110. _this._trackPosition = true;
  82111. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82112. _this._draggedRoomRotation = 0;
  82113. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82114. /**
  82115. * Internal, matrix used to convert room space to babylon space
  82116. * @hidden
  82117. */
  82118. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82119. /**
  82120. * Node to be used when casting a ray from the controller
  82121. * @hidden
  82122. */
  82123. _this._pointingPoseNode = null;
  82124. _this._workingMatrix = BABYLON.Matrix.Identity();
  82125. /**
  82126. * @hidden
  82127. */
  82128. _this._meshAttachedObservable = new BABYLON.Observable();
  82129. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82130. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82131. _this.position = BABYLON.Vector3.Zero();
  82132. _this.rotationQuaternion = new BABYLON.Quaternion();
  82133. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82134. _this._calculatedRotation = new BABYLON.Quaternion();
  82135. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82136. return _this;
  82137. }
  82138. /**
  82139. * @hidden
  82140. */
  82141. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82142. if (this._trackPosition) {
  82143. this._calculatedPosition.copyFrom(fixedPosition);
  82144. this._trackPosition = false;
  82145. }
  82146. };
  82147. /**
  82148. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82149. */
  82150. PoseEnabledController.prototype.update = function () {
  82151. _super.prototype.update.call(this);
  82152. this._updatePoseAndMesh();
  82153. };
  82154. /**
  82155. * Updates only the pose device and mesh without doing any button event checking
  82156. */
  82157. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82158. var pose = this.browserGamepad.pose;
  82159. this.updateFromDevice(pose);
  82160. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82161. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82162. camera._computeDevicePosition();
  82163. this._deviceToWorld.setTranslation(camera.devicePosition);
  82164. if (camera.deviceRotationQuaternion) {
  82165. var camera = camera;
  82166. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82167. // Find the radian distance away that the headset is from the controllers rotation
  82168. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82169. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82170. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82171. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82172. this._draggedRoomRotation += rotationAmount;
  82173. // Rotate controller around headset
  82174. var sin = Math.sin(-rotationAmount);
  82175. var cos = Math.cos(-rotationAmount);
  82176. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82177. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82178. }
  82179. }
  82180. }
  82181. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82182. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82183. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82184. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82185. if (this._mesh) {
  82186. this._mesh.position.copyFrom(this.devicePosition);
  82187. if (this._mesh.rotationQuaternion) {
  82188. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82189. }
  82190. }
  82191. };
  82192. /**
  82193. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82194. * @param poseData raw pose fromthe device
  82195. */
  82196. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82197. if (poseData) {
  82198. this.rawPose = poseData;
  82199. if (poseData.position) {
  82200. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82201. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82202. this._deviceRoomPosition.z *= -1;
  82203. }
  82204. if (this._trackPosition) {
  82205. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82206. }
  82207. this._calculatedPosition.addInPlace(this.position);
  82208. }
  82209. var pose = this.rawPose;
  82210. if (poseData.orientation && pose.orientation) {
  82211. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82212. if (this._mesh) {
  82213. if (this._mesh.getScene().useRightHandedSystem) {
  82214. this._deviceRoomRotationQuaternion.z *= -1;
  82215. this._deviceRoomRotationQuaternion.w *= -1;
  82216. }
  82217. else {
  82218. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82219. }
  82220. }
  82221. // if the camera is set, rotate to the camera's rotation
  82222. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82223. }
  82224. }
  82225. };
  82226. /**
  82227. * Attaches a mesh to the controller
  82228. * @param mesh the mesh to be attached
  82229. */
  82230. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82231. if (this._mesh) {
  82232. this._mesh.parent = null;
  82233. }
  82234. this._mesh = mesh;
  82235. if (this._poseControlledCamera) {
  82236. this._mesh.parent = this._poseControlledCamera;
  82237. }
  82238. if (!this._mesh.rotationQuaternion) {
  82239. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82240. }
  82241. // 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
  82242. this._updatePoseAndMesh();
  82243. if (this._pointingPoseNode) {
  82244. var parents = [];
  82245. var obj = this._pointingPoseNode;
  82246. while (obj.parent) {
  82247. parents.push(obj.parent);
  82248. obj = obj.parent;
  82249. }
  82250. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82251. }
  82252. this._meshAttachedObservable.notifyObservers(mesh);
  82253. };
  82254. /**
  82255. * Attaches the controllers mesh to a camera
  82256. * @param camera the camera the mesh should be attached to
  82257. */
  82258. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82259. this._poseControlledCamera = camera;
  82260. if (this._mesh) {
  82261. this._mesh.parent = this._poseControlledCamera;
  82262. }
  82263. };
  82264. /**
  82265. * Disposes of the controller
  82266. */
  82267. PoseEnabledController.prototype.dispose = function () {
  82268. if (this._mesh) {
  82269. this._mesh.dispose();
  82270. }
  82271. this._mesh = null;
  82272. _super.prototype.dispose.call(this);
  82273. };
  82274. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82275. /**
  82276. * The mesh that is attached to the controller
  82277. */
  82278. get: function () {
  82279. return this._mesh;
  82280. },
  82281. enumerable: true,
  82282. configurable: true
  82283. });
  82284. /**
  82285. * Gets the ray of the controller in the direction the controller is pointing
  82286. * @param length the length the resulting ray should be
  82287. * @returns a ray in the direction the controller is pointing
  82288. */
  82289. PoseEnabledController.prototype.getForwardRay = function (length) {
  82290. if (length === void 0) { length = 100; }
  82291. if (!this.mesh) {
  82292. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82293. }
  82294. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82295. var origin = m.getTranslation();
  82296. var forward = new BABYLON.Vector3(0, 0, -1);
  82297. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82298. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82299. return new BABYLON.Ray(origin, direction, length);
  82300. };
  82301. /**
  82302. * Name of the child mesh that can be used to cast a ray from the controller
  82303. */
  82304. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82305. return PoseEnabledController;
  82306. }(BABYLON.Gamepad));
  82307. BABYLON.PoseEnabledController = PoseEnabledController;
  82308. })(BABYLON || (BABYLON = {}));
  82309. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82310. var BABYLON;
  82311. (function (BABYLON) {
  82312. /**
  82313. * Defines the WebVRController object that represents controllers tracked in 3D space
  82314. */
  82315. var WebVRController = /** @class */ (function (_super) {
  82316. __extends(WebVRController, _super);
  82317. /**
  82318. * Creates a new WebVRController from a gamepad
  82319. * @param vrGamepad the gamepad that the WebVRController should be created from
  82320. */
  82321. function WebVRController(vrGamepad) {
  82322. var _this = _super.call(this, vrGamepad) || this;
  82323. // Observables
  82324. /**
  82325. * Fired when the trigger state has changed
  82326. */
  82327. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82328. /**
  82329. * Fired when the main button state has changed
  82330. */
  82331. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82332. /**
  82333. * Fired when the secondary button state has changed
  82334. */
  82335. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82336. /**
  82337. * Fired when the pad state has changed
  82338. */
  82339. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82340. /**
  82341. * Fired when controllers stick values have changed
  82342. */
  82343. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82344. /**
  82345. * X and Y axis corrisponding to the controllers joystick
  82346. */
  82347. _this.pad = { x: 0, y: 0 };
  82348. // avoid GC, store state in a tmp object
  82349. _this._changes = {
  82350. pressChanged: false,
  82351. touchChanged: false,
  82352. valueChanged: false,
  82353. changed: false
  82354. };
  82355. _this._buttons = new Array(vrGamepad.buttons.length);
  82356. _this.hand = vrGamepad.hand;
  82357. return _this;
  82358. }
  82359. /**
  82360. * Fired when a controller button's state has changed
  82361. * @param callback the callback containing the button that was modified
  82362. */
  82363. WebVRController.prototype.onButtonStateChange = function (callback) {
  82364. this._onButtonStateChange = callback;
  82365. };
  82366. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82367. /**
  82368. * The default controller model for the controller
  82369. */
  82370. get: function () {
  82371. return this._defaultModel;
  82372. },
  82373. enumerable: true,
  82374. configurable: true
  82375. });
  82376. /**
  82377. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82378. */
  82379. WebVRController.prototype.update = function () {
  82380. _super.prototype.update.call(this);
  82381. for (var index = 0; index < this._buttons.length; index++) {
  82382. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82383. }
  82384. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82385. this.pad.x = this.leftStick.x;
  82386. this.pad.y = this.leftStick.y;
  82387. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82388. }
  82389. };
  82390. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82391. if (!newState) {
  82392. newState = {
  82393. pressed: false,
  82394. touched: false,
  82395. value: 0
  82396. };
  82397. }
  82398. if (!currentState) {
  82399. this._buttons[buttonIndex] = {
  82400. pressed: newState.pressed,
  82401. touched: newState.touched,
  82402. value: newState.value
  82403. };
  82404. return;
  82405. }
  82406. this._checkChanges(newState, currentState);
  82407. if (this._changes.changed) {
  82408. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82409. this._handleButtonChange(buttonIndex, newState, this._changes);
  82410. }
  82411. this._buttons[buttonIndex].pressed = newState.pressed;
  82412. this._buttons[buttonIndex].touched = newState.touched;
  82413. // oculus triggers are never 0, thou not touched.
  82414. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82415. };
  82416. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82417. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82418. this._changes.touchChanged = newState.touched !== currentState.touched;
  82419. this._changes.valueChanged = newState.value !== currentState.value;
  82420. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82421. return this._changes;
  82422. };
  82423. /**
  82424. * Disposes of th webVRCOntroller
  82425. */
  82426. WebVRController.prototype.dispose = function () {
  82427. _super.prototype.dispose.call(this);
  82428. this.onTriggerStateChangedObservable.clear();
  82429. this.onMainButtonStateChangedObservable.clear();
  82430. this.onSecondaryButtonStateChangedObservable.clear();
  82431. this.onPadStateChangedObservable.clear();
  82432. this.onPadValuesChangedObservable.clear();
  82433. };
  82434. return WebVRController;
  82435. }(BABYLON.PoseEnabledController));
  82436. BABYLON.WebVRController = WebVRController;
  82437. })(BABYLON || (BABYLON = {}));
  82438. //# sourceMappingURL=babylon.webVRController.js.map
  82439. var BABYLON;
  82440. (function (BABYLON) {
  82441. /**
  82442. * Oculus Touch Controller
  82443. */
  82444. var OculusTouchController = /** @class */ (function (_super) {
  82445. __extends(OculusTouchController, _super);
  82446. /**
  82447. * Creates a new OculusTouchController from a gamepad
  82448. * @param vrGamepad the gamepad that the controller should be created from
  82449. */
  82450. function OculusTouchController(vrGamepad) {
  82451. var _this = _super.call(this, vrGamepad) || this;
  82452. /**
  82453. * Fired when the secondary trigger on this controller is modified
  82454. */
  82455. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82456. /**
  82457. * Fired when the thumb rest on this controller is modified
  82458. */
  82459. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82460. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82461. return _this;
  82462. }
  82463. /**
  82464. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82465. * @param scene scene in which to add meshes
  82466. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82467. */
  82468. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82469. var _this = this;
  82470. var meshName;
  82471. // Hand
  82472. if (this.hand === 'left') {
  82473. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82474. }
  82475. else { // Right is the default if no hand is specified
  82476. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82477. }
  82478. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82479. /*
  82480. Parent Mesh name: oculus_touch_left
  82481. - body
  82482. - trigger
  82483. - thumbstick
  82484. - grip
  82485. - button_y
  82486. - button_x
  82487. - button_enter
  82488. */
  82489. _this._defaultModel = newMeshes[1];
  82490. _this.attachToMesh(_this._defaultModel);
  82491. if (meshLoaded) {
  82492. meshLoaded(_this._defaultModel);
  82493. }
  82494. });
  82495. };
  82496. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82497. /**
  82498. * Fired when the A button on this controller is modified
  82499. */
  82500. get: function () {
  82501. if (this.hand === 'right') {
  82502. return this.onMainButtonStateChangedObservable;
  82503. }
  82504. else {
  82505. throw new Error('No A button on left hand');
  82506. }
  82507. },
  82508. enumerable: true,
  82509. configurable: true
  82510. });
  82511. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82512. /**
  82513. * Fired when the B button on this controller is modified
  82514. */
  82515. get: function () {
  82516. if (this.hand === 'right') {
  82517. return this.onSecondaryButtonStateChangedObservable;
  82518. }
  82519. else {
  82520. throw new Error('No B button on left hand');
  82521. }
  82522. },
  82523. enumerable: true,
  82524. configurable: true
  82525. });
  82526. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82527. /**
  82528. * Fired when the X button on this controller is modified
  82529. */
  82530. get: function () {
  82531. if (this.hand === 'left') {
  82532. return this.onMainButtonStateChangedObservable;
  82533. }
  82534. else {
  82535. throw new Error('No X button on right hand');
  82536. }
  82537. },
  82538. enumerable: true,
  82539. configurable: true
  82540. });
  82541. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82542. /**
  82543. * Fired when the Y button on this controller is modified
  82544. */
  82545. get: function () {
  82546. if (this.hand === 'left') {
  82547. return this.onSecondaryButtonStateChangedObservable;
  82548. }
  82549. else {
  82550. throw new Error('No Y button on right hand');
  82551. }
  82552. },
  82553. enumerable: true,
  82554. configurable: true
  82555. });
  82556. /**
  82557. * Called once for each button that changed state since the last frame
  82558. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82559. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82560. * 2) secondary trigger (same)
  82561. * 3) A (right) X (left), touch, pressed = value
  82562. * 4) B / Y
  82563. * 5) thumb rest
  82564. * @param buttonIdx Which button index changed
  82565. * @param state New state of the button
  82566. * @param changes Which properties on the state changed since last frame
  82567. */
  82568. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82569. var notifyObject = state; //{ state: state, changes: changes };
  82570. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82571. switch (buttonIdx) {
  82572. case 0:
  82573. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82574. return;
  82575. case 1: // index trigger
  82576. if (this._defaultModel) {
  82577. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82578. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82579. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82580. }
  82581. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82582. return;
  82583. case 2: // secondary trigger
  82584. if (this._defaultModel) {
  82585. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82586. }
  82587. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82588. return;
  82589. case 3:
  82590. if (this._defaultModel) {
  82591. if (notifyObject.pressed) {
  82592. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82593. }
  82594. else {
  82595. (this._defaultModel.getChildren()[1]).position.y = 0;
  82596. }
  82597. }
  82598. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82599. return;
  82600. case 4:
  82601. if (this._defaultModel) {
  82602. if (notifyObject.pressed) {
  82603. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82604. }
  82605. else {
  82606. (this._defaultModel.getChildren()[2]).position.y = 0;
  82607. }
  82608. }
  82609. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82610. return;
  82611. case 5:
  82612. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82613. return;
  82614. }
  82615. };
  82616. /**
  82617. * Base Url for the controller model.
  82618. */
  82619. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82620. /**
  82621. * File name for the left controller model.
  82622. */
  82623. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82624. /**
  82625. * File name for the right controller model.
  82626. */
  82627. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82628. return OculusTouchController;
  82629. }(BABYLON.WebVRController));
  82630. BABYLON.OculusTouchController = OculusTouchController;
  82631. })(BABYLON || (BABYLON = {}));
  82632. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82633. var BABYLON;
  82634. (function (BABYLON) {
  82635. /**
  82636. * Vive Controller
  82637. */
  82638. var ViveController = /** @class */ (function (_super) {
  82639. __extends(ViveController, _super);
  82640. /**
  82641. * Creates a new ViveController from a gamepad
  82642. * @param vrGamepad the gamepad that the controller should be created from
  82643. */
  82644. function ViveController(vrGamepad) {
  82645. var _this = _super.call(this, vrGamepad) || this;
  82646. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82647. _this._invertLeftStickY = true;
  82648. return _this;
  82649. }
  82650. /**
  82651. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82652. * @param scene scene in which to add meshes
  82653. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82654. */
  82655. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82656. var _this = this;
  82657. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82658. /*
  82659. Parent Mesh name: ViveWand
  82660. - body
  82661. - r_gripper
  82662. - l_gripper
  82663. - menu_button
  82664. - system_button
  82665. - trackpad
  82666. - trigger
  82667. - LED
  82668. */
  82669. _this._defaultModel = newMeshes[1];
  82670. _this.attachToMesh(_this._defaultModel);
  82671. if (meshLoaded) {
  82672. meshLoaded(_this._defaultModel);
  82673. }
  82674. });
  82675. };
  82676. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82677. /**
  82678. * Fired when the left button on this controller is modified
  82679. */
  82680. get: function () {
  82681. return this.onMainButtonStateChangedObservable;
  82682. },
  82683. enumerable: true,
  82684. configurable: true
  82685. });
  82686. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82687. /**
  82688. * Fired when the right button on this controller is modified
  82689. */
  82690. get: function () {
  82691. return this.onMainButtonStateChangedObservable;
  82692. },
  82693. enumerable: true,
  82694. configurable: true
  82695. });
  82696. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82697. /**
  82698. * Fired when the menu button on this controller is modified
  82699. */
  82700. get: function () {
  82701. return this.onSecondaryButtonStateChangedObservable;
  82702. },
  82703. enumerable: true,
  82704. configurable: true
  82705. });
  82706. /**
  82707. * Called once for each button that changed state since the last frame
  82708. * Vive mapping:
  82709. * 0: touchpad
  82710. * 1: trigger
  82711. * 2: left AND right buttons
  82712. * 3: menu button
  82713. * @param buttonIdx Which button index changed
  82714. * @param state New state of the button
  82715. * @param changes Which properties on the state changed since last frame
  82716. */
  82717. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82718. var notifyObject = state; //{ state: state, changes: changes };
  82719. switch (buttonIdx) {
  82720. case 0:
  82721. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82722. return;
  82723. case 1: // index trigger
  82724. if (this._defaultModel) {
  82725. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  82726. }
  82727. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82728. return;
  82729. case 2: // left AND right button
  82730. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82731. return;
  82732. case 3:
  82733. if (this._defaultModel) {
  82734. if (notifyObject.pressed) {
  82735. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82736. }
  82737. else {
  82738. (this._defaultModel.getChildren()[2]).position.y = 0;
  82739. }
  82740. }
  82741. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82742. return;
  82743. }
  82744. };
  82745. /**
  82746. * Base Url for the controller model.
  82747. */
  82748. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  82749. /**
  82750. * File name for the controller model.
  82751. */
  82752. ViveController.MODEL_FILENAME = 'wand.babylon';
  82753. return ViveController;
  82754. }(BABYLON.WebVRController));
  82755. BABYLON.ViveController = ViveController;
  82756. })(BABYLON || (BABYLON = {}));
  82757. //# sourceMappingURL=babylon.viveController.js.map
  82758. var BABYLON;
  82759. (function (BABYLON) {
  82760. /**
  82761. * Generic Controller
  82762. */
  82763. var GenericController = /** @class */ (function (_super) {
  82764. __extends(GenericController, _super);
  82765. /**
  82766. * Creates a new GenericController from a gamepad
  82767. * @param vrGamepad the gamepad that the controller should be created from
  82768. */
  82769. function GenericController(vrGamepad) {
  82770. return _super.call(this, vrGamepad) || this;
  82771. }
  82772. /**
  82773. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82774. * @param scene scene in which to add meshes
  82775. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82776. */
  82777. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82778. var _this = this;
  82779. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  82780. _this._defaultModel = newMeshes[1];
  82781. _this.attachToMesh(_this._defaultModel);
  82782. if (meshLoaded) {
  82783. meshLoaded(_this._defaultModel);
  82784. }
  82785. });
  82786. };
  82787. /**
  82788. * Called once for each button that changed state since the last frame
  82789. * @param buttonIdx Which button index changed
  82790. * @param state New state of the button
  82791. * @param changes Which properties on the state changed since last frame
  82792. */
  82793. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82794. console.log("Button id: " + buttonIdx + "state: ");
  82795. console.dir(state);
  82796. };
  82797. /**
  82798. * Base Url for the controller model.
  82799. */
  82800. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  82801. /**
  82802. * File name for the controller model.
  82803. */
  82804. GenericController.MODEL_FILENAME = 'generic.babylon';
  82805. return GenericController;
  82806. }(BABYLON.WebVRController));
  82807. BABYLON.GenericController = GenericController;
  82808. })(BABYLON || (BABYLON = {}));
  82809. //# sourceMappingURL=babylon.genericController.js.map
  82810. var BABYLON;
  82811. (function (BABYLON) {
  82812. /**
  82813. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  82814. */
  82815. var LoadedMeshInfo = /** @class */ (function () {
  82816. function LoadedMeshInfo() {
  82817. /**
  82818. * Map of the button meshes contained in the controller
  82819. */
  82820. this.buttonMeshes = {};
  82821. /**
  82822. * Map of the axis meshes contained in the controller
  82823. */
  82824. this.axisMeshes = {};
  82825. }
  82826. return LoadedMeshInfo;
  82827. }());
  82828. /**
  82829. * Defines the WindowsMotionController object that the state of the windows motion controller
  82830. */
  82831. var WindowsMotionController = /** @class */ (function (_super) {
  82832. __extends(WindowsMotionController, _super);
  82833. /**
  82834. * Creates a new WindowsMotionController from a gamepad
  82835. * @param vrGamepad the gamepad that the controller should be created from
  82836. */
  82837. function WindowsMotionController(vrGamepad) {
  82838. var _this = _super.call(this, vrGamepad) || this;
  82839. _this._mapping = {
  82840. // Semantic button names
  82841. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  82842. // A mapping of the button name to glTF model node name
  82843. // that should be transformed by button value.
  82844. buttonMeshNames: {
  82845. 'trigger': 'SELECT',
  82846. 'menu': 'MENU',
  82847. 'grip': 'GRASP',
  82848. 'thumbstick': 'THUMBSTICK_PRESS',
  82849. 'trackpad': 'TOUCHPAD_PRESS'
  82850. },
  82851. // This mapping is used to translate from the Motion Controller to Babylon semantics
  82852. buttonObservableNames: {
  82853. 'trigger': 'onTriggerStateChangedObservable',
  82854. 'menu': 'onSecondaryButtonStateChangedObservable',
  82855. 'grip': 'onMainButtonStateChangedObservable',
  82856. 'thumbstick': 'onPadStateChangedObservable',
  82857. 'trackpad': 'onTrackpadChangedObservable'
  82858. },
  82859. // A mapping of the axis name to glTF model node name
  82860. // that should be transformed by axis value.
  82861. // This array mirrors the browserGamepad.axes array, such that
  82862. // the mesh corresponding to axis 0 is in this array index 0.
  82863. axisMeshNames: [
  82864. 'THUMBSTICK_X',
  82865. 'THUMBSTICK_Y',
  82866. 'TOUCHPAD_TOUCH_X',
  82867. 'TOUCHPAD_TOUCH_Y'
  82868. ],
  82869. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  82870. };
  82871. /**
  82872. * Fired when the trackpad on this controller is clicked
  82873. */
  82874. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  82875. /**
  82876. * Fired when the trackpad on this controller is modified
  82877. */
  82878. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  82879. /**
  82880. * The current x and y values of this controller's trackpad
  82881. */
  82882. _this.trackpad = { x: 0, y: 0 };
  82883. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  82884. _this._loadedMeshInfo = null;
  82885. return _this;
  82886. }
  82887. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  82888. /**
  82889. * Fired when the trigger on this controller is modified
  82890. */
  82891. get: function () {
  82892. return this.onTriggerStateChangedObservable;
  82893. },
  82894. enumerable: true,
  82895. configurable: true
  82896. });
  82897. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  82898. /**
  82899. * Fired when the menu button on this controller is modified
  82900. */
  82901. get: function () {
  82902. return this.onSecondaryButtonStateChangedObservable;
  82903. },
  82904. enumerable: true,
  82905. configurable: true
  82906. });
  82907. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  82908. /**
  82909. * Fired when the grip button on this controller is modified
  82910. */
  82911. get: function () {
  82912. return this.onMainButtonStateChangedObservable;
  82913. },
  82914. enumerable: true,
  82915. configurable: true
  82916. });
  82917. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  82918. /**
  82919. * Fired when the thumbstick button on this controller is modified
  82920. */
  82921. get: function () {
  82922. return this.onPadStateChangedObservable;
  82923. },
  82924. enumerable: true,
  82925. configurable: true
  82926. });
  82927. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  82928. /**
  82929. * Fired when the touchpad button on this controller is modified
  82930. */
  82931. get: function () {
  82932. return this.onTrackpadChangedObservable;
  82933. },
  82934. enumerable: true,
  82935. configurable: true
  82936. });
  82937. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  82938. /**
  82939. * Fired when the touchpad values on this controller are modified
  82940. */
  82941. get: function () {
  82942. return this.onTrackpadValuesChangedObservable;
  82943. },
  82944. enumerable: true,
  82945. configurable: true
  82946. });
  82947. WindowsMotionController.prototype._updateTrackpad = function () {
  82948. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  82949. this.trackpad.x = this.browserGamepad["axes"][2];
  82950. this.trackpad.y = this.browserGamepad["axes"][3];
  82951. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  82952. }
  82953. };
  82954. /**
  82955. * Called once per frame by the engine.
  82956. */
  82957. WindowsMotionController.prototype.update = function () {
  82958. _super.prototype.update.call(this);
  82959. if (this.browserGamepad.axes) {
  82960. this._updateTrackpad();
  82961. // Only need to animate axes if there is a loaded mesh
  82962. if (this._loadedMeshInfo) {
  82963. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  82964. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  82965. }
  82966. }
  82967. }
  82968. };
  82969. /**
  82970. * Called once for each button that changed state since the last frame
  82971. * @param buttonIdx Which button index changed
  82972. * @param state New state of the button
  82973. * @param changes Which properties on the state changed since last frame
  82974. */
  82975. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82976. var buttonName = this._mapping.buttons[buttonIdx];
  82977. if (!buttonName) {
  82978. return;
  82979. }
  82980. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  82981. this._updateTrackpad();
  82982. // Only emit events for buttons that we know how to map from index to name
  82983. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  82984. if (observable) {
  82985. observable.notifyObservers(state);
  82986. }
  82987. this._lerpButtonTransform(buttonName, state.value);
  82988. };
  82989. /**
  82990. * Moves the buttons on the controller mesh based on their current state
  82991. * @param buttonName the name of the button to move
  82992. * @param buttonValue the value of the button which determines the buttons new position
  82993. */
  82994. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  82995. // If there is no loaded mesh, there is nothing to transform.
  82996. if (!this._loadedMeshInfo) {
  82997. return;
  82998. }
  82999. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83000. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83001. return;
  83002. }
  83003. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83004. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83005. };
  83006. /**
  83007. * Moves the axis on the controller mesh based on its current state
  83008. * @param axis the index of the axis
  83009. * @param axisValue the value of the axis which determines the meshes new position
  83010. * @hidden
  83011. */
  83012. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83013. if (!this._loadedMeshInfo) {
  83014. return;
  83015. }
  83016. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83017. if (!meshInfo) {
  83018. return;
  83019. }
  83020. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83021. return;
  83022. }
  83023. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83024. var lerpValue = axisValue * 0.5 + 0.5;
  83025. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83026. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83027. };
  83028. /**
  83029. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83030. * @param scene scene in which to add meshes
  83031. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83032. */
  83033. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83034. var _this = this;
  83035. if (forceDefault === void 0) { forceDefault = false; }
  83036. var path;
  83037. var filename;
  83038. // Checking if GLB loader is present
  83039. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83040. // Determine the device specific folder based on the ID suffix
  83041. var device = 'default';
  83042. if (this.id && !forceDefault) {
  83043. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83044. device = ((match && match[0]) || device);
  83045. }
  83046. // Hand
  83047. if (this.hand === 'left') {
  83048. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83049. }
  83050. else { // Right is the default if no hand is specified
  83051. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83052. }
  83053. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83054. }
  83055. else {
  83056. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83057. path = BABYLON.GenericController.MODEL_BASE_URL;
  83058. filename = BABYLON.GenericController.MODEL_FILENAME;
  83059. }
  83060. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83061. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83062. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83063. if (!_this._loadedMeshInfo) {
  83064. return;
  83065. }
  83066. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83067. _this.attachToMesh(_this._defaultModel);
  83068. if (meshLoaded) {
  83069. meshLoaded(_this._defaultModel);
  83070. }
  83071. }, null, function (scene, message) {
  83072. BABYLON.Tools.Log(message);
  83073. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83074. if (!forceDefault) {
  83075. _this.initControllerMesh(scene, meshLoaded, true);
  83076. }
  83077. });
  83078. };
  83079. /**
  83080. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83081. * can be transformed by button presses and axes values, based on this._mapping.
  83082. *
  83083. * @param scene scene in which the meshes exist
  83084. * @param meshes list of meshes that make up the controller model to process
  83085. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83086. */
  83087. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83088. var loadedMeshInfo = null;
  83089. // Create a new mesh to contain the glTF hierarchy
  83090. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83091. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83092. var childMesh = null;
  83093. for (var i = 0; i < meshes.length; i++) {
  83094. var mesh = meshes[i];
  83095. if (!mesh.parent) {
  83096. // Exclude controller meshes from picking results
  83097. mesh.isPickable = false;
  83098. // Handle root node, attach to the new parentMesh
  83099. childMesh = mesh;
  83100. break;
  83101. }
  83102. }
  83103. if (childMesh) {
  83104. childMesh.setParent(parentMesh);
  83105. // Create our mesh info. Note that this method will always return non-null.
  83106. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83107. }
  83108. else {
  83109. BABYLON.Tools.Warn('Could not find root node in model file.');
  83110. }
  83111. return loadedMeshInfo;
  83112. };
  83113. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83114. var loadedMeshInfo = new LoadedMeshInfo();
  83115. var i;
  83116. loadedMeshInfo.rootNode = rootNode;
  83117. // Reset the caches
  83118. loadedMeshInfo.buttonMeshes = {};
  83119. loadedMeshInfo.axisMeshes = {};
  83120. // Button Meshes
  83121. for (i = 0; i < this._mapping.buttons.length; i++) {
  83122. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83123. if (!buttonMeshName) {
  83124. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83125. continue;
  83126. }
  83127. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83128. if (!buttonMesh) {
  83129. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83130. continue;
  83131. }
  83132. var buttonMeshInfo = {
  83133. index: i,
  83134. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83135. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83136. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83137. };
  83138. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83139. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83140. }
  83141. else {
  83142. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83143. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83144. '(VALUE: ' + !!buttonMeshInfo.value +
  83145. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83146. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83147. ')');
  83148. }
  83149. }
  83150. // Axis Meshes
  83151. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83152. var axisMeshName = this._mapping.axisMeshNames[i];
  83153. if (!axisMeshName) {
  83154. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83155. continue;
  83156. }
  83157. var axisMesh = getChildByName(rootNode, axisMeshName);
  83158. if (!axisMesh) {
  83159. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83160. continue;
  83161. }
  83162. var axisMeshInfo = {
  83163. index: i,
  83164. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83165. min: getImmediateChildByName(axisMesh, 'MIN'),
  83166. max: getImmediateChildByName(axisMesh, 'MAX')
  83167. };
  83168. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83169. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83170. }
  83171. else {
  83172. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83173. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83174. '(VALUE: ' + !!axisMeshInfo.value +
  83175. ', MIN: ' + !!axisMeshInfo.min +
  83176. ', MAX:' + !!axisMeshInfo.max +
  83177. ')');
  83178. }
  83179. }
  83180. // Pointing Ray
  83181. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83182. if (!loadedMeshInfo.pointingPoseNode) {
  83183. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83184. }
  83185. else {
  83186. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83187. }
  83188. return loadedMeshInfo;
  83189. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83190. function getChildByName(node, name) {
  83191. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83192. }
  83193. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83194. function getImmediateChildByName(node, name) {
  83195. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83196. }
  83197. };
  83198. /**
  83199. * Gets the ray of the controller in the direction the controller is pointing
  83200. * @param length the length the resulting ray should be
  83201. * @returns a ray in the direction the controller is pointing
  83202. */
  83203. WindowsMotionController.prototype.getForwardRay = function (length) {
  83204. if (length === void 0) { length = 100; }
  83205. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83206. return _super.prototype.getForwardRay.call(this, length);
  83207. }
  83208. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83209. var origin = m.getTranslation();
  83210. var forward = new BABYLON.Vector3(0, 0, -1);
  83211. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83212. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83213. return new BABYLON.Ray(origin, direction, length);
  83214. };
  83215. /**
  83216. * Disposes of the controller
  83217. */
  83218. WindowsMotionController.prototype.dispose = function () {
  83219. _super.prototype.dispose.call(this);
  83220. this.onTrackpadChangedObservable.clear();
  83221. };
  83222. /**
  83223. * The base url used to load the left and right controller models
  83224. */
  83225. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83226. /**
  83227. * The name of the left controller model file
  83228. */
  83229. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83230. /**
  83231. * The name of the right controller model file
  83232. */
  83233. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83234. /**
  83235. * The controller name prefix for this controller type
  83236. */
  83237. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83238. /**
  83239. * The controller id pattern for this controller type
  83240. */
  83241. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83242. return WindowsMotionController;
  83243. }(BABYLON.WebVRController));
  83244. BABYLON.WindowsMotionController = WindowsMotionController;
  83245. })(BABYLON || (BABYLON = {}));
  83246. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83247. var BABYLON;
  83248. (function (BABYLON) {
  83249. /**
  83250. * Gear VR Controller
  83251. */
  83252. var GearVRController = /** @class */ (function (_super) {
  83253. __extends(GearVRController, _super);
  83254. /**
  83255. * Creates a new GearVRController from a gamepad
  83256. * @param vrGamepad the gamepad that the controller should be created from
  83257. */
  83258. function GearVRController(vrGamepad) {
  83259. var _this = _super.call(this, vrGamepad) || this;
  83260. _this._buttonIndexToObservableNameMap = [
  83261. 'onTrackpadChangedObservable',
  83262. 'onTriggerStateChangedObservable' // Trigger
  83263. ];
  83264. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83265. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83266. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83267. _this._disableTrackPosition(_this._calculatedPosition);
  83268. return _this;
  83269. }
  83270. /**
  83271. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83272. * @param scene scene in which to add meshes
  83273. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83274. */
  83275. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83276. var _this = this;
  83277. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83278. // Offset the controller so it will rotate around the users wrist
  83279. var mesh = new BABYLON.Mesh("", scene);
  83280. newMeshes[1].parent = mesh;
  83281. newMeshes[1].position.z = -0.15;
  83282. _this._defaultModel = mesh;
  83283. _this.attachToMesh(_this._defaultModel);
  83284. if (meshLoaded) {
  83285. meshLoaded(_this._defaultModel);
  83286. }
  83287. });
  83288. };
  83289. /**
  83290. * Called once for each button that changed state since the last frame
  83291. * @param buttonIdx Which button index changed
  83292. * @param state New state of the button
  83293. * @param changes Which properties on the state changed since last frame
  83294. */
  83295. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83296. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83297. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83298. // Only emit events for buttons that we know how to map from index to observable
  83299. var observable = this[observableName];
  83300. if (observable) {
  83301. observable.notifyObservers(state);
  83302. }
  83303. }
  83304. };
  83305. /**
  83306. * Base Url for the controller model.
  83307. */
  83308. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83309. /**
  83310. * File name for the controller model.
  83311. */
  83312. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83313. /**
  83314. * Gamepad Id prefix used to identify this controller.
  83315. */
  83316. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83317. return GearVRController;
  83318. }(BABYLON.WebVRController));
  83319. BABYLON.GearVRController = GearVRController;
  83320. })(BABYLON || (BABYLON = {}));
  83321. //# sourceMappingURL=babylon.gearVRController.js.map
  83322. var BABYLON;
  83323. (function (BABYLON) {
  83324. /**
  83325. * Google Daydream controller
  83326. */
  83327. var DaydreamController = /** @class */ (function (_super) {
  83328. __extends(DaydreamController, _super);
  83329. /**
  83330. * Creates a new DaydreamController from a gamepad
  83331. * @param vrGamepad the gamepad that the controller should be created from
  83332. */
  83333. function DaydreamController(vrGamepad) {
  83334. var _this = _super.call(this, vrGamepad) || this;
  83335. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83336. return _this;
  83337. }
  83338. /**
  83339. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83340. * @param scene scene in which to add meshes
  83341. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83342. */
  83343. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83344. var _this = this;
  83345. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83346. _this._defaultModel = newMeshes[1];
  83347. _this.attachToMesh(_this._defaultModel);
  83348. if (meshLoaded) {
  83349. meshLoaded(_this._defaultModel);
  83350. }
  83351. });
  83352. };
  83353. /**
  83354. * Called once for each button that changed state since the last frame
  83355. * @param buttonIdx Which button index changed
  83356. * @param state New state of the button
  83357. * @param changes Which properties on the state changed since last frame
  83358. */
  83359. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83360. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83361. if (buttonIdx === 0) {
  83362. var observable = this.onTriggerStateChangedObservable;
  83363. if (observable) {
  83364. observable.notifyObservers(state);
  83365. }
  83366. }
  83367. else {
  83368. // If the app or home buttons are ever made available
  83369. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83370. }
  83371. };
  83372. /**
  83373. * Base Url for the controller model.
  83374. */
  83375. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83376. /**
  83377. * File name for the controller model.
  83378. */
  83379. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83380. /**
  83381. * Gamepad Id prefix used to identify Daydream Controller.
  83382. */
  83383. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83384. return DaydreamController;
  83385. }(BABYLON.WebVRController));
  83386. BABYLON.DaydreamController = DaydreamController;
  83387. })(BABYLON || (BABYLON = {}));
  83388. //# sourceMappingURL=babylon.daydreamController.js.map
  83389. var BABYLON;
  83390. (function (BABYLON) {
  83391. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83392. get: function () {
  83393. if (!this._gamepadManager) {
  83394. this._gamepadManager = new BABYLON.GamepadManager(this);
  83395. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83396. if (!component) {
  83397. component = new GamepadSystemSceneComponent(this);
  83398. this._addComponent(component);
  83399. }
  83400. }
  83401. return this._gamepadManager;
  83402. },
  83403. enumerable: true,
  83404. configurable: true
  83405. });
  83406. /**
  83407. * Adds a gamepad to the free camera inputs manager
  83408. */
  83409. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83410. this.add(new BABYLON.FreeCameraGamepadInput());
  83411. return this;
  83412. };
  83413. /**
  83414. * Adds a gamepad to the arc rotate camera inputs manager
  83415. */
  83416. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83417. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83418. return this;
  83419. };
  83420. /**
  83421. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83422. */
  83423. var GamepadSystemSceneComponent = /** @class */ (function () {
  83424. /**
  83425. * Creates a new instance of the component for the given scene
  83426. * @param scene Defines the scene to register the component in
  83427. */
  83428. function GamepadSystemSceneComponent(scene) {
  83429. /**
  83430. * The component name helpfull to identify the component in the list of scene components.
  83431. */
  83432. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83433. this.scene = scene;
  83434. }
  83435. /**
  83436. * Registers the component in a given scene
  83437. */
  83438. GamepadSystemSceneComponent.prototype.register = function () {
  83439. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83440. };
  83441. /**
  83442. * Rebuilds the elements related to this component in case of
  83443. * context lost for instance.
  83444. */
  83445. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83446. // Nothing to do for gamepads
  83447. };
  83448. /**
  83449. * Disposes the component and the associated ressources
  83450. */
  83451. GamepadSystemSceneComponent.prototype.dispose = function () {
  83452. var gamepadManager = this.scene._gamepadManager;
  83453. if (gamepadManager) {
  83454. gamepadManager.dispose();
  83455. this.scene._gamepadManager = null;
  83456. }
  83457. };
  83458. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83459. var gamepadManager = this.scene._gamepadManager;
  83460. if (gamepadManager && gamepadManager._isMonitoring) {
  83461. gamepadManager._checkGamepadsStatus();
  83462. }
  83463. };
  83464. return GamepadSystemSceneComponent;
  83465. }());
  83466. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83467. })(BABYLON || (BABYLON = {}));
  83468. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83469. var BABYLON;
  83470. (function (BABYLON) {
  83471. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83472. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83473. });
  83474. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83475. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83476. });
  83477. /**
  83478. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83479. * an arc rotate version arcFollowCamera are available.
  83480. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83481. */
  83482. var FollowCamera = /** @class */ (function (_super) {
  83483. __extends(FollowCamera, _super);
  83484. /**
  83485. * Instantiates the follow camera.
  83486. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83487. * @param name Define the name of the camera in the scene
  83488. * @param position Define the position of the camera
  83489. * @param scene Define the scene the camera belong to
  83490. * @param lockedTarget Define the target of the camera
  83491. */
  83492. function FollowCamera(name, position, scene, lockedTarget) {
  83493. if (lockedTarget === void 0) { lockedTarget = null; }
  83494. var _this = _super.call(this, name, position, scene) || this;
  83495. /**
  83496. * Distance the follow camera should follow an object at
  83497. */
  83498. _this.radius = 12;
  83499. /**
  83500. * Define a rotation offset between the camera and the object it follows
  83501. */
  83502. _this.rotationOffset = 0;
  83503. /**
  83504. * Define a height offset between the camera and the object it follows.
  83505. * It can help following an object from the top (like a car chaing a plane)
  83506. */
  83507. _this.heightOffset = 4;
  83508. /**
  83509. * Define how fast the camera can accelerate to follow it s target.
  83510. */
  83511. _this.cameraAcceleration = 0.05;
  83512. /**
  83513. * Define the speed limit of the camera following an object.
  83514. */
  83515. _this.maxCameraSpeed = 20;
  83516. _this.lockedTarget = lockedTarget;
  83517. return _this;
  83518. }
  83519. FollowCamera.prototype._follow = function (cameraTarget) {
  83520. if (!cameraTarget) {
  83521. return;
  83522. }
  83523. var yRotation;
  83524. if (cameraTarget.rotationQuaternion) {
  83525. var rotMatrix = new BABYLON.Matrix();
  83526. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83527. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83528. }
  83529. else {
  83530. yRotation = cameraTarget.rotation.y;
  83531. }
  83532. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83533. var targetPosition = cameraTarget.getAbsolutePosition();
  83534. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83535. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83536. var dx = targetX - this.position.x;
  83537. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83538. var dz = (targetZ) - this.position.z;
  83539. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83540. var vy = dy * this.cameraAcceleration;
  83541. var vz = dz * this.cameraAcceleration * 2;
  83542. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83543. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83544. }
  83545. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83546. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83547. }
  83548. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83549. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83550. }
  83551. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83552. this.setTarget(targetPosition);
  83553. };
  83554. /** @hidden */
  83555. FollowCamera.prototype._checkInputs = function () {
  83556. _super.prototype._checkInputs.call(this);
  83557. if (this.lockedTarget) {
  83558. this._follow(this.lockedTarget);
  83559. }
  83560. };
  83561. /**
  83562. * Gets the camera class name.
  83563. * @returns the class name
  83564. */
  83565. FollowCamera.prototype.getClassName = function () {
  83566. return "FollowCamera";
  83567. };
  83568. __decorate([
  83569. BABYLON.serialize()
  83570. ], FollowCamera.prototype, "radius", void 0);
  83571. __decorate([
  83572. BABYLON.serialize()
  83573. ], FollowCamera.prototype, "rotationOffset", void 0);
  83574. __decorate([
  83575. BABYLON.serialize()
  83576. ], FollowCamera.prototype, "heightOffset", void 0);
  83577. __decorate([
  83578. BABYLON.serialize()
  83579. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83580. __decorate([
  83581. BABYLON.serialize()
  83582. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83583. __decorate([
  83584. BABYLON.serializeAsMeshReference("lockedTargetId")
  83585. ], FollowCamera.prototype, "lockedTarget", void 0);
  83586. return FollowCamera;
  83587. }(BABYLON.TargetCamera));
  83588. BABYLON.FollowCamera = FollowCamera;
  83589. /**
  83590. * Arc Rotate version of the follow camera.
  83591. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83592. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83593. */
  83594. var ArcFollowCamera = /** @class */ (function (_super) {
  83595. __extends(ArcFollowCamera, _super);
  83596. /**
  83597. * Instantiates a new ArcFollowCamera
  83598. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83599. * @param name Define the name of the camera
  83600. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83601. * @param beta Define the rotation angle of the camera around the elevation axis
  83602. * @param radius Define the radius of the camera from its target point
  83603. * @param target Define the target of the camera
  83604. * @param scene Define the scene the camera belongs to
  83605. */
  83606. function ArcFollowCamera(name,
  83607. /** The longitudinal angle of the camera */
  83608. alpha,
  83609. /** The latitudinal angle of the camera */
  83610. beta,
  83611. /** The radius of the camera from its target */
  83612. radius,
  83613. /** Define the camera target (the messh it should follow) */
  83614. target, scene) {
  83615. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83616. _this.alpha = alpha;
  83617. _this.beta = beta;
  83618. _this.radius = radius;
  83619. _this.target = target;
  83620. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83621. _this._follow();
  83622. return _this;
  83623. }
  83624. ArcFollowCamera.prototype._follow = function () {
  83625. if (!this.target) {
  83626. return;
  83627. }
  83628. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83629. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83630. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83631. var targetPosition = this.target.getAbsolutePosition();
  83632. this.position = targetPosition.add(this._cartesianCoordinates);
  83633. this.setTarget(targetPosition);
  83634. };
  83635. /** @hidden */
  83636. ArcFollowCamera.prototype._checkInputs = function () {
  83637. _super.prototype._checkInputs.call(this);
  83638. this._follow();
  83639. };
  83640. /**
  83641. * Returns the class name of the object.
  83642. * It is mostly used internally for serialization purposes.
  83643. */
  83644. ArcFollowCamera.prototype.getClassName = function () {
  83645. return "ArcFollowCamera";
  83646. };
  83647. return ArcFollowCamera;
  83648. }(BABYLON.TargetCamera));
  83649. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83650. })(BABYLON || (BABYLON = {}));
  83651. //# sourceMappingURL=babylon.followCamera.js.map
  83652. var BABYLON;
  83653. (function (BABYLON) {
  83654. /**
  83655. * 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,
  83656. * which still works and will still be found in many Playgrounds.
  83657. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83658. */
  83659. var UniversalCamera = /** @class */ (function (_super) {
  83660. __extends(UniversalCamera, _super);
  83661. /**
  83662. * 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,
  83663. * which still works and will still be found in many Playgrounds.
  83664. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83665. * @param name Define the name of the camera in the scene
  83666. * @param position Define the start position of the camera in the scene
  83667. * @param scene Define the scene the camera belongs to
  83668. */
  83669. function UniversalCamera(name, position, scene) {
  83670. var _this = _super.call(this, name, position, scene) || this;
  83671. _this.inputs.addGamepad();
  83672. return _this;
  83673. }
  83674. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83675. /**
  83676. * Defines the gamepad rotation sensiblity.
  83677. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83678. */
  83679. get: function () {
  83680. var gamepad = this.inputs.attached["gamepad"];
  83681. if (gamepad) {
  83682. return gamepad.gamepadAngularSensibility;
  83683. }
  83684. return 0;
  83685. },
  83686. set: function (value) {
  83687. var gamepad = this.inputs.attached["gamepad"];
  83688. if (gamepad) {
  83689. gamepad.gamepadAngularSensibility = value;
  83690. }
  83691. },
  83692. enumerable: true,
  83693. configurable: true
  83694. });
  83695. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83696. /**
  83697. * Defines the gamepad move sensiblity.
  83698. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83699. */
  83700. get: function () {
  83701. var gamepad = this.inputs.attached["gamepad"];
  83702. if (gamepad) {
  83703. return gamepad.gamepadMoveSensibility;
  83704. }
  83705. return 0;
  83706. },
  83707. set: function (value) {
  83708. var gamepad = this.inputs.attached["gamepad"];
  83709. if (gamepad) {
  83710. gamepad.gamepadMoveSensibility = value;
  83711. }
  83712. },
  83713. enumerable: true,
  83714. configurable: true
  83715. });
  83716. /**
  83717. * Gets the current object class name.
  83718. * @return the class name
  83719. */
  83720. UniversalCamera.prototype.getClassName = function () {
  83721. return "UniversalCamera";
  83722. };
  83723. return UniversalCamera;
  83724. }(BABYLON.TouchCamera));
  83725. BABYLON.UniversalCamera = UniversalCamera;
  83726. })(BABYLON || (BABYLON = {}));
  83727. //# sourceMappingURL=babylon.universalCamera.js.map
  83728. var BABYLON;
  83729. (function (BABYLON) {
  83730. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  83731. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  83732. });
  83733. /**
  83734. * This represents a FPS type of camera. This is only here for back compat purpose.
  83735. * Please use the UniversalCamera instead as both are identical.
  83736. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83737. */
  83738. var GamepadCamera = /** @class */ (function (_super) {
  83739. __extends(GamepadCamera, _super);
  83740. /**
  83741. * Instantiates a new Gamepad Camera
  83742. * This represents a FPS type of camera. This is only here for back compat purpose.
  83743. * Please use the UniversalCamera instead as both are identical.
  83744. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83745. * @param name Define the name of the camera in the scene
  83746. * @param position Define the start position of the camera in the scene
  83747. * @param scene Define the scene the camera belongs to
  83748. */
  83749. function GamepadCamera(name, position, scene) {
  83750. return _super.call(this, name, position, scene) || this;
  83751. }
  83752. /**
  83753. * Gets the current object class name.
  83754. * @return the class name
  83755. */
  83756. GamepadCamera.prototype.getClassName = function () {
  83757. return "GamepadCamera";
  83758. };
  83759. return GamepadCamera;
  83760. }(BABYLON.UniversalCamera));
  83761. BABYLON.GamepadCamera = GamepadCamera;
  83762. })(BABYLON || (BABYLON = {}));
  83763. //# sourceMappingURL=babylon.gamepadCamera.js.map
  83764. var BABYLON;
  83765. (function (BABYLON) {
  83766. /**
  83767. * PostProcessRenderPipelineManager class
  83768. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83769. */
  83770. var PostProcessRenderPipelineManager = /** @class */ (function () {
  83771. /**
  83772. * Initializes a PostProcessRenderPipelineManager
  83773. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83774. */
  83775. function PostProcessRenderPipelineManager() {
  83776. this._renderPipelines = {};
  83777. }
  83778. /**
  83779. * Adds a pipeline to the manager
  83780. * @param renderPipeline The pipeline to add
  83781. */
  83782. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  83783. this._renderPipelines[renderPipeline._name] = renderPipeline;
  83784. };
  83785. /**
  83786. * Attaches a camera to the pipeline
  83787. * @param renderPipelineName The name of the pipeline to attach to
  83788. * @param cameras the camera to attach
  83789. * @param unique if the camera can be attached multiple times to the pipeline
  83790. */
  83791. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  83792. if (unique === void 0) { unique = false; }
  83793. var renderPipeline = this._renderPipelines[renderPipelineName];
  83794. if (!renderPipeline) {
  83795. return;
  83796. }
  83797. renderPipeline._attachCameras(cameras, unique);
  83798. };
  83799. /**
  83800. * Detaches a camera from the pipeline
  83801. * @param renderPipelineName The name of the pipeline to detach from
  83802. * @param cameras the camera to detach
  83803. */
  83804. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  83805. var renderPipeline = this._renderPipelines[renderPipelineName];
  83806. if (!renderPipeline) {
  83807. return;
  83808. }
  83809. renderPipeline._detachCameras(cameras);
  83810. };
  83811. /**
  83812. * Enables an effect by name on a pipeline
  83813. * @param renderPipelineName the name of the pipeline to enable the effect in
  83814. * @param renderEffectName the name of the effect to enable
  83815. * @param cameras the cameras that the effect should be enabled on
  83816. */
  83817. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83818. var renderPipeline = this._renderPipelines[renderPipelineName];
  83819. if (!renderPipeline) {
  83820. return;
  83821. }
  83822. renderPipeline._enableEffect(renderEffectName, cameras);
  83823. };
  83824. /**
  83825. * Disables an effect by name on a pipeline
  83826. * @param renderPipelineName the name of the pipeline to disable the effect in
  83827. * @param renderEffectName the name of the effect to disable
  83828. * @param cameras the cameras that the effect should be disabled on
  83829. */
  83830. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83831. var renderPipeline = this._renderPipelines[renderPipelineName];
  83832. if (!renderPipeline) {
  83833. return;
  83834. }
  83835. renderPipeline._disableEffect(renderEffectName, cameras);
  83836. };
  83837. /**
  83838. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  83839. */
  83840. PostProcessRenderPipelineManager.prototype.update = function () {
  83841. for (var renderPipelineName in this._renderPipelines) {
  83842. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83843. var pipeline = this._renderPipelines[renderPipelineName];
  83844. if (!pipeline.isSupported) {
  83845. pipeline.dispose();
  83846. delete this._renderPipelines[renderPipelineName];
  83847. }
  83848. else {
  83849. pipeline._update();
  83850. }
  83851. }
  83852. }
  83853. };
  83854. /** @hidden */
  83855. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  83856. for (var renderPipelineName in this._renderPipelines) {
  83857. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83858. var pipeline = this._renderPipelines[renderPipelineName];
  83859. pipeline._rebuild();
  83860. }
  83861. }
  83862. };
  83863. /**
  83864. * Disposes of the manager and pipelines
  83865. */
  83866. PostProcessRenderPipelineManager.prototype.dispose = function () {
  83867. for (var renderPipelineName in this._renderPipelines) {
  83868. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  83869. var pipeline = this._renderPipelines[renderPipelineName];
  83870. pipeline.dispose();
  83871. }
  83872. }
  83873. };
  83874. return PostProcessRenderPipelineManager;
  83875. }());
  83876. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  83877. })(BABYLON || (BABYLON = {}));
  83878. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  83879. var BABYLON;
  83880. (function (BABYLON) {
  83881. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  83882. get: function () {
  83883. if (!this._postProcessRenderPipelineManager) {
  83884. // Register the G Buffer component to the scene.
  83885. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  83886. if (!component) {
  83887. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  83888. this._addComponent(component);
  83889. }
  83890. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  83891. }
  83892. return this._postProcessRenderPipelineManager;
  83893. },
  83894. enumerable: true,
  83895. configurable: true
  83896. });
  83897. /**
  83898. * Defines the Render Pipeline scene component responsible to rendering pipelines
  83899. */
  83900. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  83901. /**
  83902. * Creates a new instance of the component for the given scene
  83903. * @param scene Defines the scene to register the component in
  83904. */
  83905. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  83906. /**
  83907. * The component name helpfull to identify the component in the list of scene components.
  83908. */
  83909. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  83910. this.scene = scene;
  83911. }
  83912. /**
  83913. * Registers the component in a given scene
  83914. */
  83915. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  83916. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  83917. };
  83918. /**
  83919. * Rebuilds the elements related to this component in case of
  83920. * context lost for instance.
  83921. */
  83922. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  83923. if (this.scene._postProcessRenderPipelineManager) {
  83924. this.scene._postProcessRenderPipelineManager._rebuild();
  83925. }
  83926. };
  83927. /**
  83928. * Disposes the component and the associated ressources
  83929. */
  83930. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  83931. if (this.scene._postProcessRenderPipelineManager) {
  83932. this.scene._postProcessRenderPipelineManager.dispose();
  83933. }
  83934. };
  83935. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  83936. if (this.scene._postProcessRenderPipelineManager) {
  83937. this.scene._postProcessRenderPipelineManager.update();
  83938. }
  83939. };
  83940. return PostProcessRenderPipelineManagerSceneComponent;
  83941. }());
  83942. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  83943. })(BABYLON || (BABYLON = {}));
  83944. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  83945. var BABYLON;
  83946. (function (BABYLON) {
  83947. /**
  83948. * This represents a set of one or more post processes in Babylon.
  83949. * A post process can be used to apply a shader to a texture after it is rendered.
  83950. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83951. */
  83952. var PostProcessRenderEffect = /** @class */ (function () {
  83953. /**
  83954. * Instantiates a post process render effect.
  83955. * A post process can be used to apply a shader to a texture after it is rendered.
  83956. * @param engine The engine the effect is tied to
  83957. * @param name The name of the effect
  83958. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  83959. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  83960. */
  83961. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  83962. this._name = name;
  83963. this._singleInstance = singleInstance || true;
  83964. this._getPostProcesses = getPostProcesses;
  83965. this._cameras = {};
  83966. this._indicesForCamera = {};
  83967. this._postProcesses = {};
  83968. }
  83969. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  83970. /**
  83971. * Checks if all the post processes in the effect are supported.
  83972. */
  83973. get: function () {
  83974. for (var index in this._postProcesses) {
  83975. if (this._postProcesses.hasOwnProperty(index)) {
  83976. var pps = this._postProcesses[index];
  83977. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  83978. if (!pps[ppIndex].isSupported) {
  83979. return false;
  83980. }
  83981. }
  83982. }
  83983. }
  83984. return true;
  83985. },
  83986. enumerable: true,
  83987. configurable: true
  83988. });
  83989. /**
  83990. * Updates the current state of the effect
  83991. * @hidden
  83992. */
  83993. PostProcessRenderEffect.prototype._update = function () {
  83994. };
  83995. /**
  83996. * Attaches the effect on cameras
  83997. * @param cameras The camera to attach to.
  83998. * @hidden
  83999. */
  84000. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84001. var _this = this;
  84002. var cameraKey;
  84003. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84004. if (!cams) {
  84005. return;
  84006. }
  84007. for (var i = 0; i < cams.length; i++) {
  84008. var camera = cams[i];
  84009. var cameraName = camera.name;
  84010. if (this._singleInstance) {
  84011. cameraKey = 0;
  84012. }
  84013. else {
  84014. cameraKey = cameraName;
  84015. }
  84016. if (!this._postProcesses[cameraKey]) {
  84017. var postProcess = this._getPostProcesses();
  84018. if (postProcess) {
  84019. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84020. }
  84021. }
  84022. if (!this._indicesForCamera[cameraName]) {
  84023. this._indicesForCamera[cameraName] = [];
  84024. }
  84025. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84026. var index = camera.attachPostProcess(postProcess);
  84027. _this._indicesForCamera[cameraName].push(index);
  84028. });
  84029. if (!this._cameras[cameraName]) {
  84030. this._cameras[cameraName] = camera;
  84031. }
  84032. }
  84033. };
  84034. /**
  84035. * Detatches the effect on cameras
  84036. * @param cameras The camera to detatch from.
  84037. * @hidden
  84038. */
  84039. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84040. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84041. if (!cams) {
  84042. return;
  84043. }
  84044. for (var i = 0; i < cams.length; i++) {
  84045. var camera = cams[i];
  84046. var cameraName = camera.name;
  84047. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84048. camera.detachPostProcess(postProcess);
  84049. });
  84050. if (this._cameras[cameraName]) {
  84051. //this._indicesForCamera.splice(index, 1);
  84052. this._cameras[cameraName] = null;
  84053. }
  84054. }
  84055. };
  84056. /**
  84057. * Enables the effect on given cameras
  84058. * @param cameras The camera to enable.
  84059. * @hidden
  84060. */
  84061. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84062. var _this = this;
  84063. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84064. if (!cams) {
  84065. return;
  84066. }
  84067. for (var i = 0; i < cams.length; i++) {
  84068. var camera = cams[i];
  84069. var cameraName = camera.name;
  84070. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84071. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84072. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84073. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84074. });
  84075. }
  84076. }
  84077. }
  84078. };
  84079. /**
  84080. * Disables the effect on the given cameras
  84081. * @param cameras The camera to disable.
  84082. * @hidden
  84083. */
  84084. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84085. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84086. if (!cams) {
  84087. return;
  84088. }
  84089. for (var i = 0; i < cams.length; i++) {
  84090. var camera = cams[i];
  84091. var cameraName = camera.name;
  84092. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84093. camera.detachPostProcess(postProcess);
  84094. });
  84095. }
  84096. };
  84097. /**
  84098. * Gets a list of the post processes contained in the effect.
  84099. * @param camera The camera to get the post processes on.
  84100. * @returns The list of the post processes in the effect.
  84101. */
  84102. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84103. if (this._singleInstance) {
  84104. return this._postProcesses[0];
  84105. }
  84106. else {
  84107. if (!camera) {
  84108. return null;
  84109. }
  84110. return this._postProcesses[camera.name];
  84111. }
  84112. };
  84113. return PostProcessRenderEffect;
  84114. }());
  84115. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84116. })(BABYLON || (BABYLON = {}));
  84117. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84118. var BABYLON;
  84119. (function (BABYLON) {
  84120. /**
  84121. * PostProcessRenderPipeline
  84122. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84123. */
  84124. var PostProcessRenderPipeline = /** @class */ (function () {
  84125. /**
  84126. * Initializes a PostProcessRenderPipeline
  84127. * @param engine engine to add the pipeline to
  84128. * @param name name of the pipeline
  84129. */
  84130. function PostProcessRenderPipeline(engine, name) {
  84131. this.engine = engine;
  84132. this._name = name;
  84133. this._renderEffects = {};
  84134. this._renderEffectsForIsolatedPass = new Array();
  84135. this._cameras = [];
  84136. }
  84137. /**
  84138. * "PostProcessRenderPipeline"
  84139. * @returns "PostProcessRenderPipeline"
  84140. */
  84141. PostProcessRenderPipeline.prototype.getClassName = function () {
  84142. return "PostProcessRenderPipeline";
  84143. };
  84144. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84145. /**
  84146. * If all the render effects in the pipeline are support
  84147. */
  84148. get: function () {
  84149. for (var renderEffectName in this._renderEffects) {
  84150. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84151. if (!this._renderEffects[renderEffectName].isSupported) {
  84152. return false;
  84153. }
  84154. }
  84155. }
  84156. return true;
  84157. },
  84158. enumerable: true,
  84159. configurable: true
  84160. });
  84161. /**
  84162. * Adds an effect to the pipeline
  84163. * @param renderEffect the effect to add
  84164. */
  84165. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84166. this._renderEffects[renderEffect._name] = renderEffect;
  84167. };
  84168. // private
  84169. /** @hidden */
  84170. PostProcessRenderPipeline.prototype._rebuild = function () {
  84171. };
  84172. /** @hidden */
  84173. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84174. var renderEffects = this._renderEffects[renderEffectName];
  84175. if (!renderEffects) {
  84176. return;
  84177. }
  84178. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84179. };
  84180. /** @hidden */
  84181. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84182. var renderEffects = this._renderEffects[renderEffectName];
  84183. if (!renderEffects) {
  84184. return;
  84185. }
  84186. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84187. };
  84188. /** @hidden */
  84189. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84190. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84191. if (!cams) {
  84192. return;
  84193. }
  84194. var indicesToDelete = [];
  84195. var i;
  84196. for (i = 0; i < cams.length; i++) {
  84197. var camera = cams[i];
  84198. var cameraName = camera.name;
  84199. if (this._cameras.indexOf(camera) === -1) {
  84200. this._cameras[cameraName] = camera;
  84201. }
  84202. else if (unique) {
  84203. indicesToDelete.push(i);
  84204. }
  84205. }
  84206. for (i = 0; i < indicesToDelete.length; i++) {
  84207. cameras.splice(indicesToDelete[i], 1);
  84208. }
  84209. for (var renderEffectName in this._renderEffects) {
  84210. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84211. this._renderEffects[renderEffectName]._attachCameras(cams);
  84212. }
  84213. }
  84214. };
  84215. /** @hidden */
  84216. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84217. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84218. if (!cams) {
  84219. return;
  84220. }
  84221. for (var renderEffectName in this._renderEffects) {
  84222. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84223. this._renderEffects[renderEffectName]._detachCameras(cams);
  84224. }
  84225. }
  84226. for (var i = 0; i < cams.length; i++) {
  84227. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84228. }
  84229. };
  84230. /** @hidden */
  84231. PostProcessRenderPipeline.prototype._update = function () {
  84232. for (var renderEffectName in this._renderEffects) {
  84233. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84234. this._renderEffects[renderEffectName]._update();
  84235. }
  84236. }
  84237. for (var i = 0; i < this._cameras.length; i++) {
  84238. var cameraName = this._cameras[i].name;
  84239. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84240. this._renderEffectsForIsolatedPass[cameraName]._update();
  84241. }
  84242. }
  84243. };
  84244. /** @hidden */
  84245. PostProcessRenderPipeline.prototype._reset = function () {
  84246. this._renderEffects = {};
  84247. this._renderEffectsForIsolatedPass = new Array();
  84248. };
  84249. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84250. // 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)
  84251. var effectKeys = Object.keys(this._renderEffects);
  84252. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84253. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84254. if (postProcesses) {
  84255. postProcesses[0].samples = sampleCount;
  84256. return true;
  84257. }
  84258. }
  84259. return false;
  84260. };
  84261. /**
  84262. * Disposes of the pipeline
  84263. */
  84264. PostProcessRenderPipeline.prototype.dispose = function () {
  84265. // Must be implemented by children
  84266. };
  84267. __decorate([
  84268. BABYLON.serialize()
  84269. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84270. return PostProcessRenderPipeline;
  84271. }());
  84272. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84273. })(BABYLON || (BABYLON = {}));
  84274. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84275. var BABYLON;
  84276. (function (BABYLON) {
  84277. /**
  84278. * This represents a depth renderer in Babylon.
  84279. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84280. */
  84281. var DepthRenderer = /** @class */ (function () {
  84282. /**
  84283. * Instantiates a depth renderer
  84284. * @param scene The scene the renderer belongs to
  84285. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84286. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84287. */
  84288. function DepthRenderer(scene, type, camera) {
  84289. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84290. if (camera === void 0) { camera = null; }
  84291. var _this = this;
  84292. /**
  84293. * Specifiess that the depth renderer will only be used within
  84294. * the camera it is created for.
  84295. * This can help forcing its rendering during the camera processing.
  84296. */
  84297. this.useOnlyInActiveCamera = false;
  84298. this._scene = scene;
  84299. // Register the G Buffer component to the scene.
  84300. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84301. if (!component) {
  84302. component = new BABYLON.DepthRendererSceneComponent(scene);
  84303. scene._addComponent(component);
  84304. }
  84305. this._camera = camera;
  84306. var engine = scene.getEngine();
  84307. // Render target
  84308. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84309. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84310. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84311. this._depthMap.refreshRate = 1;
  84312. this._depthMap.renderParticles = false;
  84313. this._depthMap.renderList = null;
  84314. // Camera to get depth map from to support multiple concurrent cameras
  84315. this._depthMap.activeCamera = this._camera;
  84316. this._depthMap.ignoreCameraViewport = true;
  84317. this._depthMap.useCameraPostProcesses = false;
  84318. // set default depth value to 1.0 (far away)
  84319. this._depthMap.onClearObservable.add(function (engine) {
  84320. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84321. });
  84322. // Custom render function
  84323. var renderSubMesh = function (subMesh) {
  84324. var mesh = subMesh.getRenderingMesh();
  84325. var scene = _this._scene;
  84326. var engine = scene.getEngine();
  84327. var material = subMesh.getMaterial();
  84328. if (!material) {
  84329. return;
  84330. }
  84331. // Culling and reverse (right handed system)
  84332. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84333. // Managing instances
  84334. var batch = mesh._getInstancesRenderList(subMesh._id);
  84335. if (batch.mustReturn) {
  84336. return;
  84337. }
  84338. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84339. var camera = _this._camera || scene.activeCamera;
  84340. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84341. engine.enableEffect(_this._effect);
  84342. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84343. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84344. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84345. // Alpha test
  84346. if (material && material.needAlphaTesting()) {
  84347. var alphaTexture = material.getAlphaTestTexture();
  84348. if (alphaTexture) {
  84349. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84350. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84351. }
  84352. }
  84353. // Bones
  84354. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84355. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84356. }
  84357. // Draw
  84358. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84359. }
  84360. };
  84361. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84362. var index;
  84363. if (depthOnlySubMeshes.length) {
  84364. engine.setColorWrite(false);
  84365. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84366. renderSubMesh(depthOnlySubMeshes.data[index]);
  84367. }
  84368. engine.setColorWrite(true);
  84369. }
  84370. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84371. renderSubMesh(opaqueSubMeshes.data[index]);
  84372. }
  84373. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84374. renderSubMesh(alphaTestSubMeshes.data[index]);
  84375. }
  84376. };
  84377. }
  84378. /**
  84379. * Creates the depth rendering effect and checks if the effect is ready.
  84380. * @param subMesh The submesh to be used to render the depth map of
  84381. * @param useInstances If multiple world instances should be used
  84382. * @returns if the depth renderer is ready to render the depth map
  84383. */
  84384. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84385. var material = subMesh.getMaterial();
  84386. if (material.disableDepthWrite) {
  84387. return false;
  84388. }
  84389. var defines = [];
  84390. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84391. var mesh = subMesh.getMesh();
  84392. // Alpha test
  84393. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84394. defines.push("#define ALPHATEST");
  84395. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84396. attribs.push(BABYLON.VertexBuffer.UVKind);
  84397. defines.push("#define UV1");
  84398. }
  84399. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84400. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84401. defines.push("#define UV2");
  84402. }
  84403. }
  84404. // Bones
  84405. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84406. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84407. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84408. if (mesh.numBoneInfluencers > 4) {
  84409. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84410. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84411. }
  84412. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84413. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84414. }
  84415. else {
  84416. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84417. }
  84418. // Instances
  84419. if (useInstances) {
  84420. defines.push("#define INSTANCES");
  84421. attribs.push("world0");
  84422. attribs.push("world1");
  84423. attribs.push("world2");
  84424. attribs.push("world3");
  84425. }
  84426. // Get correct effect
  84427. var join = defines.join("\n");
  84428. if (this._cachedDefines !== join) {
  84429. this._cachedDefines = join;
  84430. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84431. }
  84432. return this._effect.isReady();
  84433. };
  84434. /**
  84435. * Gets the texture which the depth map will be written to.
  84436. * @returns The depth map texture
  84437. */
  84438. DepthRenderer.prototype.getDepthMap = function () {
  84439. return this._depthMap;
  84440. };
  84441. /**
  84442. * Disposes of the depth renderer.
  84443. */
  84444. DepthRenderer.prototype.dispose = function () {
  84445. this._depthMap.dispose();
  84446. };
  84447. return DepthRenderer;
  84448. }());
  84449. BABYLON.DepthRenderer = DepthRenderer;
  84450. })(BABYLON || (BABYLON = {}));
  84451. //# sourceMappingURL=babylon.depthRenderer.js.map
  84452. var BABYLON;
  84453. (function (BABYLON) {
  84454. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84455. camera = camera || this.activeCamera;
  84456. if (!camera) {
  84457. throw "No camera available to enable depth renderer";
  84458. }
  84459. if (!this._depthRenderer) {
  84460. this._depthRenderer = {};
  84461. }
  84462. if (!this._depthRenderer[camera.id]) {
  84463. var textureType = 0;
  84464. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84465. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84466. }
  84467. else if (this.getEngine().getCaps().textureFloatRender) {
  84468. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84469. }
  84470. else {
  84471. throw "Depth renderer does not support int texture type";
  84472. }
  84473. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84474. }
  84475. return this._depthRenderer[camera.id];
  84476. };
  84477. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84478. camera = camera || this.activeCamera;
  84479. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84480. return;
  84481. }
  84482. this._depthRenderer[camera.id].dispose();
  84483. delete this._depthRenderer[camera.id];
  84484. };
  84485. /**
  84486. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84487. * in several rendering techniques.
  84488. */
  84489. var DepthRendererSceneComponent = /** @class */ (function () {
  84490. /**
  84491. * Creates a new instance of the component for the given scene
  84492. * @param scene Defines the scene to register the component in
  84493. */
  84494. function DepthRendererSceneComponent(scene) {
  84495. /**
  84496. * The component name helpfull to identify the component in the list of scene components.
  84497. */
  84498. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84499. this.scene = scene;
  84500. }
  84501. /**
  84502. * Registers the component in a given scene
  84503. */
  84504. DepthRendererSceneComponent.prototype.register = function () {
  84505. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84506. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84507. };
  84508. /**
  84509. * Rebuilds the elements related to this component in case of
  84510. * context lost for instance.
  84511. */
  84512. DepthRendererSceneComponent.prototype.rebuild = function () {
  84513. // Nothing to do for this component
  84514. };
  84515. /**
  84516. * Disposes the component and the associated ressources
  84517. */
  84518. DepthRendererSceneComponent.prototype.dispose = function () {
  84519. for (var key in this.scene._depthRenderer) {
  84520. this.scene._depthRenderer[key].dispose();
  84521. }
  84522. };
  84523. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84524. if (this.scene._depthRenderer) {
  84525. for (var key in this.scene._depthRenderer) {
  84526. var depthRenderer = this.scene._depthRenderer[key];
  84527. if (!depthRenderer.useOnlyInActiveCamera) {
  84528. renderTargets.push(depthRenderer.getDepthMap());
  84529. }
  84530. }
  84531. }
  84532. };
  84533. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84534. if (this.scene._depthRenderer) {
  84535. for (var key in this.scene._depthRenderer) {
  84536. var depthRenderer = this.scene._depthRenderer[key];
  84537. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84538. renderTargets.push(depthRenderer.getDepthMap());
  84539. }
  84540. }
  84541. }
  84542. };
  84543. return DepthRendererSceneComponent;
  84544. }());
  84545. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84546. })(BABYLON || (BABYLON = {}));
  84547. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84548. var BABYLON;
  84549. (function (BABYLON) {
  84550. /**
  84551. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84552. */
  84553. var GeometryBufferRenderer = /** @class */ (function () {
  84554. /**
  84555. * Creates a new G Buffer for the scene
  84556. * @param scene The scene the buffer belongs to
  84557. * @param ratio How big is the buffer related to the main canvas.
  84558. */
  84559. function GeometryBufferRenderer(scene, ratio) {
  84560. if (ratio === void 0) { ratio = 1; }
  84561. /**
  84562. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84563. * in order to compute objects velocities when enableVelocity is set to "true"
  84564. * @hidden
  84565. */
  84566. this._previousTransformationMatrices = {};
  84567. this._enablePosition = false;
  84568. this._enableVelocity = false;
  84569. this._positionIndex = -1;
  84570. this._velocityIndex = -1;
  84571. this._scene = scene;
  84572. this._ratio = ratio;
  84573. // Register the G Buffer component to the scene.
  84574. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84575. if (!component) {
  84576. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84577. scene._addComponent(component);
  84578. }
  84579. // Render target
  84580. this._createRenderTargets();
  84581. }
  84582. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84583. /**
  84584. * Set the render list (meshes to be rendered) used in the G buffer.
  84585. */
  84586. set: function (meshes) {
  84587. this._multiRenderTarget.renderList = meshes;
  84588. },
  84589. enumerable: true,
  84590. configurable: true
  84591. });
  84592. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84593. /**
  84594. * Gets wether or not G buffer are supported by the running hardware.
  84595. * This requires draw buffer supports
  84596. */
  84597. get: function () {
  84598. return this._multiRenderTarget.isSupported;
  84599. },
  84600. enumerable: true,
  84601. configurable: true
  84602. });
  84603. /**
  84604. * Returns the index of the given texture type in the G-Buffer textures array
  84605. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  84606. * @returns the index of the given texture type in the G-Buffer textures array
  84607. */
  84608. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  84609. switch (textureType) {
  84610. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  84611. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  84612. default: return -1;
  84613. }
  84614. };
  84615. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84616. /**
  84617. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  84618. */
  84619. get: function () {
  84620. return this._enablePosition;
  84621. },
  84622. /**
  84623. * Sets whether or not objects positions are enabled for the G buffer.
  84624. */
  84625. set: function (enable) {
  84626. this._enablePosition = enable;
  84627. this.dispose();
  84628. this._createRenderTargets();
  84629. },
  84630. enumerable: true,
  84631. configurable: true
  84632. });
  84633. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  84634. /**
  84635. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  84636. */
  84637. get: function () {
  84638. return this._enableVelocity;
  84639. },
  84640. /**
  84641. * Sets wether or not objects velocities are enabled for the G buffer.
  84642. */
  84643. set: function (enable) {
  84644. this._enableVelocity = enable;
  84645. this.dispose();
  84646. this._createRenderTargets();
  84647. },
  84648. enumerable: true,
  84649. configurable: true
  84650. });
  84651. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84652. /**
  84653. * Gets the scene associated with the buffer.
  84654. */
  84655. get: function () {
  84656. return this._scene;
  84657. },
  84658. enumerable: true,
  84659. configurable: true
  84660. });
  84661. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84662. /**
  84663. * Gets the ratio used by the buffer during its creation.
  84664. * How big is the buffer related to the main canvas.
  84665. */
  84666. get: function () {
  84667. return this._ratio;
  84668. },
  84669. enumerable: true,
  84670. configurable: true
  84671. });
  84672. /**
  84673. * Checks wether everything is ready to render a submesh to the G buffer.
  84674. * @param subMesh the submesh to check readiness for
  84675. * @param useInstances is the mesh drawn using instance or not
  84676. * @returns true if ready otherwise false
  84677. */
  84678. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84679. var material = subMesh.getMaterial();
  84680. if (material && material.disableDepthWrite) {
  84681. return false;
  84682. }
  84683. var defines = [];
  84684. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84685. var mesh = subMesh.getMesh();
  84686. // Alpha test
  84687. if (material && material.needAlphaTesting()) {
  84688. defines.push("#define ALPHATEST");
  84689. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84690. attribs.push(BABYLON.VertexBuffer.UVKind);
  84691. defines.push("#define UV1");
  84692. }
  84693. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84694. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84695. defines.push("#define UV2");
  84696. }
  84697. }
  84698. // Buffers
  84699. if (this._enablePosition) {
  84700. defines.push("#define POSITION");
  84701. defines.push("#define POSITION_INDEX " + this._positionIndex);
  84702. }
  84703. if (this._enableVelocity) {
  84704. defines.push("#define VELOCITY");
  84705. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  84706. }
  84707. // Bones
  84708. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84709. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84710. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84711. if (mesh.numBoneInfluencers > 4) {
  84712. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84713. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84714. }
  84715. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84716. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84717. }
  84718. else {
  84719. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84720. }
  84721. // Instances
  84722. if (useInstances) {
  84723. defines.push("#define INSTANCES");
  84724. attribs.push("world0");
  84725. attribs.push("world1");
  84726. attribs.push("world2");
  84727. attribs.push("world3");
  84728. }
  84729. // Setup textures count
  84730. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  84731. // Get correct effect
  84732. var join = defines.join("\n");
  84733. if (this._cachedDefines !== join) {
  84734. this._cachedDefines = join;
  84735. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  84736. }
  84737. return this._effect.isReady();
  84738. };
  84739. /**
  84740. * Gets the current underlying G Buffer.
  84741. * @returns the buffer
  84742. */
  84743. GeometryBufferRenderer.prototype.getGBuffer = function () {
  84744. return this._multiRenderTarget;
  84745. };
  84746. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  84747. /**
  84748. * Gets the number of samples used to render the buffer (anti aliasing).
  84749. */
  84750. get: function () {
  84751. return this._multiRenderTarget.samples;
  84752. },
  84753. /**
  84754. * Sets the number of samples used to render the buffer (anti aliasing).
  84755. */
  84756. set: function (value) {
  84757. this._multiRenderTarget.samples = value;
  84758. },
  84759. enumerable: true,
  84760. configurable: true
  84761. });
  84762. /**
  84763. * Disposes the renderer and frees up associated resources.
  84764. */
  84765. GeometryBufferRenderer.prototype.dispose = function () {
  84766. this.getGBuffer().dispose();
  84767. };
  84768. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  84769. var _this = this;
  84770. var engine = this._scene.getEngine();
  84771. var count = 2;
  84772. if (this._enablePosition) {
  84773. this._positionIndex = count;
  84774. count++;
  84775. }
  84776. if (this._enableVelocity) {
  84777. this._velocityIndex = count;
  84778. count++;
  84779. }
  84780. 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 });
  84781. if (!this.isSupported) {
  84782. return;
  84783. }
  84784. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84785. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84786. this._multiRenderTarget.refreshRate = 1;
  84787. this._multiRenderTarget.renderParticles = false;
  84788. this._multiRenderTarget.renderList = null;
  84789. // set default depth value to 1.0 (far away)
  84790. this._multiRenderTarget.onClearObservable.add(function (engine) {
  84791. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  84792. });
  84793. // Custom render function
  84794. var renderSubMesh = function (subMesh) {
  84795. var mesh = subMesh.getRenderingMesh();
  84796. var scene = _this._scene;
  84797. var engine = scene.getEngine();
  84798. var material = subMesh.getMaterial();
  84799. if (!material) {
  84800. return;
  84801. }
  84802. // Velocity
  84803. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  84804. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  84805. }
  84806. // Culling
  84807. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84808. // Managing instances
  84809. var batch = mesh._getInstancesRenderList(subMesh._id);
  84810. if (batch.mustReturn) {
  84811. return;
  84812. }
  84813. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84814. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  84815. engine.enableEffect(_this._effect);
  84816. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84817. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84818. _this._effect.setMatrix("view", scene.getViewMatrix());
  84819. // Alpha test
  84820. if (material && material.needAlphaTesting()) {
  84821. var alphaTexture = material.getAlphaTestTexture();
  84822. if (alphaTexture) {
  84823. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84824. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84825. }
  84826. }
  84827. // Bones
  84828. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84829. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84830. }
  84831. // Velocity
  84832. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  84833. // Draw
  84834. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84835. }
  84836. // Velocity
  84837. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  84838. };
  84839. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84840. var index;
  84841. if (depthOnlySubMeshes.length) {
  84842. engine.setColorWrite(false);
  84843. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84844. renderSubMesh(depthOnlySubMeshes.data[index]);
  84845. }
  84846. engine.setColorWrite(true);
  84847. }
  84848. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84849. renderSubMesh(opaqueSubMeshes.data[index]);
  84850. }
  84851. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84852. renderSubMesh(alphaTestSubMeshes.data[index]);
  84853. }
  84854. };
  84855. };
  84856. /**
  84857. * Constant used to retrieve the position texture index in the G-Buffer textures array
  84858. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  84859. */
  84860. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  84861. /**
  84862. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  84863. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  84864. */
  84865. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  84866. return GeometryBufferRenderer;
  84867. }());
  84868. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  84869. })(BABYLON || (BABYLON = {}));
  84870. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  84871. var BABYLON;
  84872. (function (BABYLON) {
  84873. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  84874. get: function () {
  84875. this._geometryBufferRenderer;
  84876. },
  84877. set: function (value) {
  84878. if (value && value.isSupported) {
  84879. this._geometryBufferRenderer = value;
  84880. }
  84881. },
  84882. enumerable: true,
  84883. configurable: true
  84884. });
  84885. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  84886. if (ratio === void 0) { ratio = 1; }
  84887. if (this._geometryBufferRenderer) {
  84888. return this._geometryBufferRenderer;
  84889. }
  84890. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  84891. if (!this._geometryBufferRenderer.isSupported) {
  84892. this._geometryBufferRenderer = null;
  84893. }
  84894. return this._geometryBufferRenderer;
  84895. };
  84896. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  84897. if (!this._geometryBufferRenderer) {
  84898. return;
  84899. }
  84900. this._geometryBufferRenderer.dispose();
  84901. this._geometryBufferRenderer = null;
  84902. };
  84903. /**
  84904. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  84905. * in several rendering techniques.
  84906. */
  84907. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  84908. /**
  84909. * Creates a new instance of the component for the given scene
  84910. * @param scene Defines the scene to register the component in
  84911. */
  84912. function GeometryBufferRendererSceneComponent(scene) {
  84913. /**
  84914. * The component name helpful to identify the component in the list of scene components.
  84915. */
  84916. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  84917. this.scene = scene;
  84918. }
  84919. /**
  84920. * Registers the component in a given scene
  84921. */
  84922. GeometryBufferRendererSceneComponent.prototype.register = function () {
  84923. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  84924. };
  84925. /**
  84926. * Rebuilds the elements related to this component in case of
  84927. * context lost for instance.
  84928. */
  84929. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  84930. // Nothing to do for this component
  84931. };
  84932. /**
  84933. * Disposes the component and the associated ressources
  84934. */
  84935. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  84936. // Nothing to do for this component
  84937. };
  84938. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84939. if (this.scene._geometryBufferRenderer) {
  84940. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  84941. }
  84942. };
  84943. return GeometryBufferRendererSceneComponent;
  84944. }());
  84945. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  84946. })(BABYLON || (BABYLON = {}));
  84947. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  84948. var BABYLON;
  84949. (function (BABYLON) {
  84950. /**
  84951. * Render pipeline to produce ssao effect
  84952. */
  84953. var SSAORenderingPipeline = /** @class */ (function (_super) {
  84954. __extends(SSAORenderingPipeline, _super);
  84955. /**
  84956. * @constructor
  84957. * @param name - The rendering pipeline name
  84958. * @param scene - The scene linked to this pipeline
  84959. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  84960. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  84961. */
  84962. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  84963. var _this = _super.call(this, scene.getEngine(), name) || this;
  84964. // Members
  84965. /**
  84966. * @ignore
  84967. * The PassPostProcess id in the pipeline that contains the original scene color
  84968. */
  84969. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  84970. /**
  84971. * @ignore
  84972. * The SSAO PostProcess id in the pipeline
  84973. */
  84974. _this.SSAORenderEffect = "SSAORenderEffect";
  84975. /**
  84976. * @ignore
  84977. * The horizontal blur PostProcess id in the pipeline
  84978. */
  84979. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  84980. /**
  84981. * @ignore
  84982. * The vertical blur PostProcess id in the pipeline
  84983. */
  84984. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  84985. /**
  84986. * @ignore
  84987. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  84988. */
  84989. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  84990. /**
  84991. * The output strength of the SSAO post-process. Default value is 1.0.
  84992. */
  84993. _this.totalStrength = 1.0;
  84994. /**
  84995. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  84996. */
  84997. _this.radius = 0.0001;
  84998. /**
  84999. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85000. * Must not be equal to fallOff and superior to fallOff.
  85001. * Default value is 0.975
  85002. */
  85003. _this.area = 0.0075;
  85004. /**
  85005. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85006. * Must not be equal to area and inferior to area.
  85007. * Default value is 0.0
  85008. */
  85009. _this.fallOff = 0.000001;
  85010. /**
  85011. * The base color of the SSAO post-process
  85012. * The final result is "base + ssao" between [0, 1]
  85013. */
  85014. _this.base = 0.5;
  85015. _this._firstUpdate = true;
  85016. _this._scene = scene;
  85017. // Set up assets
  85018. _this._createRandomTexture();
  85019. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85020. var ssaoRatio = ratio.ssaoRatio || ratio;
  85021. var combineRatio = ratio.combineRatio || ratio;
  85022. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85023. _this._createSSAOPostProcess(ssaoRatio);
  85024. _this._createBlurPostProcess(ssaoRatio);
  85025. _this._createSSAOCombinePostProcess(combineRatio);
  85026. // Set up pipeline
  85027. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85028. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85029. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85030. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85031. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85032. // Finish
  85033. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85034. if (cameras) {
  85035. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85036. }
  85037. return _this;
  85038. }
  85039. // Public Methods
  85040. /**
  85041. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85042. */
  85043. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85044. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85045. for (var i = 0; i < this._scene.cameras.length; i++) {
  85046. var camera = this._scene.cameras[i];
  85047. this._originalColorPostProcess.dispose(camera);
  85048. this._ssaoPostProcess.dispose(camera);
  85049. this._blurHPostProcess.dispose(camera);
  85050. this._blurVPostProcess.dispose(camera);
  85051. this._ssaoCombinePostProcess.dispose(camera);
  85052. }
  85053. this._randomTexture.dispose();
  85054. if (disableDepthRender) {
  85055. this._scene.disableDepthRenderer();
  85056. }
  85057. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85058. _super.prototype.dispose.call(this);
  85059. };
  85060. // Private Methods
  85061. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85062. var _this = this;
  85063. var size = 16;
  85064. 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);
  85065. 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);
  85066. this._blurHPostProcess.onActivateObservable.add(function () {
  85067. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85068. _this._blurHPostProcess.kernel = size * dw;
  85069. });
  85070. this._blurVPostProcess.onActivateObservable.add(function () {
  85071. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85072. _this._blurVPostProcess.kernel = size * dw;
  85073. });
  85074. };
  85075. /** @hidden */
  85076. SSAORenderingPipeline.prototype._rebuild = function () {
  85077. this._firstUpdate = true;
  85078. _super.prototype._rebuild.call(this);
  85079. };
  85080. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85081. var _this = this;
  85082. var numSamples = 16;
  85083. var sampleSphere = [
  85084. 0.5381, 0.1856, -0.4319,
  85085. 0.1379, 0.2486, 0.4430,
  85086. 0.3371, 0.5679, -0.0057,
  85087. -0.6999, -0.0451, -0.0019,
  85088. 0.0689, -0.1598, -0.8547,
  85089. 0.0560, 0.0069, -0.1843,
  85090. -0.0146, 0.1402, 0.0762,
  85091. 0.0100, -0.1924, -0.0344,
  85092. -0.3577, -0.5301, -0.4358,
  85093. -0.3169, 0.1063, 0.0158,
  85094. 0.0103, -0.5869, 0.0046,
  85095. -0.0897, -0.4940, 0.3287,
  85096. 0.7119, -0.0154, -0.0918,
  85097. -0.0533, 0.0596, -0.5411,
  85098. 0.0352, -0.0631, 0.5460,
  85099. -0.4776, 0.2847, -0.0271
  85100. ];
  85101. var samplesFactor = 1.0 / numSamples;
  85102. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85103. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85104. "area", "fallOff", "base", "range", "viewport"
  85105. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85106. this._ssaoPostProcess.onApply = function (effect) {
  85107. if (_this._firstUpdate) {
  85108. effect.setArray3("sampleSphere", sampleSphere);
  85109. effect.setFloat("samplesFactor", samplesFactor);
  85110. effect.setFloat("randTextureTiles", 4.0);
  85111. }
  85112. effect.setFloat("totalStrength", _this.totalStrength);
  85113. effect.setFloat("radius", _this.radius);
  85114. effect.setFloat("area", _this.area);
  85115. effect.setFloat("fallOff", _this.fallOff);
  85116. effect.setFloat("base", _this.base);
  85117. effect.setTexture("textureSampler", _this._depthTexture);
  85118. effect.setTexture("randomSampler", _this._randomTexture);
  85119. };
  85120. };
  85121. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85122. var _this = this;
  85123. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85124. this._ssaoCombinePostProcess.onApply = function (effect) {
  85125. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85126. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85127. };
  85128. };
  85129. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85130. var size = 512;
  85131. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85132. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85133. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85134. var context = this._randomTexture.getContext();
  85135. var rand = function (min, max) {
  85136. return Math.random() * (max - min) + min;
  85137. };
  85138. var randVector = BABYLON.Vector3.Zero();
  85139. for (var x = 0; x < size; x++) {
  85140. for (var y = 0; y < size; y++) {
  85141. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85142. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85143. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85144. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85145. context.fillRect(x, y, 1, 1);
  85146. }
  85147. }
  85148. this._randomTexture.update(false);
  85149. };
  85150. __decorate([
  85151. BABYLON.serialize()
  85152. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85153. __decorate([
  85154. BABYLON.serialize()
  85155. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85156. __decorate([
  85157. BABYLON.serialize()
  85158. ], SSAORenderingPipeline.prototype, "area", void 0);
  85159. __decorate([
  85160. BABYLON.serialize()
  85161. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85162. __decorate([
  85163. BABYLON.serialize()
  85164. ], SSAORenderingPipeline.prototype, "base", void 0);
  85165. return SSAORenderingPipeline;
  85166. }(BABYLON.PostProcessRenderPipeline));
  85167. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85168. })(BABYLON || (BABYLON = {}));
  85169. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85170. var BABYLON;
  85171. (function (BABYLON) {
  85172. /**
  85173. * Render pipeline to produce ssao effect
  85174. */
  85175. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85176. __extends(SSAO2RenderingPipeline, _super);
  85177. /**
  85178. * @constructor
  85179. * @param name The rendering pipeline name
  85180. * @param scene The scene linked to this pipeline
  85181. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  85182. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85183. */
  85184. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85185. var _this = _super.call(this, scene.getEngine(), name) || this;
  85186. // Members
  85187. /**
  85188. * @ignore
  85189. * The PassPostProcess id in the pipeline that contains the original scene color
  85190. */
  85191. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85192. /**
  85193. * @ignore
  85194. * The SSAO PostProcess id in the pipeline
  85195. */
  85196. _this.SSAORenderEffect = "SSAORenderEffect";
  85197. /**
  85198. * @ignore
  85199. * The horizontal blur PostProcess id in the pipeline
  85200. */
  85201. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85202. /**
  85203. * @ignore
  85204. * The vertical blur PostProcess id in the pipeline
  85205. */
  85206. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85207. /**
  85208. * @ignore
  85209. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85210. */
  85211. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85212. /**
  85213. * The output strength of the SSAO post-process. Default value is 1.0.
  85214. */
  85215. _this.totalStrength = 1.0;
  85216. /**
  85217. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85218. */
  85219. _this.maxZ = 100.0;
  85220. /**
  85221. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85222. */
  85223. _this.minZAspect = 0.2;
  85224. _this._samples = 8;
  85225. _this._textureSamples = 1;
  85226. _this._expensiveBlur = true;
  85227. /**
  85228. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85229. */
  85230. _this.radius = 2.0;
  85231. /**
  85232. * The base color of the SSAO post-process
  85233. * The final result is "base + ssao" between [0, 1]
  85234. */
  85235. _this.base = 0;
  85236. _this._firstUpdate = true;
  85237. _this._bits = new Uint32Array(1);
  85238. _this._scene = scene;
  85239. _this._ratio = ratio;
  85240. if (!_this.isSupported) {
  85241. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85242. return _this;
  85243. }
  85244. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85245. var blurRatio = _this._ratio.blurRatio || ratio;
  85246. // Set up assets
  85247. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85248. _this._createRandomTexture();
  85249. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85250. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85251. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85252. _this._originalColorPostProcess.samples = _this.textureSamples;
  85253. _this._createSSAOPostProcess(1.0);
  85254. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85255. _this._createSSAOCombinePostProcess(blurRatio);
  85256. // Set up pipeline
  85257. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85258. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85259. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85260. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85261. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85262. // Finish
  85263. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85264. if (cameras) {
  85265. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85266. }
  85267. return _this;
  85268. }
  85269. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85270. get: function () {
  85271. return this._samples;
  85272. },
  85273. /**
  85274. * Number of samples used for the SSAO calculations. Default value is 8
  85275. */
  85276. set: function (n) {
  85277. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85278. this._samples = n;
  85279. this._sampleSphere = this._generateHemisphere();
  85280. this._firstUpdate = true;
  85281. },
  85282. enumerable: true,
  85283. configurable: true
  85284. });
  85285. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85286. get: function () {
  85287. return this._textureSamples;
  85288. },
  85289. /**
  85290. * Number of samples to use for antialiasing
  85291. */
  85292. set: function (n) {
  85293. this._textureSamples = n;
  85294. this._originalColorPostProcess.samples = n;
  85295. this._blurHPostProcess.samples = n;
  85296. this._blurVPostProcess.samples = n;
  85297. this._ssaoPostProcess.samples = n;
  85298. this._ssaoCombinePostProcess.samples = n;
  85299. },
  85300. enumerable: true,
  85301. configurable: true
  85302. });
  85303. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85304. get: function () {
  85305. return this._expensiveBlur;
  85306. },
  85307. /**
  85308. * If bilateral blur should be used
  85309. */
  85310. set: function (b) {
  85311. 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"]);
  85312. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85313. this._expensiveBlur = b;
  85314. this._firstUpdate = true;
  85315. },
  85316. enumerable: true,
  85317. configurable: true
  85318. });
  85319. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85320. /**
  85321. * Support test.
  85322. */
  85323. get: function () {
  85324. var engine = BABYLON.Engine.LastCreatedEngine;
  85325. if (!engine) {
  85326. return false;
  85327. }
  85328. return engine.getCaps().drawBuffersExtension;
  85329. },
  85330. enumerable: true,
  85331. configurable: true
  85332. });
  85333. // Public Methods
  85334. /**
  85335. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85336. */
  85337. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85338. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85339. for (var i = 0; i < this._scene.cameras.length; i++) {
  85340. var camera = this._scene.cameras[i];
  85341. this._originalColorPostProcess.dispose(camera);
  85342. this._ssaoPostProcess.dispose(camera);
  85343. this._blurHPostProcess.dispose(camera);
  85344. this._blurVPostProcess.dispose(camera);
  85345. this._ssaoCombinePostProcess.dispose(camera);
  85346. }
  85347. this._randomTexture.dispose();
  85348. if (disableGeometryBufferRenderer) {
  85349. this._scene.disableGeometryBufferRenderer();
  85350. }
  85351. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85352. _super.prototype.dispose.call(this);
  85353. };
  85354. // Private Methods
  85355. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85356. var _this = this;
  85357. this._samplerOffsets = [];
  85358. var expensive = this.expensiveBlur;
  85359. for (var i = -8; i < 8; i++) {
  85360. this._samplerOffsets.push(i * 2 + 0.5);
  85361. }
  85362. 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");
  85363. this._blurHPostProcess.onApply = function (effect) {
  85364. if (!_this._scene.activeCamera) {
  85365. return;
  85366. }
  85367. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85368. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85369. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85370. effect.setFloat("radius", _this.radius);
  85371. effect.setTexture("depthSampler", _this._depthTexture);
  85372. if (_this._firstUpdate) {
  85373. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85374. }
  85375. };
  85376. 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");
  85377. this._blurVPostProcess.onApply = function (effect) {
  85378. if (!_this._scene.activeCamera) {
  85379. return;
  85380. }
  85381. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85382. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85383. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85384. effect.setFloat("radius", _this.radius);
  85385. effect.setTexture("depthSampler", _this._depthTexture);
  85386. if (_this._firstUpdate) {
  85387. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85388. _this._firstUpdate = false;
  85389. }
  85390. };
  85391. this._blurHPostProcess.samples = this.textureSamples;
  85392. this._blurVPostProcess.samples = this.textureSamples;
  85393. };
  85394. /** @hidden */
  85395. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85396. this._firstUpdate = true;
  85397. _super.prototype._rebuild.call(this);
  85398. };
  85399. //Van der Corput radical inverse
  85400. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85401. this._bits[0] = i;
  85402. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85403. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85404. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85405. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85406. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85407. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85408. };
  85409. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85410. return [i / n, this._radicalInverse_VdC(i)];
  85411. };
  85412. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85413. var phi = v * 2.0 * Math.PI;
  85414. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85415. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85416. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85417. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85418. };
  85419. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85420. var numSamples = this.samples;
  85421. var result = [];
  85422. var vector;
  85423. var i = 0;
  85424. while (i < numSamples) {
  85425. if (numSamples < 16) {
  85426. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85427. }
  85428. else {
  85429. var rand = this._hammersley(i, numSamples);
  85430. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85431. }
  85432. result.push(vector.x, vector.y, vector.z);
  85433. i++;
  85434. }
  85435. return result;
  85436. };
  85437. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85438. var _this = this;
  85439. var numSamples = this.samples;
  85440. this._sampleSphere = this._generateHemisphere();
  85441. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85442. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85443. "base", "range", "projection", "near", "far", "texelSize",
  85444. "xViewport", "yViewport", "maxZ", "minZAspect"
  85445. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85446. this._ssaoPostProcess.onApply = function (effect) {
  85447. if (_this._firstUpdate) {
  85448. effect.setArray3("sampleSphere", _this._sampleSphere);
  85449. effect.setFloat("randTextureTiles", 32.0);
  85450. }
  85451. if (!_this._scene.activeCamera) {
  85452. return;
  85453. }
  85454. effect.setFloat("samplesFactor", 1 / _this.samples);
  85455. effect.setFloat("totalStrength", _this.totalStrength);
  85456. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85457. effect.setFloat("radius", _this.radius);
  85458. effect.setFloat("maxZ", _this.maxZ);
  85459. effect.setFloat("minZAspect", _this.minZAspect);
  85460. effect.setFloat("base", _this.base);
  85461. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85462. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85463. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85464. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85465. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85466. effect.setTexture("textureSampler", _this._depthTexture);
  85467. effect.setTexture("normalSampler", _this._normalTexture);
  85468. effect.setTexture("randomSampler", _this._randomTexture);
  85469. };
  85470. this._ssaoPostProcess.samples = this.textureSamples;
  85471. };
  85472. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85473. var _this = this;
  85474. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85475. this._ssaoCombinePostProcess.onApply = function (effect) {
  85476. var viewport = _this._scene.activeCamera.viewport;
  85477. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85478. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85479. };
  85480. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85481. };
  85482. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85483. var size = 128;
  85484. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85485. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85486. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85487. var context = this._randomTexture.getContext();
  85488. var rand = function (min, max) {
  85489. return Math.random() * (max - min) + min;
  85490. };
  85491. var randVector = BABYLON.Vector3.Zero();
  85492. for (var x = 0; x < size; x++) {
  85493. for (var y = 0; y < size; y++) {
  85494. randVector.x = rand(0.0, 1.0);
  85495. randVector.y = rand(0.0, 1.0);
  85496. randVector.z = 0.0;
  85497. randVector.normalize();
  85498. randVector.scaleInPlace(255);
  85499. randVector.x = Math.floor(randVector.x);
  85500. randVector.y = Math.floor(randVector.y);
  85501. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85502. context.fillRect(x, y, 1, 1);
  85503. }
  85504. }
  85505. this._randomTexture.update(false);
  85506. };
  85507. /**
  85508. * Serialize the rendering pipeline (Used when exporting)
  85509. * @returns the serialized object
  85510. */
  85511. SSAO2RenderingPipeline.prototype.serialize = function () {
  85512. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85513. serializationObject.customType = "SSAO2RenderingPipeline";
  85514. return serializationObject;
  85515. };
  85516. /**
  85517. * Parse the serialized pipeline
  85518. * @param source Source pipeline.
  85519. * @param scene The scene to load the pipeline to.
  85520. * @param rootUrl The URL of the serialized pipeline.
  85521. * @returns An instantiated pipeline from the serialized object.
  85522. */
  85523. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85524. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85525. };
  85526. __decorate([
  85527. BABYLON.serialize()
  85528. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85529. __decorate([
  85530. BABYLON.serialize()
  85531. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85532. __decorate([
  85533. BABYLON.serialize()
  85534. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85535. __decorate([
  85536. BABYLON.serialize("samples")
  85537. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85538. __decorate([
  85539. BABYLON.serialize("textureSamples")
  85540. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85541. __decorate([
  85542. BABYLON.serialize()
  85543. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85544. __decorate([
  85545. BABYLON.serialize("expensiveBlur")
  85546. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85547. __decorate([
  85548. BABYLON.serialize()
  85549. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85550. __decorate([
  85551. BABYLON.serialize()
  85552. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85553. return SSAO2RenderingPipeline;
  85554. }(BABYLON.PostProcessRenderPipeline));
  85555. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85556. })(BABYLON || (BABYLON = {}));
  85557. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85558. var BABYLON;
  85559. (function (BABYLON) {
  85560. /**
  85561. * BABYLON.JS Chromatic Aberration GLSL Shader
  85562. * Author: Olivier Guyot
  85563. * Separates very slightly R, G and B colors on the edges of the screen
  85564. * Inspired by Francois Tarlier & Martins Upitis
  85565. */
  85566. var LensRenderingPipeline = /** @class */ (function (_super) {
  85567. __extends(LensRenderingPipeline, _super);
  85568. /**
  85569. * @constructor
  85570. *
  85571. * Effect parameters are as follow:
  85572. * {
  85573. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85574. * edge_blur: number; // from 0 to x (1 for realism)
  85575. * distortion: number; // from 0 to x (1 for realism)
  85576. * grain_amount: number; // from 0 to 1
  85577. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85578. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85579. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85580. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85581. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85582. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85583. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85584. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85585. * }
  85586. * Note: if an effect parameter is unset, effect is disabled
  85587. *
  85588. * @param name The rendering pipeline name
  85589. * @param parameters - An object containing all parameters (see above)
  85590. * @param scene The scene linked to this pipeline
  85591. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  85592. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85593. */
  85594. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85595. if (ratio === void 0) { ratio = 1.0; }
  85596. var _this = _super.call(this, scene.getEngine(), name) || this;
  85597. // Lens effects can be of the following:
  85598. // - chromatic aberration (slight shift of RGB colors)
  85599. // - blur on the edge of the lens
  85600. // - lens distortion
  85601. // - depth-of-field blur & highlights enhancing
  85602. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85603. // - grain effect (noise or custom texture)
  85604. // Two additional texture samplers are needed:
  85605. // - depth map (for depth-of-field)
  85606. // - grain texture
  85607. /**
  85608. * @ignore
  85609. * The chromatic aberration PostProcess id in the pipeline
  85610. */
  85611. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85612. /**
  85613. * @ignore
  85614. * The highlights enhancing PostProcess id in the pipeline
  85615. */
  85616. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85617. /**
  85618. * @ignore
  85619. * The depth-of-field PostProcess id in the pipeline
  85620. */
  85621. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85622. _this._scene = scene;
  85623. // Fetch texture samplers
  85624. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85625. if (parameters.grain_texture) {
  85626. _this._grainTexture = parameters.grain_texture;
  85627. }
  85628. else {
  85629. _this._createGrainTexture();
  85630. }
  85631. // save parameters
  85632. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85633. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85634. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85635. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85636. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85637. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85638. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85639. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85640. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85641. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85642. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85643. // Create effects
  85644. _this._createChromaticAberrationPostProcess(ratio);
  85645. _this._createHighlightsPostProcess(ratio);
  85646. _this._createDepthOfFieldPostProcess(ratio / 4);
  85647. // Set up pipeline
  85648. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85649. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85650. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85651. if (_this._highlightsGain === -1) {
  85652. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85653. }
  85654. // Finish
  85655. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85656. if (cameras) {
  85657. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85658. }
  85659. return _this;
  85660. }
  85661. // public methods (self explanatory)
  85662. /**
  85663. * Sets the amount of blur at the edges
  85664. * @param amount blur amount
  85665. */
  85666. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85667. /**
  85668. * Sets edge blur to 0
  85669. */
  85670. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85671. /**
  85672. * Sets the amout of grain
  85673. * @param amount Amount of grain
  85674. */
  85675. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85676. /**
  85677. * Set grain amount to 0
  85678. */
  85679. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85680. /**
  85681. * Sets the chromatic aberration amount
  85682. * @param amount amount of chromatic aberration
  85683. */
  85684. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85685. /**
  85686. * Sets chromatic aberration amount to 0
  85687. */
  85688. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85689. /**
  85690. * Sets the EdgeDistortion amount
  85691. * @param amount amount of EdgeDistortion
  85692. */
  85693. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85694. /**
  85695. * Sets edge distortion to 0
  85696. */
  85697. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85698. /**
  85699. * Sets the FocusDistance amount
  85700. * @param amount amount of FocusDistance
  85701. */
  85702. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  85703. /**
  85704. * Disables depth of field
  85705. */
  85706. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  85707. /**
  85708. * Sets the Aperture amount
  85709. * @param amount amount of Aperture
  85710. */
  85711. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  85712. /**
  85713. * Sets the DarkenOutOfFocus amount
  85714. * @param amount amount of DarkenOutOfFocus
  85715. */
  85716. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  85717. /**
  85718. * Creates a pentagon bokeh effect
  85719. */
  85720. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  85721. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  85722. };
  85723. /**
  85724. * Disables the pentagon bokeh effect
  85725. */
  85726. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  85727. this._highlightsPostProcess.updateEffect();
  85728. };
  85729. /**
  85730. * Enables noise blur
  85731. */
  85732. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  85733. /**
  85734. * Disables noise blur
  85735. */
  85736. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  85737. /**
  85738. * Sets the HighlightsGain amount
  85739. * @param amount amount of HighlightsGain
  85740. */
  85741. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  85742. this._highlightsGain = amount;
  85743. };
  85744. /**
  85745. * Sets the HighlightsThreshold amount
  85746. * @param amount amount of HighlightsThreshold
  85747. */
  85748. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  85749. if (this._highlightsGain === -1) {
  85750. this._highlightsGain = 1.0;
  85751. }
  85752. this._highlightsThreshold = amount;
  85753. };
  85754. /**
  85755. * Disables highlights
  85756. */
  85757. LensRenderingPipeline.prototype.disableHighlights = function () {
  85758. this._highlightsGain = -1;
  85759. };
  85760. /**
  85761. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  85762. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  85763. */
  85764. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85765. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85766. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85767. this._chromaticAberrationPostProcess = null;
  85768. this._highlightsPostProcess = null;
  85769. this._depthOfFieldPostProcess = null;
  85770. this._grainTexture.dispose();
  85771. if (disableDepthRender) {
  85772. this._scene.disableDepthRenderer();
  85773. }
  85774. };
  85775. // colors shifting and distortion
  85776. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  85777. var _this = this;
  85778. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  85779. [], // samplers
  85780. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85781. this._chromaticAberrationPostProcess.onApply = function (effect) {
  85782. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  85783. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85784. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85785. effect.setFloat('radialIntensity', 1);
  85786. effect.setFloat2('direction', 17, 17);
  85787. effect.setFloat2('centerPosition', 0.5, 0.5);
  85788. };
  85789. };
  85790. // highlights enhancing
  85791. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  85792. var _this = this;
  85793. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  85794. [], // samplers
  85795. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  85796. this._highlightsPostProcess.onApply = function (effect) {
  85797. effect.setFloat('gain', _this._highlightsGain);
  85798. effect.setFloat('threshold', _this._highlightsThreshold);
  85799. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  85800. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85801. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85802. };
  85803. };
  85804. // colors shifting and distortion
  85805. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  85806. var _this = this;
  85807. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  85808. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  85809. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  85810. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85811. this._depthOfFieldPostProcess.onApply = function (effect) {
  85812. effect.setTexture("depthSampler", _this._depthTexture);
  85813. effect.setTexture("grainSampler", _this._grainTexture);
  85814. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  85815. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  85816. effect.setFloat('grain_amount', _this._grainAmount);
  85817. effect.setBool('blur_noise', _this._blurNoise);
  85818. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85819. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85820. effect.setFloat('distortion', _this._distortion);
  85821. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  85822. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  85823. effect.setFloat('aperture', _this._dofAperture);
  85824. effect.setFloat('darken', _this._dofDarken);
  85825. effect.setFloat('edge_blur', _this._edgeBlur);
  85826. effect.setBool('highlights', (_this._highlightsGain !== -1));
  85827. if (_this._scene.activeCamera) {
  85828. effect.setFloat('near', _this._scene.activeCamera.minZ);
  85829. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  85830. }
  85831. };
  85832. };
  85833. // creates a black and white random noise texture, 512x512
  85834. LensRenderingPipeline.prototype._createGrainTexture = function () {
  85835. var size = 512;
  85836. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  85837. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85838. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85839. var context = this._grainTexture.getContext();
  85840. var rand = function (min, max) {
  85841. return Math.random() * (max - min) + min;
  85842. };
  85843. var value;
  85844. for (var x = 0; x < size; x++) {
  85845. for (var y = 0; y < size; y++) {
  85846. value = Math.floor(rand(0.42, 0.58) * 255);
  85847. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  85848. context.fillRect(x, y, 1, 1);
  85849. }
  85850. }
  85851. this._grainTexture.update(false);
  85852. };
  85853. return LensRenderingPipeline;
  85854. }(BABYLON.PostProcessRenderPipeline));
  85855. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  85856. })(BABYLON || (BABYLON = {}));
  85857. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  85858. var BABYLON;
  85859. (function (BABYLON) {
  85860. /**
  85861. * Standard rendering pipeline
  85862. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85863. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  85864. */
  85865. var StandardRenderingPipeline = /** @class */ (function (_super) {
  85866. __extends(StandardRenderingPipeline, _super);
  85867. /**
  85868. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  85869. * @constructor
  85870. * @param name The rendering pipeline name
  85871. * @param scene The scene linked to this pipeline
  85872. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  85873. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  85874. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85875. */
  85876. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  85877. if (originalPostProcess === void 0) { originalPostProcess = null; }
  85878. var _this = _super.call(this, scene.getEngine(), name) || this;
  85879. /**
  85880. * Post-process used to down scale an image x4
  85881. */
  85882. _this.downSampleX4PostProcess = null;
  85883. /**
  85884. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  85885. */
  85886. _this.brightPassPostProcess = null;
  85887. /**
  85888. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  85889. */
  85890. _this.blurHPostProcesses = [];
  85891. /**
  85892. * Post-process array storing all the vertical blur post-processes used by the pipeline
  85893. */
  85894. _this.blurVPostProcesses = [];
  85895. /**
  85896. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  85897. */
  85898. _this.textureAdderPostProcess = null;
  85899. /**
  85900. * Post-process used to create volumetric lighting effect
  85901. */
  85902. _this.volumetricLightPostProcess = null;
  85903. /**
  85904. * Post-process used to smooth the previous volumetric light post-process on the X axis
  85905. */
  85906. _this.volumetricLightSmoothXPostProcess = null;
  85907. /**
  85908. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  85909. */
  85910. _this.volumetricLightSmoothYPostProcess = null;
  85911. /**
  85912. * Post-process used to merge the volumetric light effect and the real scene color
  85913. */
  85914. _this.volumetricLightMergePostProces = null;
  85915. /**
  85916. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  85917. */
  85918. _this.volumetricLightFinalPostProcess = null;
  85919. /**
  85920. * Base post-process used to calculate the average luminance of the final image for HDR
  85921. */
  85922. _this.luminancePostProcess = null;
  85923. /**
  85924. * Post-processes used to create down sample post-processes in order to get
  85925. * the average luminance of the final image for HDR
  85926. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  85927. */
  85928. _this.luminanceDownSamplePostProcesses = [];
  85929. /**
  85930. * Post-process used to create a HDR effect (light adaptation)
  85931. */
  85932. _this.hdrPostProcess = null;
  85933. /**
  85934. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  85935. */
  85936. _this.textureAdderFinalPostProcess = null;
  85937. /**
  85938. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  85939. */
  85940. _this.lensFlareFinalPostProcess = null;
  85941. /**
  85942. * Post-process used to merge the final HDR post-process and the real scene color
  85943. */
  85944. _this.hdrFinalPostProcess = null;
  85945. /**
  85946. * Post-process used to create a lens flare effect
  85947. */
  85948. _this.lensFlarePostProcess = null;
  85949. /**
  85950. * Post-process that merges the result of the lens flare post-process and the real scene color
  85951. */
  85952. _this.lensFlareComposePostProcess = null;
  85953. /**
  85954. * Post-process used to create a motion blur effect
  85955. */
  85956. _this.motionBlurPostProcess = null;
  85957. /**
  85958. * Post-process used to create a depth of field effect
  85959. */
  85960. _this.depthOfFieldPostProcess = null;
  85961. /**
  85962. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  85963. */
  85964. _this.fxaaPostProcess = null;
  85965. // Values
  85966. /**
  85967. * Represents the brightness threshold in order to configure the illuminated surfaces
  85968. */
  85969. _this.brightThreshold = 1.0;
  85970. /**
  85971. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  85972. */
  85973. _this.blurWidth = 512.0;
  85974. /**
  85975. * Sets if the blur for highlighted surfaces must be only horizontal
  85976. */
  85977. _this.horizontalBlur = false;
  85978. /**
  85979. * Sets the overall exposure used by the pipeline
  85980. */
  85981. _this.exposure = 1.0;
  85982. /**
  85983. * Texture used typically to simulate "dirty" on camera lens
  85984. */
  85985. _this.lensTexture = null;
  85986. /**
  85987. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  85988. */
  85989. _this.volumetricLightCoefficient = 0.2;
  85990. /**
  85991. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  85992. */
  85993. _this.volumetricLightPower = 4.0;
  85994. /**
  85995. * Used the set the blur intensity to smooth the volumetric lights
  85996. */
  85997. _this.volumetricLightBlurScale = 64.0;
  85998. /**
  85999. * Light (spot or directional) used to generate the volumetric lights rays
  86000. * The source light must have a shadow generate so the pipeline can get its
  86001. * depth map
  86002. */
  86003. _this.sourceLight = null;
  86004. /**
  86005. * For eye adaptation, represents the minimum luminance the eye can see
  86006. */
  86007. _this.hdrMinimumLuminance = 1.0;
  86008. /**
  86009. * For eye adaptation, represents the decrease luminance speed
  86010. */
  86011. _this.hdrDecreaseRate = 0.5;
  86012. /**
  86013. * For eye adaptation, represents the increase luminance speed
  86014. */
  86015. _this.hdrIncreaseRate = 0.5;
  86016. /**
  86017. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86018. */
  86019. _this.lensColorTexture = null;
  86020. /**
  86021. * The overall strengh for the lens flare effect
  86022. */
  86023. _this.lensFlareStrength = 20.0;
  86024. /**
  86025. * Dispersion coefficient for lens flare ghosts
  86026. */
  86027. _this.lensFlareGhostDispersal = 1.4;
  86028. /**
  86029. * Main lens flare halo width
  86030. */
  86031. _this.lensFlareHaloWidth = 0.7;
  86032. /**
  86033. * Based on the lens distortion effect, defines how much the lens flare result
  86034. * is distorted
  86035. */
  86036. _this.lensFlareDistortionStrength = 16.0;
  86037. /**
  86038. * Lens star texture must be used to simulate rays on the flares and is available
  86039. * in the documentation
  86040. */
  86041. _this.lensStarTexture = null;
  86042. /**
  86043. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86044. * flare effect by taking account of the dirt texture
  86045. */
  86046. _this.lensFlareDirtTexture = null;
  86047. /**
  86048. * Represents the focal length for the depth of field effect
  86049. */
  86050. _this.depthOfFieldDistance = 10.0;
  86051. /**
  86052. * Represents the blur intensity for the blurred part of the depth of field effect
  86053. */
  86054. _this.depthOfFieldBlurWidth = 64.0;
  86055. /**
  86056. * For motion blur, defines how much the image is blurred by the movement
  86057. */
  86058. _this.motionStrength = 1.0;
  86059. /**
  86060. * List of animations for the pipeline (IAnimatable implementation)
  86061. */
  86062. _this.animations = [];
  86063. _this._currentDepthOfFieldSource = null;
  86064. _this._hdrCurrentLuminance = 1.0;
  86065. // Getters and setters
  86066. _this._bloomEnabled = false;
  86067. _this._depthOfFieldEnabled = false;
  86068. _this._vlsEnabled = false;
  86069. _this._lensFlareEnabled = false;
  86070. _this._hdrEnabled = false;
  86071. _this._motionBlurEnabled = false;
  86072. _this._fxaaEnabled = false;
  86073. _this._motionBlurSamples = 64.0;
  86074. _this._volumetricLightStepsCount = 50.0;
  86075. _this._samples = 1;
  86076. _this._cameras = cameras || [];
  86077. // Initialize
  86078. _this._scene = scene;
  86079. _this._basePostProcess = originalPostProcess;
  86080. _this._ratio = ratio;
  86081. // Misc
  86082. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86083. // Finish
  86084. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86085. _this._buildPipeline();
  86086. return _this;
  86087. }
  86088. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86089. /**
  86090. * @ignore
  86091. * Specifies if the bloom pipeline is enabled
  86092. */
  86093. get: function () {
  86094. return this._bloomEnabled;
  86095. },
  86096. set: function (enabled) {
  86097. if (this._bloomEnabled === enabled) {
  86098. return;
  86099. }
  86100. this._bloomEnabled = enabled;
  86101. this._buildPipeline();
  86102. },
  86103. enumerable: true,
  86104. configurable: true
  86105. });
  86106. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86107. /**
  86108. * @ignore
  86109. * Specifies if the depth of field pipeline is enabed
  86110. */
  86111. get: function () {
  86112. return this._depthOfFieldEnabled;
  86113. },
  86114. set: function (enabled) {
  86115. if (this._depthOfFieldEnabled === enabled) {
  86116. return;
  86117. }
  86118. this._depthOfFieldEnabled = enabled;
  86119. this._buildPipeline();
  86120. },
  86121. enumerable: true,
  86122. configurable: true
  86123. });
  86124. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86125. /**
  86126. * @ignore
  86127. * Specifies if the lens flare pipeline is enabed
  86128. */
  86129. get: function () {
  86130. return this._lensFlareEnabled;
  86131. },
  86132. set: function (enabled) {
  86133. if (this._lensFlareEnabled === enabled) {
  86134. return;
  86135. }
  86136. this._lensFlareEnabled = enabled;
  86137. this._buildPipeline();
  86138. },
  86139. enumerable: true,
  86140. configurable: true
  86141. });
  86142. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86143. /**
  86144. * @ignore
  86145. * Specifies if the HDR pipeline is enabled
  86146. */
  86147. get: function () {
  86148. return this._hdrEnabled;
  86149. },
  86150. set: function (enabled) {
  86151. if (this._hdrEnabled === enabled) {
  86152. return;
  86153. }
  86154. this._hdrEnabled = enabled;
  86155. this._buildPipeline();
  86156. },
  86157. enumerable: true,
  86158. configurable: true
  86159. });
  86160. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86161. /**
  86162. * @ignore
  86163. * Specifies if the volumetric lights scattering effect is enabled
  86164. */
  86165. get: function () {
  86166. return this._vlsEnabled;
  86167. },
  86168. set: function (enabled) {
  86169. if (this._vlsEnabled === enabled) {
  86170. return;
  86171. }
  86172. if (enabled) {
  86173. var geometry = this._scene.enableGeometryBufferRenderer();
  86174. if (!geometry) {
  86175. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86176. return;
  86177. }
  86178. }
  86179. this._vlsEnabled = enabled;
  86180. this._buildPipeline();
  86181. },
  86182. enumerable: true,
  86183. configurable: true
  86184. });
  86185. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86186. /**
  86187. * @ignore
  86188. * Specifies if the motion blur effect is enabled
  86189. */
  86190. get: function () {
  86191. return this._motionBlurEnabled;
  86192. },
  86193. set: function (enabled) {
  86194. if (this._motionBlurEnabled === enabled) {
  86195. return;
  86196. }
  86197. this._motionBlurEnabled = enabled;
  86198. this._buildPipeline();
  86199. },
  86200. enumerable: true,
  86201. configurable: true
  86202. });
  86203. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86204. /**
  86205. * Specifies if anti-aliasing is enabled
  86206. */
  86207. get: function () {
  86208. return this._fxaaEnabled;
  86209. },
  86210. set: function (enabled) {
  86211. if (this._fxaaEnabled === enabled) {
  86212. return;
  86213. }
  86214. this._fxaaEnabled = enabled;
  86215. this._buildPipeline();
  86216. },
  86217. enumerable: true,
  86218. configurable: true
  86219. });
  86220. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86221. /**
  86222. * Specifies the number of steps used to calculate the volumetric lights
  86223. * Typically in interval [50, 200]
  86224. */
  86225. get: function () {
  86226. return this._volumetricLightStepsCount;
  86227. },
  86228. set: function (count) {
  86229. if (this.volumetricLightPostProcess) {
  86230. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86231. }
  86232. this._volumetricLightStepsCount = count;
  86233. },
  86234. enumerable: true,
  86235. configurable: true
  86236. });
  86237. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86238. /**
  86239. * Specifies the number of samples used for the motion blur effect
  86240. * Typically in interval [16, 64]
  86241. */
  86242. get: function () {
  86243. return this._motionBlurSamples;
  86244. },
  86245. set: function (samples) {
  86246. if (this.motionBlurPostProcess) {
  86247. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86248. }
  86249. this._motionBlurSamples = samples;
  86250. },
  86251. enumerable: true,
  86252. configurable: true
  86253. });
  86254. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86255. /**
  86256. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86257. */
  86258. get: function () {
  86259. return this._samples;
  86260. },
  86261. set: function (sampleCount) {
  86262. if (this._samples === sampleCount) {
  86263. return;
  86264. }
  86265. this._samples = sampleCount;
  86266. this._buildPipeline();
  86267. },
  86268. enumerable: true,
  86269. configurable: true
  86270. });
  86271. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86272. var _this = this;
  86273. var ratio = this._ratio;
  86274. var scene = this._scene;
  86275. this._disposePostProcesses();
  86276. this._reset();
  86277. // Create pass post-process
  86278. if (!this._basePostProcess) {
  86279. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86280. this.originalPostProcess.onApply = function (effect) {
  86281. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86282. };
  86283. }
  86284. else {
  86285. this.originalPostProcess = this._basePostProcess;
  86286. }
  86287. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86288. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86289. }
  86290. this._currentDepthOfFieldSource = this.originalPostProcess;
  86291. if (this._bloomEnabled) {
  86292. // Create down sample X4 post-process
  86293. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86294. // Create bright pass post-process
  86295. this._createBrightPassPostProcess(scene, ratio / 2);
  86296. // Create gaussian blur post-processes (down sampling blurs)
  86297. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86298. // Create texture adder post-process
  86299. this._createTextureAdderPostProcess(scene, ratio);
  86300. // Create depth-of-field source post-process
  86301. 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);
  86302. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86303. }
  86304. if (this._vlsEnabled) {
  86305. // Create volumetric light
  86306. this._createVolumetricLightPostProcess(scene, ratio);
  86307. // Create volumetric light final post-process
  86308. 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);
  86309. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86310. }
  86311. if (this._lensFlareEnabled) {
  86312. // Create lens flare post-process
  86313. this._createLensFlarePostProcess(scene, ratio);
  86314. // Create depth-of-field source post-process post lens-flare and disable it now
  86315. 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);
  86316. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86317. }
  86318. if (this._hdrEnabled) {
  86319. // Create luminance
  86320. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86321. // Create HDR
  86322. this._createHdrPostProcess(scene, ratio);
  86323. // Create depth-of-field source post-process post hdr and disable it now
  86324. 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);
  86325. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86326. }
  86327. if (this._depthOfFieldEnabled) {
  86328. // Create gaussian blur used by depth-of-field
  86329. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86330. // Create depth-of-field post-process
  86331. this._createDepthOfFieldPostProcess(scene, ratio);
  86332. }
  86333. if (this._motionBlurEnabled) {
  86334. // Create motion blur post-process
  86335. this._createMotionBlurPostProcess(scene, ratio);
  86336. }
  86337. if (this._fxaaEnabled) {
  86338. // Create fxaa post-process
  86339. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86340. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86341. }
  86342. if (this._cameras !== null) {
  86343. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86344. }
  86345. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86346. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86347. }
  86348. };
  86349. // Down Sample X4 Post-Processs
  86350. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86351. var _this = this;
  86352. var downSampleX4Offsets = new Array(32);
  86353. 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);
  86354. this.downSampleX4PostProcess.onApply = function (effect) {
  86355. var id = 0;
  86356. var width = _this.downSampleX4PostProcess.width;
  86357. var height = _this.downSampleX4PostProcess.height;
  86358. for (var i = -2; i < 2; i++) {
  86359. for (var j = -2; j < 2; j++) {
  86360. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86361. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86362. id += 2;
  86363. }
  86364. }
  86365. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86366. };
  86367. // Add to pipeline
  86368. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86369. };
  86370. // Brightpass Post-Process
  86371. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86372. var _this = this;
  86373. var brightOffsets = new Array(8);
  86374. 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);
  86375. this.brightPassPostProcess.onApply = function (effect) {
  86376. var sU = (1.0 / _this.brightPassPostProcess.width);
  86377. var sV = (1.0 / _this.brightPassPostProcess.height);
  86378. brightOffsets[0] = -0.5 * sU;
  86379. brightOffsets[1] = 0.5 * sV;
  86380. brightOffsets[2] = 0.5 * sU;
  86381. brightOffsets[3] = 0.5 * sV;
  86382. brightOffsets[4] = -0.5 * sU;
  86383. brightOffsets[5] = -0.5 * sV;
  86384. brightOffsets[6] = 0.5 * sU;
  86385. brightOffsets[7] = -0.5 * sV;
  86386. effect.setArray2("dsOffsets", brightOffsets);
  86387. effect.setFloat("brightThreshold", _this.brightThreshold);
  86388. };
  86389. // Add to pipeline
  86390. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86391. };
  86392. // Create blur H&V post-processes
  86393. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86394. var _this = this;
  86395. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86396. var engine = scene.getEngine();
  86397. 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);
  86398. 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);
  86399. blurX.onActivateObservable.add(function () {
  86400. var dw = blurX.width / engine.getRenderWidth();
  86401. blurX.kernel = _this[blurWidthKey] * dw;
  86402. });
  86403. blurY.onActivateObservable.add(function () {
  86404. var dw = blurY.height / engine.getRenderHeight();
  86405. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86406. });
  86407. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86408. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86409. this.blurHPostProcesses.push(blurX);
  86410. this.blurVPostProcesses.push(blurY);
  86411. };
  86412. // Create texture adder post-process
  86413. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86414. var _this = this;
  86415. 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);
  86416. this.textureAdderPostProcess.onApply = function (effect) {
  86417. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86418. effect.setTexture("lensSampler", _this.lensTexture);
  86419. effect.setFloat("exposure", _this.exposure);
  86420. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86421. };
  86422. // Add to pipeline
  86423. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86424. };
  86425. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86426. var _this = this;
  86427. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86428. geometryRenderer.enablePosition = true;
  86429. var geometry = geometryRenderer.getGBuffer();
  86430. // Base post-process
  86431. 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));
  86432. var depthValues = BABYLON.Vector2.Zero();
  86433. this.volumetricLightPostProcess.onApply = function (effect) {
  86434. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86435. var generator = _this.sourceLight.getShadowGenerator();
  86436. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86437. effect.setTexture("positionSampler", geometry.textures[2]);
  86438. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86439. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86440. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86441. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86442. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86443. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86444. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86445. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86446. effect.setVector2("depthValues", depthValues);
  86447. }
  86448. };
  86449. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86450. // Smooth
  86451. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86452. // Merge
  86453. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86454. this.volumetricLightMergePostProces.onApply = function (effect) {
  86455. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86456. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86457. };
  86458. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86459. };
  86460. // Create luminance
  86461. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86462. var _this = this;
  86463. // Create luminance
  86464. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86465. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86466. var offsets = [];
  86467. this.luminancePostProcess.onApply = function (effect) {
  86468. var sU = (1.0 / _this.luminancePostProcess.width);
  86469. var sV = (1.0 / _this.luminancePostProcess.height);
  86470. offsets[0] = -0.5 * sU;
  86471. offsets[1] = 0.5 * sV;
  86472. offsets[2] = 0.5 * sU;
  86473. offsets[3] = 0.5 * sV;
  86474. offsets[4] = -0.5 * sU;
  86475. offsets[5] = -0.5 * sV;
  86476. offsets[6] = 0.5 * sU;
  86477. offsets[7] = -0.5 * sV;
  86478. effect.setArray2("lumOffsets", offsets);
  86479. };
  86480. // Add to pipeline
  86481. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86482. // Create down sample luminance
  86483. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86484. var size = Math.pow(3, i);
  86485. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86486. if (i === 0) {
  86487. defines += "#define FINAL_DOWN_SAMPLER";
  86488. }
  86489. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86490. this.luminanceDownSamplePostProcesses.push(postProcess);
  86491. }
  86492. // Create callbacks and add effects
  86493. var lastLuminance = this.luminancePostProcess;
  86494. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86495. var downSampleOffsets = new Array(18);
  86496. pp.onApply = function (effect) {
  86497. if (!lastLuminance) {
  86498. return;
  86499. }
  86500. var id = 0;
  86501. for (var x = -1; x < 2; x++) {
  86502. for (var y = -1; y < 2; y++) {
  86503. downSampleOffsets[id] = x / lastLuminance.width;
  86504. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86505. id += 2;
  86506. }
  86507. }
  86508. effect.setArray2("dsOffsets", downSampleOffsets);
  86509. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86510. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86511. lastLuminance = _this.luminancePostProcess;
  86512. }
  86513. else {
  86514. lastLuminance = pp;
  86515. }
  86516. };
  86517. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86518. pp.onAfterRender = function (effect) {
  86519. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86520. 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);
  86521. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86522. };
  86523. }
  86524. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86525. });
  86526. };
  86527. // Create HDR post-process
  86528. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86529. var _this = this;
  86530. 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);
  86531. var outputLiminance = 1;
  86532. var time = 0;
  86533. var lastTime = 0;
  86534. this.hdrPostProcess.onApply = function (effect) {
  86535. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86536. time += scene.getEngine().getDeltaTime();
  86537. if (outputLiminance < 0) {
  86538. outputLiminance = _this._hdrCurrentLuminance;
  86539. }
  86540. else {
  86541. var dt = (lastTime - time) / 1000.0;
  86542. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86543. outputLiminance += _this.hdrDecreaseRate * dt;
  86544. }
  86545. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86546. outputLiminance -= _this.hdrIncreaseRate * dt;
  86547. }
  86548. else {
  86549. outputLiminance = _this._hdrCurrentLuminance;
  86550. }
  86551. }
  86552. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86553. effect.setFloat("averageLuminance", outputLiminance);
  86554. lastTime = time;
  86555. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86556. };
  86557. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86558. };
  86559. // Create lens flare post-process
  86560. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86561. var _this = this;
  86562. 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);
  86563. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86564. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86565. 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);
  86566. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86567. var resolution = new BABYLON.Vector2(0, 0);
  86568. // Lens flare
  86569. this.lensFlarePostProcess.onApply = function (effect) {
  86570. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86571. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86572. effect.setFloat("strength", _this.lensFlareStrength);
  86573. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86574. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86575. // Shift
  86576. resolution.x = _this.lensFlarePostProcess.width;
  86577. resolution.y = _this.lensFlarePostProcess.height;
  86578. effect.setVector2("resolution", resolution);
  86579. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86580. };
  86581. // Compose
  86582. 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);
  86583. 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);
  86584. this.lensFlareComposePostProcess.onApply = function (effect) {
  86585. if (!_this._scene.activeCamera) {
  86586. return;
  86587. }
  86588. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86589. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86590. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86591. // Lens start rotation matrix
  86592. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86593. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86594. 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));
  86595. camRot *= 4.0;
  86596. 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);
  86597. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86598. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86599. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86600. };
  86601. };
  86602. // Create depth-of-field post-process
  86603. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86604. var _this = this;
  86605. 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);
  86606. this.depthOfFieldPostProcess.onApply = function (effect) {
  86607. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86608. effect.setTexture("depthSampler", _this._getDepthTexture());
  86609. effect.setFloat("distance", _this.depthOfFieldDistance);
  86610. };
  86611. // Add to pipeline
  86612. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86613. };
  86614. // Create motion blur post-process
  86615. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86616. var _this = this;
  86617. 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);
  86618. var motionScale = 0;
  86619. var prevViewProjection = BABYLON.Matrix.Identity();
  86620. var invViewProjection = BABYLON.Matrix.Identity();
  86621. var viewProjection = BABYLON.Matrix.Identity();
  86622. var screenSize = BABYLON.Vector2.Zero();
  86623. this.motionBlurPostProcess.onApply = function (effect) {
  86624. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86625. viewProjection.invertToRef(invViewProjection);
  86626. effect.setMatrix("inverseViewProjection", invViewProjection);
  86627. effect.setMatrix("prevViewProjection", prevViewProjection);
  86628. prevViewProjection = viewProjection;
  86629. screenSize.x = _this.motionBlurPostProcess.width;
  86630. screenSize.y = _this.motionBlurPostProcess.height;
  86631. effect.setVector2("screenSize", screenSize);
  86632. motionScale = scene.getEngine().getFps() / 60.0;
  86633. effect.setFloat("motionScale", motionScale);
  86634. effect.setFloat("motionStrength", _this.motionStrength);
  86635. effect.setTexture("depthSampler", _this._getDepthTexture());
  86636. };
  86637. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86638. };
  86639. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86640. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86641. var renderer = this._scene.enableGeometryBufferRenderer();
  86642. return renderer.getGBuffer().textures[0];
  86643. }
  86644. return this._scene.enableDepthRenderer().getDepthMap();
  86645. };
  86646. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86647. for (var i = 0; i < this._cameras.length; i++) {
  86648. var camera = this._cameras[i];
  86649. if (this.originalPostProcess) {
  86650. this.originalPostProcess.dispose(camera);
  86651. }
  86652. if (this.downSampleX4PostProcess) {
  86653. this.downSampleX4PostProcess.dispose(camera);
  86654. }
  86655. if (this.brightPassPostProcess) {
  86656. this.brightPassPostProcess.dispose(camera);
  86657. }
  86658. if (this.textureAdderPostProcess) {
  86659. this.textureAdderPostProcess.dispose(camera);
  86660. }
  86661. if (this.textureAdderFinalPostProcess) {
  86662. this.textureAdderFinalPostProcess.dispose(camera);
  86663. }
  86664. if (this.volumetricLightPostProcess) {
  86665. this.volumetricLightPostProcess.dispose(camera);
  86666. }
  86667. if (this.volumetricLightSmoothXPostProcess) {
  86668. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86669. }
  86670. if (this.volumetricLightSmoothYPostProcess) {
  86671. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86672. }
  86673. if (this.volumetricLightMergePostProces) {
  86674. this.volumetricLightMergePostProces.dispose(camera);
  86675. }
  86676. if (this.volumetricLightFinalPostProcess) {
  86677. this.volumetricLightFinalPostProcess.dispose(camera);
  86678. }
  86679. if (this.lensFlarePostProcess) {
  86680. this.lensFlarePostProcess.dispose(camera);
  86681. }
  86682. if (this.lensFlareComposePostProcess) {
  86683. this.lensFlareComposePostProcess.dispose(camera);
  86684. }
  86685. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86686. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86687. }
  86688. if (this.luminancePostProcess) {
  86689. this.luminancePostProcess.dispose(camera);
  86690. }
  86691. if (this.hdrPostProcess) {
  86692. this.hdrPostProcess.dispose(camera);
  86693. }
  86694. if (this.hdrFinalPostProcess) {
  86695. this.hdrFinalPostProcess.dispose(camera);
  86696. }
  86697. if (this.depthOfFieldPostProcess) {
  86698. this.depthOfFieldPostProcess.dispose(camera);
  86699. }
  86700. if (this.motionBlurPostProcess) {
  86701. this.motionBlurPostProcess.dispose(camera);
  86702. }
  86703. if (this.fxaaPostProcess) {
  86704. this.fxaaPostProcess.dispose(camera);
  86705. }
  86706. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  86707. this.blurHPostProcesses[j].dispose(camera);
  86708. }
  86709. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  86710. this.blurVPostProcesses[j].dispose(camera);
  86711. }
  86712. }
  86713. this.originalPostProcess = null;
  86714. this.downSampleX4PostProcess = null;
  86715. this.brightPassPostProcess = null;
  86716. this.textureAdderPostProcess = null;
  86717. this.textureAdderFinalPostProcess = null;
  86718. this.volumetricLightPostProcess = null;
  86719. this.volumetricLightSmoothXPostProcess = null;
  86720. this.volumetricLightSmoothYPostProcess = null;
  86721. this.volumetricLightMergePostProces = null;
  86722. this.volumetricLightFinalPostProcess = null;
  86723. this.lensFlarePostProcess = null;
  86724. this.lensFlareComposePostProcess = null;
  86725. this.luminancePostProcess = null;
  86726. this.hdrPostProcess = null;
  86727. this.hdrFinalPostProcess = null;
  86728. this.depthOfFieldPostProcess = null;
  86729. this.motionBlurPostProcess = null;
  86730. this.fxaaPostProcess = null;
  86731. this.luminanceDownSamplePostProcesses = [];
  86732. this.blurHPostProcesses = [];
  86733. this.blurVPostProcesses = [];
  86734. };
  86735. /**
  86736. * Dispose of the pipeline and stop all post processes
  86737. */
  86738. StandardRenderingPipeline.prototype.dispose = function () {
  86739. this._disposePostProcesses();
  86740. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  86741. _super.prototype.dispose.call(this);
  86742. };
  86743. /**
  86744. * Serialize the rendering pipeline (Used when exporting)
  86745. * @returns the serialized object
  86746. */
  86747. StandardRenderingPipeline.prototype.serialize = function () {
  86748. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86749. if (this.sourceLight) {
  86750. serializationObject.sourceLightId = this.sourceLight.id;
  86751. }
  86752. serializationObject.customType = "StandardRenderingPipeline";
  86753. return serializationObject;
  86754. };
  86755. /**
  86756. * Parse the serialized pipeline
  86757. * @param source Source pipeline.
  86758. * @param scene The scene to load the pipeline to.
  86759. * @param rootUrl The URL of the serialized pipeline.
  86760. * @returns An instantiated pipeline from the serialized object.
  86761. */
  86762. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  86763. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86764. if (source.sourceLightId) {
  86765. p.sourceLight = scene.getLightByID(source.sourceLightId);
  86766. }
  86767. return p;
  86768. };
  86769. /**
  86770. * Luminance steps
  86771. */
  86772. StandardRenderingPipeline.LuminanceSteps = 6;
  86773. __decorate([
  86774. BABYLON.serialize()
  86775. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  86776. __decorate([
  86777. BABYLON.serialize()
  86778. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  86779. __decorate([
  86780. BABYLON.serialize()
  86781. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  86782. __decorate([
  86783. BABYLON.serialize()
  86784. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  86785. __decorate([
  86786. BABYLON.serializeAsTexture("lensTexture")
  86787. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  86788. __decorate([
  86789. BABYLON.serialize()
  86790. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  86791. __decorate([
  86792. BABYLON.serialize()
  86793. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  86794. __decorate([
  86795. BABYLON.serialize()
  86796. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  86797. __decorate([
  86798. BABYLON.serialize()
  86799. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  86800. __decorate([
  86801. BABYLON.serialize()
  86802. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  86803. __decorate([
  86804. BABYLON.serialize()
  86805. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  86806. __decorate([
  86807. BABYLON.serializeAsTexture("lensColorTexture")
  86808. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  86809. __decorate([
  86810. BABYLON.serialize()
  86811. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  86812. __decorate([
  86813. BABYLON.serialize()
  86814. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  86815. __decorate([
  86816. BABYLON.serialize()
  86817. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  86818. __decorate([
  86819. BABYLON.serialize()
  86820. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  86821. __decorate([
  86822. BABYLON.serializeAsTexture("lensStarTexture")
  86823. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  86824. __decorate([
  86825. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  86826. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  86827. __decorate([
  86828. BABYLON.serialize()
  86829. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  86830. __decorate([
  86831. BABYLON.serialize()
  86832. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  86833. __decorate([
  86834. BABYLON.serialize()
  86835. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  86836. __decorate([
  86837. BABYLON.serialize()
  86838. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  86839. __decorate([
  86840. BABYLON.serialize()
  86841. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  86842. __decorate([
  86843. BABYLON.serialize()
  86844. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  86845. __decorate([
  86846. BABYLON.serialize()
  86847. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  86848. __decorate([
  86849. BABYLON.serialize()
  86850. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  86851. __decorate([
  86852. BABYLON.serialize()
  86853. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  86854. __decorate([
  86855. BABYLON.serialize()
  86856. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  86857. __decorate([
  86858. BABYLON.serialize()
  86859. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  86860. __decorate([
  86861. BABYLON.serialize()
  86862. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  86863. __decorate([
  86864. BABYLON.serialize()
  86865. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  86866. __decorate([
  86867. BABYLON.serialize()
  86868. ], StandardRenderingPipeline.prototype, "samples", null);
  86869. return StandardRenderingPipeline;
  86870. }(BABYLON.PostProcessRenderPipeline));
  86871. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  86872. })(BABYLON || (BABYLON = {}));
  86873. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  86874. var BABYLON;
  86875. (function (BABYLON) {
  86876. /**
  86877. * Fxaa post process
  86878. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  86879. */
  86880. var FxaaPostProcess = /** @class */ (function (_super) {
  86881. __extends(FxaaPostProcess, _super);
  86882. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  86883. if (camera === void 0) { camera = null; }
  86884. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86885. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  86886. var defines = _this._getDefines();
  86887. _this.updateEffect(defines);
  86888. _this.onApplyObservable.add(function (effect) {
  86889. var texelSize = _this.texelSize;
  86890. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  86891. });
  86892. return _this;
  86893. }
  86894. FxaaPostProcess.prototype._getDefines = function () {
  86895. var engine = this.getEngine();
  86896. if (!engine) {
  86897. return null;
  86898. }
  86899. var glInfo = engine.getGlInfo();
  86900. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  86901. return "#define MALI 1\n";
  86902. }
  86903. return null;
  86904. };
  86905. return FxaaPostProcess;
  86906. }(BABYLON.PostProcess));
  86907. BABYLON.FxaaPostProcess = FxaaPostProcess;
  86908. })(BABYLON || (BABYLON = {}));
  86909. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  86910. var BABYLON;
  86911. (function (BABYLON) {
  86912. /**
  86913. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  86914. */
  86915. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  86916. __extends(ChromaticAberrationPostProcess, _super);
  86917. /**
  86918. * Creates a new instance ChromaticAberrationPostProcess
  86919. * @param name The name of the effect.
  86920. * @param screenWidth The width of the screen to apply the effect on.
  86921. * @param screenHeight The height of the screen to apply the effect on.
  86922. * @param options The required width/height ratio to downsize to before computing the render pass.
  86923. * @param camera The camera to apply the render pass to.
  86924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86925. * @param engine The engine which the post process will be applied. (default: current engine)
  86926. * @param reusable If the post process can be reused on the same frame. (default: false)
  86927. * @param textureType Type of textures used when performing the post process. (default: 0)
  86928. * @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)
  86929. */
  86930. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86931. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86932. if (blockCompilation === void 0) { blockCompilation = false; }
  86933. 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;
  86934. /**
  86935. * The amount of seperation of rgb channels (default: 30)
  86936. */
  86937. _this.aberrationAmount = 30;
  86938. /**
  86939. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  86940. */
  86941. _this.radialIntensity = 0;
  86942. /**
  86943. * 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))
  86944. */
  86945. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  86946. /**
  86947. * 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))
  86948. */
  86949. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  86950. _this.onApplyObservable.add(function (effect) {
  86951. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  86952. effect.setFloat('screen_width', screenWidth);
  86953. effect.setFloat('screen_height', screenHeight);
  86954. effect.setFloat('radialIntensity', _this.radialIntensity);
  86955. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  86956. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  86957. });
  86958. return _this;
  86959. }
  86960. return ChromaticAberrationPostProcess;
  86961. }(BABYLON.PostProcess));
  86962. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  86963. })(BABYLON || (BABYLON = {}));
  86964. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  86965. var BABYLON;
  86966. (function (BABYLON) {
  86967. /**
  86968. * The GrainPostProcess adds noise to the image at mid luminance levels
  86969. */
  86970. var GrainPostProcess = /** @class */ (function (_super) {
  86971. __extends(GrainPostProcess, _super);
  86972. /**
  86973. * Creates a new instance of @see GrainPostProcess
  86974. * @param name The name of the effect.
  86975. * @param options The required width/height ratio to downsize to before computing the render pass.
  86976. * @param camera The camera to apply the render pass to.
  86977. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  86978. * @param engine The engine which the post process will be applied. (default: current engine)
  86979. * @param reusable If the post process can be reused on the same frame. (default: false)
  86980. * @param textureType Type of textures used when performing the post process. (default: 0)
  86981. * @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)
  86982. */
  86983. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  86984. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  86985. if (blockCompilation === void 0) { blockCompilation = false; }
  86986. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  86987. /**
  86988. * The intensity of the grain added (default: 30)
  86989. */
  86990. _this.intensity = 30;
  86991. /**
  86992. * If the grain should be randomized on every frame
  86993. */
  86994. _this.animated = false;
  86995. _this.onApplyObservable.add(function (effect) {
  86996. effect.setFloat('intensity', _this.intensity);
  86997. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  86998. });
  86999. return _this;
  87000. }
  87001. return GrainPostProcess;
  87002. }(BABYLON.PostProcess));
  87003. BABYLON.GrainPostProcess = GrainPostProcess;
  87004. })(BABYLON || (BABYLON = {}));
  87005. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87006. var BABYLON;
  87007. (function (BABYLON) {
  87008. /**
  87009. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87010. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87011. */
  87012. var SharpenPostProcess = /** @class */ (function (_super) {
  87013. __extends(SharpenPostProcess, _super);
  87014. /**
  87015. * Creates a new instance ConvolutionPostProcess
  87016. * @param name The name of the effect.
  87017. * @param options The required width/height ratio to downsize to before computing the render pass.
  87018. * @param camera The camera to apply the render pass to.
  87019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87020. * @param engine The engine which the post process will be applied. (default: current engine)
  87021. * @param reusable If the post process can be reused on the same frame. (default: false)
  87022. * @param textureType Type of textures used when performing the post process. (default: 0)
  87023. * @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)
  87024. */
  87025. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87026. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87027. if (blockCompilation === void 0) { blockCompilation = false; }
  87028. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87029. /**
  87030. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87031. */
  87032. _this.colorAmount = 1.0;
  87033. /**
  87034. * How much sharpness should be applied (default: 0.3)
  87035. */
  87036. _this.edgeAmount = 0.3;
  87037. _this.onApply = function (effect) {
  87038. effect.setFloat2("screenSize", _this.width, _this.height);
  87039. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87040. };
  87041. return _this;
  87042. }
  87043. return SharpenPostProcess;
  87044. }(BABYLON.PostProcess));
  87045. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87046. })(BABYLON || (BABYLON = {}));
  87047. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87048. var BABYLON;
  87049. (function (BABYLON) {
  87050. /**
  87051. * The Blur Post Process which blurs an image based on a kernel and direction.
  87052. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87053. */
  87054. var BlurPostProcess = /** @class */ (function (_super) {
  87055. __extends(BlurPostProcess, _super);
  87056. /**
  87057. * Creates a new instance BlurPostProcess
  87058. * @param name The name of the effect.
  87059. * @param direction The direction in which to blur the image.
  87060. * @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.
  87061. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87062. * @param camera The camera to apply the render pass to.
  87063. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87064. * @param engine The engine which the post process will be applied. (default: current engine)
  87065. * @param reusable If the post process can be reused on the same frame. (default: false)
  87066. * @param textureType Type of textures used when performing the post process. (default: 0)
  87067. * @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)
  87068. */
  87069. function BlurPostProcess(name,
  87070. /** The direction in which to blur the image. */
  87071. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87072. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87073. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87074. if (defines === void 0) { defines = ""; }
  87075. if (blockCompilation === void 0) { blockCompilation = false; }
  87076. 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;
  87077. _this.direction = direction;
  87078. _this.blockCompilation = blockCompilation;
  87079. _this._packedFloat = false;
  87080. _this._staticDefines = "";
  87081. _this._staticDefines = defines;
  87082. _this.onApplyObservable.add(function (effect) {
  87083. if (_this._outputTexture) {
  87084. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87085. }
  87086. else {
  87087. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87088. }
  87089. });
  87090. _this.kernel = kernel;
  87091. return _this;
  87092. }
  87093. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87094. /**
  87095. * Gets the length in pixels of the blur sample region
  87096. */
  87097. get: function () {
  87098. return this._idealKernel;
  87099. },
  87100. /**
  87101. * Sets the length in pixels of the blur sample region
  87102. */
  87103. set: function (v) {
  87104. if (this._idealKernel === v) {
  87105. return;
  87106. }
  87107. v = Math.max(v, 1);
  87108. this._idealKernel = v;
  87109. this._kernel = this._nearestBestKernel(v);
  87110. if (!this.blockCompilation) {
  87111. this._updateParameters();
  87112. }
  87113. },
  87114. enumerable: true,
  87115. configurable: true
  87116. });
  87117. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87118. /**
  87119. * Gets wether or not the blur is unpacking/repacking floats
  87120. */
  87121. get: function () {
  87122. return this._packedFloat;
  87123. },
  87124. /**
  87125. * Sets wether or not the blur needs to unpack/repack floats
  87126. */
  87127. set: function (v) {
  87128. if (this._packedFloat === v) {
  87129. return;
  87130. }
  87131. this._packedFloat = v;
  87132. if (!this.blockCompilation) {
  87133. this._updateParameters();
  87134. }
  87135. },
  87136. enumerable: true,
  87137. configurable: true
  87138. });
  87139. /**
  87140. * Updates the effect with the current post process compile time values and recompiles the shader.
  87141. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87142. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87143. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87144. * @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
  87145. * @param onCompiled Called when the shader has been compiled.
  87146. * @param onError Called if there is an error when compiling a shader.
  87147. */
  87148. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87149. if (defines === void 0) { defines = null; }
  87150. if (uniforms === void 0) { uniforms = null; }
  87151. if (samplers === void 0) { samplers = null; }
  87152. this._updateParameters(onCompiled, onError);
  87153. };
  87154. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87155. // Generate sampling offsets and weights
  87156. var N = this._kernel;
  87157. var centerIndex = (N - 1) / 2;
  87158. // Generate Gaussian sampling weights over kernel
  87159. var offsets = [];
  87160. var weights = [];
  87161. var totalWeight = 0;
  87162. for (var i = 0; i < N; i++) {
  87163. var u = i / (N - 1);
  87164. var w = this._gaussianWeight(u * 2.0 - 1);
  87165. offsets[i] = (i - centerIndex);
  87166. weights[i] = w;
  87167. totalWeight += w;
  87168. }
  87169. // Normalize weights
  87170. for (var i = 0; i < weights.length; i++) {
  87171. weights[i] /= totalWeight;
  87172. }
  87173. // Optimize: combine samples to take advantage of hardware linear sampling
  87174. // Walk from left to center, combining pairs (symmetrically)
  87175. var linearSamplingWeights = [];
  87176. var linearSamplingOffsets = [];
  87177. var linearSamplingMap = [];
  87178. for (var i = 0; i <= centerIndex; i += 2) {
  87179. var j = Math.min(i + 1, Math.floor(centerIndex));
  87180. var singleCenterSample = i === j;
  87181. if (singleCenterSample) {
  87182. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87183. }
  87184. else {
  87185. var sharedCell = j === centerIndex;
  87186. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87187. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87188. if (offsetLinear === 0) {
  87189. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87190. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87191. }
  87192. else {
  87193. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87194. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87195. }
  87196. }
  87197. }
  87198. for (var i = 0; i < linearSamplingMap.length; i++) {
  87199. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87200. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87201. }
  87202. // Replace with optimized
  87203. offsets = linearSamplingOffsets;
  87204. weights = linearSamplingWeights;
  87205. // Generate shaders
  87206. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87207. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87208. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87209. var defines = "";
  87210. defines += this._staticDefines;
  87211. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87212. if (this._staticDefines.indexOf("DOF") != -1) {
  87213. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87214. varyingCount--;
  87215. }
  87216. for (var i = 0; i < varyingCount; i++) {
  87217. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87218. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87219. }
  87220. var depCount = 0;
  87221. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87222. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87223. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87224. depCount++;
  87225. }
  87226. if (this.packedFloat) {
  87227. defines += "#define PACKEDFLOAT 1";
  87228. }
  87229. this.blockCompilation = false;
  87230. _super.prototype.updateEffect.call(this, defines, null, null, {
  87231. varyingCount: varyingCount,
  87232. depCount: depCount
  87233. }, onCompiled, onError);
  87234. };
  87235. /**
  87236. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87237. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87238. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87239. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87240. * The gaps between physical kernels are compensated for in the weighting of the samples
  87241. * @param idealKernel Ideal blur kernel.
  87242. * @return Nearest best kernel.
  87243. */
  87244. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87245. var v = Math.round(idealKernel);
  87246. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87247. var k = _a[_i];
  87248. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87249. return Math.max(k, 3);
  87250. }
  87251. }
  87252. return Math.max(v, 3);
  87253. };
  87254. /**
  87255. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87256. * @param x The point on the Gaussian distribution to sample.
  87257. * @return the value of the Gaussian function at x.
  87258. */
  87259. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87260. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87261. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87262. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87263. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87264. // truncated at around 1.3% of peak strength.
  87265. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87266. var sigma = (1 / 3);
  87267. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87268. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87269. var weight = (1.0 / denominator) * Math.exp(exponent);
  87270. return weight;
  87271. };
  87272. /**
  87273. * Generates a string that can be used as a floating point number in GLSL.
  87274. * @param x Value to print.
  87275. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87276. * @return GLSL float string.
  87277. */
  87278. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87279. if (decimalFigures === void 0) { decimalFigures = 8; }
  87280. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87281. };
  87282. return BlurPostProcess;
  87283. }(BABYLON.PostProcess));
  87284. BABYLON.BlurPostProcess = BlurPostProcess;
  87285. })(BABYLON || (BABYLON = {}));
  87286. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87287. var BABYLON;
  87288. (function (BABYLON) {
  87289. /**
  87290. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87291. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87292. * based on samples that have a large difference in distance than the center pixel.
  87293. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87294. */
  87295. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87296. __extends(DepthOfFieldBlurPostProcess, _super);
  87297. /**
  87298. * Creates a new instance CircleOfConfusionPostProcess
  87299. * @param name The name of the effect.
  87300. * @param scene The scene the effect belongs to.
  87301. * @param direction The direction the blur should be applied.
  87302. * @param kernel The size of the kernel used to blur.
  87303. * @param options The required width/height ratio to downsize to before computing the render pass.
  87304. * @param camera The camera to apply the render pass to.
  87305. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87306. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87307. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87308. * @param engine The engine which the post process will be applied. (default: current engine)
  87309. * @param reusable If the post process can be reused on the same frame. (default: false)
  87310. * @param textureType Type of textures used when performing the post process. (default: 0)
  87311. * @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)
  87312. */
  87313. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87314. if (imageToBlur === void 0) { imageToBlur = null; }
  87315. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87316. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87317. if (blockCompilation === void 0) { blockCompilation = false; }
  87318. 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;
  87319. _this.direction = direction;
  87320. _this.onApplyObservable.add(function (effect) {
  87321. if (imageToBlur != null) {
  87322. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87323. }
  87324. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87325. if (scene.activeCamera) {
  87326. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87327. }
  87328. });
  87329. return _this;
  87330. }
  87331. return DepthOfFieldBlurPostProcess;
  87332. }(BABYLON.BlurPostProcess));
  87333. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87334. })(BABYLON || (BABYLON = {}));
  87335. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87336. var BABYLON;
  87337. (function (BABYLON) {
  87338. /**
  87339. * Options to be set when merging outputs from the default pipeline.
  87340. */
  87341. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87342. function DepthOfFieldMergePostProcessOptions() {
  87343. }
  87344. return DepthOfFieldMergePostProcessOptions;
  87345. }());
  87346. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87347. /**
  87348. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87349. */
  87350. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87351. __extends(DepthOfFieldMergePostProcess, _super);
  87352. /**
  87353. * Creates a new instance of DepthOfFieldMergePostProcess
  87354. * @param name The name of the effect.
  87355. * @param originalFromInput Post process which's input will be used for the merge.
  87356. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87357. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87358. * @param options The required width/height ratio to downsize to before computing the render pass.
  87359. * @param camera The camera to apply the render pass to.
  87360. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87361. * @param engine The engine which the post process will be applied. (default: current engine)
  87362. * @param reusable If the post process can be reused on the same frame. (default: false)
  87363. * @param textureType Type of textures used when performing the post process. (default: 0)
  87364. * @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)
  87365. */
  87366. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87367. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87368. if (blockCompilation === void 0) { blockCompilation = false; }
  87369. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87370. _this.blurSteps = blurSteps;
  87371. _this.onApplyObservable.add(function (effect) {
  87372. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87373. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87374. blurSteps.forEach(function (step, index) {
  87375. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87376. });
  87377. });
  87378. if (!blockCompilation) {
  87379. _this.updateEffect();
  87380. }
  87381. return _this;
  87382. }
  87383. /**
  87384. * Updates the effect with the current post process compile time values and recompiles the shader.
  87385. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87386. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87387. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87388. * @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
  87389. * @param onCompiled Called when the shader has been compiled.
  87390. * @param onError Called if there is an error when compiling a shader.
  87391. */
  87392. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87393. if (defines === void 0) { defines = null; }
  87394. if (uniforms === void 0) { uniforms = null; }
  87395. if (samplers === void 0) { samplers = null; }
  87396. if (!defines) {
  87397. defines = "";
  87398. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87399. }
  87400. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87401. };
  87402. return DepthOfFieldMergePostProcess;
  87403. }(BABYLON.PostProcess));
  87404. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87405. })(BABYLON || (BABYLON = {}));
  87406. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87407. var BABYLON;
  87408. (function (BABYLON) {
  87409. /**
  87410. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87411. */
  87412. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87413. __extends(CircleOfConfusionPostProcess, _super);
  87414. /**
  87415. * Creates a new instance CircleOfConfusionPostProcess
  87416. * @param name The name of the effect.
  87417. * @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.
  87418. * @param options The required width/height ratio to downsize to before computing the render pass.
  87419. * @param camera The camera to apply the render pass to.
  87420. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87421. * @param engine The engine which the post process will be applied. (default: current engine)
  87422. * @param reusable If the post process can be reused on the same frame. (default: false)
  87423. * @param textureType Type of textures used when performing the post process. (default: 0)
  87424. * @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)
  87425. */
  87426. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87427. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87428. if (blockCompilation === void 0) { blockCompilation = false; }
  87429. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87430. /**
  87431. * 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.
  87432. */
  87433. _this.lensSize = 50;
  87434. /**
  87435. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87436. */
  87437. _this.fStop = 1.4;
  87438. /**
  87439. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87440. */
  87441. _this.focusDistance = 2000;
  87442. /**
  87443. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87444. */
  87445. _this.focalLength = 50;
  87446. _this._depthTexture = null;
  87447. _this._depthTexture = depthTexture;
  87448. _this.onApplyObservable.add(function (effect) {
  87449. if (!_this._depthTexture) {
  87450. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87451. return;
  87452. }
  87453. effect.setTexture("depthSampler", _this._depthTexture);
  87454. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87455. var aperture = _this.lensSize / _this.fStop;
  87456. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87457. effect.setFloat('focusDistance', _this.focusDistance);
  87458. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87459. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87460. });
  87461. return _this;
  87462. }
  87463. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87464. /**
  87465. * 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.
  87466. */
  87467. set: function (value) {
  87468. this._depthTexture = value;
  87469. },
  87470. enumerable: true,
  87471. configurable: true
  87472. });
  87473. return CircleOfConfusionPostProcess;
  87474. }(BABYLON.PostProcess));
  87475. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87476. })(BABYLON || (BABYLON = {}));
  87477. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87478. var BABYLON;
  87479. (function (BABYLON) {
  87480. /**
  87481. * Specifies the level of max blur that should be applied when using the depth of field effect
  87482. */
  87483. var DepthOfFieldEffectBlurLevel;
  87484. (function (DepthOfFieldEffectBlurLevel) {
  87485. /**
  87486. * Subtle blur
  87487. */
  87488. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87489. /**
  87490. * Medium blur
  87491. */
  87492. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87493. /**
  87494. * Large blur
  87495. */
  87496. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87497. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87498. /**
  87499. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87500. */
  87501. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87502. __extends(DepthOfFieldEffect, _super);
  87503. /**
  87504. * Creates a new instance DepthOfFieldEffect
  87505. * @param scene The scene the effect belongs to.
  87506. * @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.
  87507. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87508. * @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)
  87509. */
  87510. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87511. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87512. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87513. if (blockCompilation === void 0) { blockCompilation = false; }
  87514. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87515. return _this._effects;
  87516. }, true) || this;
  87517. /**
  87518. * @hidden Internal post processes in depth of field effect
  87519. */
  87520. _this._effects = [];
  87521. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87522. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87523. // 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)
  87524. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87525. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87526. _this._depthOfFieldBlurY = [];
  87527. _this._depthOfFieldBlurX = [];
  87528. var blurCount = 1;
  87529. var kernelSize = 15;
  87530. switch (blurLevel) {
  87531. case DepthOfFieldEffectBlurLevel.High: {
  87532. blurCount = 3;
  87533. kernelSize = 51;
  87534. break;
  87535. }
  87536. case DepthOfFieldEffectBlurLevel.Medium: {
  87537. blurCount = 2;
  87538. kernelSize = 31;
  87539. break;
  87540. }
  87541. default: {
  87542. kernelSize = 15;
  87543. blurCount = 1;
  87544. break;
  87545. }
  87546. }
  87547. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87548. var ratio = 1.0;
  87549. for (var i = 0; i < blurCount; i++) {
  87550. 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);
  87551. blurY.autoClear = false;
  87552. ratio = 0.75 / Math.pow(2, i);
  87553. 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);
  87554. blurX.autoClear = false;
  87555. _this._depthOfFieldBlurY.push(blurY);
  87556. _this._depthOfFieldBlurX.push(blurX);
  87557. }
  87558. // Set all post processes on the effect.
  87559. _this._effects = [_this._circleOfConfusion];
  87560. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87561. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87562. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87563. }
  87564. // Merge blurred images with original image based on circleOfConfusion
  87565. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87566. _this._dofMerge.autoClear = false;
  87567. _this._effects.push(_this._dofMerge);
  87568. return _this;
  87569. }
  87570. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87571. get: function () {
  87572. return this._circleOfConfusion.focalLength;
  87573. },
  87574. /**
  87575. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87576. */
  87577. set: function (value) {
  87578. this._circleOfConfusion.focalLength = value;
  87579. },
  87580. enumerable: true,
  87581. configurable: true
  87582. });
  87583. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87584. get: function () {
  87585. return this._circleOfConfusion.fStop;
  87586. },
  87587. /**
  87588. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87589. */
  87590. set: function (value) {
  87591. this._circleOfConfusion.fStop = value;
  87592. },
  87593. enumerable: true,
  87594. configurable: true
  87595. });
  87596. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87597. get: function () {
  87598. return this._circleOfConfusion.focusDistance;
  87599. },
  87600. /**
  87601. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87602. */
  87603. set: function (value) {
  87604. this._circleOfConfusion.focusDistance = value;
  87605. },
  87606. enumerable: true,
  87607. configurable: true
  87608. });
  87609. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87610. get: function () {
  87611. return this._circleOfConfusion.lensSize;
  87612. },
  87613. /**
  87614. * 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.
  87615. */
  87616. set: function (value) {
  87617. this._circleOfConfusion.lensSize = value;
  87618. },
  87619. enumerable: true,
  87620. configurable: true
  87621. });
  87622. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87623. /**
  87624. * 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.
  87625. */
  87626. set: function (value) {
  87627. this._circleOfConfusion.depthTexture = value;
  87628. },
  87629. enumerable: true,
  87630. configurable: true
  87631. });
  87632. /**
  87633. * Disposes each of the internal effects for a given camera.
  87634. * @param camera The camera to dispose the effect on.
  87635. */
  87636. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87637. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87638. this._effects[effectIndex].dispose(camera);
  87639. }
  87640. };
  87641. /**
  87642. * @hidden Internal
  87643. */
  87644. DepthOfFieldEffect.prototype._updateEffects = function () {
  87645. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87646. this._effects[effectIndex].updateEffect();
  87647. }
  87648. };
  87649. /**
  87650. * Internal
  87651. * @returns if all the contained post processes are ready.
  87652. * @hidden
  87653. */
  87654. DepthOfFieldEffect.prototype._isReady = function () {
  87655. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87656. if (!this._effects[effectIndex].isReady()) {
  87657. return false;
  87658. }
  87659. }
  87660. return true;
  87661. };
  87662. return DepthOfFieldEffect;
  87663. }(BABYLON.PostProcessRenderEffect));
  87664. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87665. })(BABYLON || (BABYLON = {}));
  87666. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87667. var BABYLON;
  87668. (function (BABYLON) {
  87669. /**
  87670. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87671. */
  87672. var BloomMergePostProcess = /** @class */ (function (_super) {
  87673. __extends(BloomMergePostProcess, _super);
  87674. /**
  87675. * Creates a new instance of @see BloomMergePostProcess
  87676. * @param name The name of the effect.
  87677. * @param originalFromInput Post process which's input will be used for the merge.
  87678. * @param blurred Blurred highlights post process which's output will be used.
  87679. * @param weight Weight of the bloom to be added to the original input.
  87680. * @param options The required width/height ratio to downsize to before computing the render pass.
  87681. * @param camera The camera to apply the render pass to.
  87682. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87683. * @param engine The engine which the post process will be applied. (default: current engine)
  87684. * @param reusable If the post process can be reused on the same frame. (default: false)
  87685. * @param textureType Type of textures used when performing the post process. (default: 0)
  87686. * @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)
  87687. */
  87688. function BloomMergePostProcess(name, originalFromInput, blurred,
  87689. /** Weight of the bloom to be added to the original input. */
  87690. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87691. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87692. if (blockCompilation === void 0) { blockCompilation = false; }
  87693. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87694. _this.weight = weight;
  87695. _this.onApplyObservable.add(function (effect) {
  87696. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87697. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87698. effect.setFloat("bloomWeight", _this.weight);
  87699. });
  87700. if (!blockCompilation) {
  87701. _this.updateEffect();
  87702. }
  87703. return _this;
  87704. }
  87705. return BloomMergePostProcess;
  87706. }(BABYLON.PostProcess));
  87707. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  87708. })(BABYLON || (BABYLON = {}));
  87709. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  87710. var BABYLON;
  87711. (function (BABYLON) {
  87712. /**
  87713. * 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.
  87714. */
  87715. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  87716. __extends(ExtractHighlightsPostProcess, _super);
  87717. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87718. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87719. if (blockCompilation === void 0) { blockCompilation = false; }
  87720. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87721. /**
  87722. * The luminance threshold, pixels below this value will be set to black.
  87723. */
  87724. _this.threshold = 0.9;
  87725. /** @hidden */
  87726. _this._exposure = 1;
  87727. /**
  87728. * Post process which has the input texture to be used when performing highlight extraction
  87729. * @hidden
  87730. */
  87731. _this._inputPostProcess = null;
  87732. _this.onApplyObservable.add(function (effect) {
  87733. if (_this._inputPostProcess) {
  87734. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  87735. }
  87736. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  87737. effect.setFloat('exposure', _this._exposure);
  87738. });
  87739. return _this;
  87740. }
  87741. return ExtractHighlightsPostProcess;
  87742. }(BABYLON.PostProcess));
  87743. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  87744. })(BABYLON || (BABYLON = {}));
  87745. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  87746. var BABYLON;
  87747. (function (BABYLON) {
  87748. /**
  87749. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  87750. */
  87751. var BloomEffect = /** @class */ (function (_super) {
  87752. __extends(BloomEffect, _super);
  87753. /**
  87754. * Creates a new instance of @see BloomEffect
  87755. * @param scene The scene the effect belongs to.
  87756. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  87757. * @param bloomKernel The size of the kernel to be used when applying the blur.
  87758. * @param bloomWeight The the strength of bloom.
  87759. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87760. * @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)
  87761. */
  87762. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  87763. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87764. if (blockCompilation === void 0) { blockCompilation = false; }
  87765. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  87766. return _this._effects;
  87767. }, true) || this;
  87768. _this.bloomScale = bloomScale;
  87769. /**
  87770. * @hidden Internal
  87771. */
  87772. _this._effects = [];
  87773. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87774. _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);
  87775. _this._blurX.alwaysForcePOT = true;
  87776. _this._blurX.autoClear = false;
  87777. _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);
  87778. _this._blurY.alwaysForcePOT = true;
  87779. _this._blurY.autoClear = false;
  87780. _this.kernel = bloomKernel;
  87781. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  87782. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87783. _this._merge.autoClear = false;
  87784. _this._effects.push(_this._merge);
  87785. return _this;
  87786. }
  87787. Object.defineProperty(BloomEffect.prototype, "threshold", {
  87788. /**
  87789. * The luminance threshold to find bright areas of the image to bloom.
  87790. */
  87791. get: function () {
  87792. return this._downscale.threshold;
  87793. },
  87794. set: function (value) {
  87795. this._downscale.threshold = value;
  87796. },
  87797. enumerable: true,
  87798. configurable: true
  87799. });
  87800. Object.defineProperty(BloomEffect.prototype, "weight", {
  87801. /**
  87802. * The strength of the bloom.
  87803. */
  87804. get: function () {
  87805. return this._merge.weight;
  87806. },
  87807. set: function (value) {
  87808. this._merge.weight = value;
  87809. },
  87810. enumerable: true,
  87811. configurable: true
  87812. });
  87813. Object.defineProperty(BloomEffect.prototype, "kernel", {
  87814. /**
  87815. * Specifies the size of the bloom blur kernel, relative to the final output size
  87816. */
  87817. get: function () {
  87818. return this._blurX.kernel / this.bloomScale;
  87819. },
  87820. set: function (value) {
  87821. this._blurX.kernel = value * this.bloomScale;
  87822. this._blurY.kernel = value * this.bloomScale;
  87823. },
  87824. enumerable: true,
  87825. configurable: true
  87826. });
  87827. /**
  87828. * Disposes each of the internal effects for a given camera.
  87829. * @param camera The camera to dispose the effect on.
  87830. */
  87831. BloomEffect.prototype.disposeEffects = function (camera) {
  87832. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87833. this._effects[effectIndex].dispose(camera);
  87834. }
  87835. };
  87836. /**
  87837. * @hidden Internal
  87838. */
  87839. BloomEffect.prototype._updateEffects = function () {
  87840. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87841. this._effects[effectIndex].updateEffect();
  87842. }
  87843. };
  87844. /**
  87845. * Internal
  87846. * @returns if all the contained post processes are ready.
  87847. * @hidden
  87848. */
  87849. BloomEffect.prototype._isReady = function () {
  87850. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87851. if (!this._effects[effectIndex].isReady()) {
  87852. return false;
  87853. }
  87854. }
  87855. return true;
  87856. };
  87857. return BloomEffect;
  87858. }(BABYLON.PostProcessRenderEffect));
  87859. BABYLON.BloomEffect = BloomEffect;
  87860. })(BABYLON || (BABYLON = {}));
  87861. //# sourceMappingURL=babylon.bloomEffect.js.map
  87862. var BABYLON;
  87863. (function (BABYLON) {
  87864. /**
  87865. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  87866. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  87867. */
  87868. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  87869. __extends(DefaultRenderingPipeline, _super);
  87870. /**
  87871. * @constructor
  87872. * @param name - The rendering pipeline name (default: "")
  87873. * @param hdr - If high dynamic range textures should be used (default: true)
  87874. * @param scene - The scene linked to this pipeline (default: the last created scene)
  87875. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  87876. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  87877. */
  87878. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  87879. if (name === void 0) { name = ""; }
  87880. if (hdr === void 0) { hdr = true; }
  87881. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  87882. if (automaticBuild === void 0) { automaticBuild = true; }
  87883. var _this = _super.call(this, scene.getEngine(), name) || this;
  87884. _this._camerasToBeAttached = [];
  87885. /**
  87886. * ID of the sharpen post process,
  87887. */
  87888. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  87889. /**
  87890. * @ignore
  87891. * ID of the image processing post process;
  87892. */
  87893. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  87894. /**
  87895. * @ignore
  87896. * ID of the Fast Approximate Anti-Aliasing post process;
  87897. */
  87898. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  87899. /**
  87900. * ID of the chromatic aberration post process,
  87901. */
  87902. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  87903. /**
  87904. * ID of the grain post process
  87905. */
  87906. _this.GrainPostProcessId = "GrainPostProcessEffect";
  87907. /**
  87908. * Glow post process which adds a glow to emmisive areas of the image
  87909. */
  87910. _this._glowLayer = null;
  87911. /**
  87912. * Animations which can be used to tweak settings over a period of time
  87913. */
  87914. _this.animations = [];
  87915. _this._imageProcessingConfigurationObserver = null;
  87916. // Values
  87917. _this._sharpenEnabled = false;
  87918. _this._bloomEnabled = false;
  87919. _this._depthOfFieldEnabled = false;
  87920. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  87921. _this._fxaaEnabled = false;
  87922. _this._imageProcessingEnabled = true;
  87923. _this._bloomScale = 0.5;
  87924. _this._chromaticAberrationEnabled = false;
  87925. _this._grainEnabled = false;
  87926. _this._buildAllowed = true;
  87927. _this._resizeObserver = null;
  87928. _this._hardwareScaleLevel = 1.0;
  87929. _this._bloomKernel = 64;
  87930. /**
  87931. * Specifies the weight of the bloom in the final rendering
  87932. */
  87933. _this._bloomWeight = 0.15;
  87934. /**
  87935. * Specifies the luma threshold for the area that will be blurred by the bloom
  87936. */
  87937. _this._bloomThreshold = 0.9;
  87938. _this._samples = 1;
  87939. _this._hasCleared = false;
  87940. _this._prevPostProcess = null;
  87941. _this._prevPrevPostProcess = null;
  87942. _this._depthOfFieldSceneObserver = null;
  87943. _this._cameras = cameras || scene.cameras;
  87944. _this._cameras = _this._cameras.slice();
  87945. _this._camerasToBeAttached = _this._cameras.slice();
  87946. _this._buildAllowed = automaticBuild;
  87947. // Initialize
  87948. _this._scene = scene;
  87949. var caps = _this._scene.getEngine().getCaps();
  87950. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  87951. // Misc
  87952. if (_this._hdr) {
  87953. if (caps.textureHalfFloatRender) {
  87954. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87955. }
  87956. else if (caps.textureFloatRender) {
  87957. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  87958. }
  87959. }
  87960. else {
  87961. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  87962. }
  87963. // Attach
  87964. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87965. var engine = _this._scene.getEngine();
  87966. // Create post processes before hand so they can be modified before enabled.
  87967. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  87968. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87969. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  87970. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  87971. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  87972. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87973. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  87974. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  87975. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  87976. _this._resizeObserver = engine.onResizeObservable.add(function () {
  87977. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  87978. _this.bloomKernel = _this.bloomKernel;
  87979. });
  87980. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  87981. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  87982. });
  87983. _this._buildPipeline();
  87984. return _this;
  87985. }
  87986. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  87987. get: function () {
  87988. return this._sharpenEnabled;
  87989. },
  87990. /**
  87991. * Enable or disable the sharpen process from the pipeline
  87992. */
  87993. set: function (enabled) {
  87994. if (this._sharpenEnabled === enabled) {
  87995. return;
  87996. }
  87997. this._sharpenEnabled = enabled;
  87998. this._buildPipeline();
  87999. },
  88000. enumerable: true,
  88001. configurable: true
  88002. });
  88003. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88004. /**
  88005. * Specifies the size of the bloom blur kernel, relative to the final output size
  88006. */
  88007. get: function () {
  88008. return this._bloomKernel;
  88009. },
  88010. set: function (value) {
  88011. this._bloomKernel = value;
  88012. this.bloom.kernel = value / this._hardwareScaleLevel;
  88013. },
  88014. enumerable: true,
  88015. configurable: true
  88016. });
  88017. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88018. get: function () {
  88019. return this._bloomWeight;
  88020. },
  88021. /**
  88022. * The strength of the bloom.
  88023. */
  88024. set: function (value) {
  88025. if (this._bloomWeight === value) {
  88026. return;
  88027. }
  88028. this.bloom.weight = value;
  88029. this._bloomWeight = value;
  88030. },
  88031. enumerable: true,
  88032. configurable: true
  88033. });
  88034. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88035. get: function () {
  88036. return this._bloomThreshold;
  88037. },
  88038. /**
  88039. * The strength of the bloom.
  88040. */
  88041. set: function (value) {
  88042. if (this._bloomThreshold === value) {
  88043. return;
  88044. }
  88045. this.bloom.threshold = value;
  88046. this._bloomThreshold = value;
  88047. },
  88048. enumerable: true,
  88049. configurable: true
  88050. });
  88051. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88052. get: function () {
  88053. return this._bloomScale;
  88054. },
  88055. /**
  88056. * The scale of the bloom, lower value will provide better performance.
  88057. */
  88058. set: function (value) {
  88059. if (this._bloomScale === value) {
  88060. return;
  88061. }
  88062. this._bloomScale = value;
  88063. // recreate bloom and dispose old as this setting is not dynamic
  88064. this._rebuildBloom();
  88065. this._buildPipeline();
  88066. },
  88067. enumerable: true,
  88068. configurable: true
  88069. });
  88070. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88071. get: function () {
  88072. return this._bloomEnabled;
  88073. },
  88074. /**
  88075. * Enable or disable the bloom from the pipeline
  88076. */
  88077. set: function (enabled) {
  88078. if (this._bloomEnabled === enabled) {
  88079. return;
  88080. }
  88081. this._bloomEnabled = enabled;
  88082. this._buildPipeline();
  88083. },
  88084. enumerable: true,
  88085. configurable: true
  88086. });
  88087. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88088. // recreate bloom and dispose old as this setting is not dynamic
  88089. var oldBloom = this.bloom;
  88090. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88091. this.bloom.threshold = oldBloom.threshold;
  88092. for (var i = 0; i < this._cameras.length; i++) {
  88093. oldBloom.disposeEffects(this._cameras[i]);
  88094. }
  88095. };
  88096. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88097. /**
  88098. * If the depth of field is enabled.
  88099. */
  88100. get: function () {
  88101. return this._depthOfFieldEnabled;
  88102. },
  88103. set: function (enabled) {
  88104. if (this._depthOfFieldEnabled === enabled) {
  88105. return;
  88106. }
  88107. this._depthOfFieldEnabled = enabled;
  88108. this._buildPipeline();
  88109. },
  88110. enumerable: true,
  88111. configurable: true
  88112. });
  88113. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88114. /**
  88115. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88116. */
  88117. get: function () {
  88118. return this._depthOfFieldBlurLevel;
  88119. },
  88120. set: function (value) {
  88121. if (this._depthOfFieldBlurLevel === value) {
  88122. return;
  88123. }
  88124. this._depthOfFieldBlurLevel = value;
  88125. // recreate dof and dispose old as this setting is not dynamic
  88126. var oldDof = this.depthOfField;
  88127. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88128. this.depthOfField.focalLength = oldDof.focalLength;
  88129. this.depthOfField.focusDistance = oldDof.focusDistance;
  88130. this.depthOfField.fStop = oldDof.fStop;
  88131. this.depthOfField.lensSize = oldDof.lensSize;
  88132. for (var i = 0; i < this._cameras.length; i++) {
  88133. oldDof.disposeEffects(this._cameras[i]);
  88134. }
  88135. this._buildPipeline();
  88136. },
  88137. enumerable: true,
  88138. configurable: true
  88139. });
  88140. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88141. get: function () {
  88142. return this._fxaaEnabled;
  88143. },
  88144. /**
  88145. * If the anti aliasing is enabled.
  88146. */
  88147. set: function (enabled) {
  88148. if (this._fxaaEnabled === enabled) {
  88149. return;
  88150. }
  88151. this._fxaaEnabled = enabled;
  88152. this._buildPipeline();
  88153. },
  88154. enumerable: true,
  88155. configurable: true
  88156. });
  88157. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88158. get: function () {
  88159. return this._samples;
  88160. },
  88161. /**
  88162. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88163. */
  88164. set: function (sampleCount) {
  88165. if (this._samples === sampleCount) {
  88166. return;
  88167. }
  88168. this._samples = sampleCount;
  88169. this._buildPipeline();
  88170. },
  88171. enumerable: true,
  88172. configurable: true
  88173. });
  88174. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88175. get: function () {
  88176. return this._imageProcessingEnabled;
  88177. },
  88178. /**
  88179. * If image processing is enabled.
  88180. */
  88181. set: function (enabled) {
  88182. if (this._imageProcessingEnabled === enabled) {
  88183. return;
  88184. }
  88185. this._imageProcessingEnabled = enabled;
  88186. this._buildPipeline();
  88187. },
  88188. enumerable: true,
  88189. configurable: true
  88190. });
  88191. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88192. get: function () {
  88193. return this._glowLayer == null;
  88194. },
  88195. /**
  88196. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88197. */
  88198. set: function (enabled) {
  88199. if (enabled && !this._glowLayer) {
  88200. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88201. }
  88202. else if (!enabled && this._glowLayer) {
  88203. this._glowLayer.dispose();
  88204. this._glowLayer = null;
  88205. }
  88206. },
  88207. enumerable: true,
  88208. configurable: true
  88209. });
  88210. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88211. get: function () {
  88212. return this._chromaticAberrationEnabled;
  88213. },
  88214. /**
  88215. * Enable or disable the chromaticAberration process from the pipeline
  88216. */
  88217. set: function (enabled) {
  88218. if (this._chromaticAberrationEnabled === enabled) {
  88219. return;
  88220. }
  88221. this._chromaticAberrationEnabled = enabled;
  88222. this._buildPipeline();
  88223. },
  88224. enumerable: true,
  88225. configurable: true
  88226. });
  88227. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88228. get: function () {
  88229. return this._grainEnabled;
  88230. },
  88231. /**
  88232. * Enable or disable the grain process from the pipeline
  88233. */
  88234. set: function (enabled) {
  88235. if (this._grainEnabled === enabled) {
  88236. return;
  88237. }
  88238. this._grainEnabled = enabled;
  88239. this._buildPipeline();
  88240. },
  88241. enumerable: true,
  88242. configurable: true
  88243. });
  88244. /**
  88245. * Force the compilation of the entire pipeline.
  88246. */
  88247. DefaultRenderingPipeline.prototype.prepare = function () {
  88248. var previousState = this._buildAllowed;
  88249. this._buildAllowed = true;
  88250. this._buildPipeline();
  88251. this._buildAllowed = previousState;
  88252. };
  88253. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88254. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88255. if (this._hasCleared) {
  88256. postProcess.autoClear = false;
  88257. }
  88258. else {
  88259. postProcess.autoClear = true;
  88260. this._scene.autoClear = false;
  88261. this._hasCleared = true;
  88262. }
  88263. if (!skipTextureSharing) {
  88264. if (this._prevPrevPostProcess) {
  88265. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88266. }
  88267. else {
  88268. postProcess.useOwnOutput();
  88269. }
  88270. if (this._prevPostProcess) {
  88271. this._prevPrevPostProcess = this._prevPostProcess;
  88272. }
  88273. this._prevPostProcess = postProcess;
  88274. }
  88275. };
  88276. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88277. var _this = this;
  88278. if (!this._buildAllowed) {
  88279. return;
  88280. }
  88281. this._scene.autoClear = true;
  88282. var engine = this._scene.getEngine();
  88283. this._disposePostProcesses();
  88284. if (this._cameras !== null) {
  88285. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88286. // get back cameras to be used to reattach pipeline
  88287. this._cameras = this._camerasToBeAttached.slice();
  88288. }
  88289. this._reset();
  88290. this._prevPostProcess = null;
  88291. this._prevPrevPostProcess = null;
  88292. this._hasCleared = false;
  88293. if (this.depthOfFieldEnabled) {
  88294. // Multi camera suport
  88295. if (this._cameras.length > 1) {
  88296. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88297. var camera = _a[_i];
  88298. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88299. depthRenderer.useOnlyInActiveCamera = true;
  88300. }
  88301. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88302. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88303. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88304. }
  88305. });
  88306. }
  88307. else {
  88308. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88309. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88310. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88311. }
  88312. if (!this.depthOfField._isReady()) {
  88313. this.depthOfField._updateEffects();
  88314. }
  88315. this.addEffect(this.depthOfField);
  88316. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88317. }
  88318. else {
  88319. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88320. }
  88321. if (this.bloomEnabled) {
  88322. if (!this.bloom._isReady()) {
  88323. this.bloom._updateEffects();
  88324. }
  88325. this.addEffect(this.bloom);
  88326. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88327. }
  88328. if (this._imageProcessingEnabled) {
  88329. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88330. if (this._hdr) {
  88331. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88332. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88333. }
  88334. else {
  88335. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88336. }
  88337. }
  88338. if (this.sharpenEnabled) {
  88339. if (!this.sharpen.isReady()) {
  88340. this.sharpen.updateEffect();
  88341. }
  88342. this.addEffect(this._sharpenEffect);
  88343. this._setAutoClearAndTextureSharing(this.sharpen);
  88344. }
  88345. if (this.grainEnabled) {
  88346. if (!this.grain.isReady()) {
  88347. this.grain.updateEffect();
  88348. }
  88349. this.addEffect(this._grainEffect);
  88350. this._setAutoClearAndTextureSharing(this.grain);
  88351. }
  88352. if (this.chromaticAberrationEnabled) {
  88353. if (!this.chromaticAberration.isReady()) {
  88354. this.chromaticAberration.updateEffect();
  88355. }
  88356. this.addEffect(this._chromaticAberrationEffect);
  88357. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88358. }
  88359. if (this.fxaaEnabled) {
  88360. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88361. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88362. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88363. }
  88364. if (this._cameras !== null) {
  88365. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88366. }
  88367. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88368. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88369. }
  88370. };
  88371. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88372. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88373. for (var i = 0; i < this._cameras.length; i++) {
  88374. var camera = this._cameras[i];
  88375. if (this.imageProcessing) {
  88376. this.imageProcessing.dispose(camera);
  88377. }
  88378. if (this.fxaa) {
  88379. this.fxaa.dispose(camera);
  88380. }
  88381. // These are created in the constructor and should not be disposed on every pipeline change
  88382. if (disposeNonRecreated) {
  88383. if (this.sharpen) {
  88384. this.sharpen.dispose(camera);
  88385. }
  88386. if (this.depthOfField) {
  88387. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88388. this.depthOfField.disposeEffects(camera);
  88389. }
  88390. if (this.bloom) {
  88391. this.bloom.disposeEffects(camera);
  88392. }
  88393. if (this.chromaticAberration) {
  88394. this.chromaticAberration.dispose(camera);
  88395. }
  88396. if (this.grain) {
  88397. this.grain.dispose(camera);
  88398. }
  88399. if (this._glowLayer) {
  88400. this._glowLayer.dispose();
  88401. }
  88402. }
  88403. }
  88404. this.imageProcessing = null;
  88405. this.fxaa = null;
  88406. if (disposeNonRecreated) {
  88407. this.sharpen = null;
  88408. this._sharpenEffect = null;
  88409. this.depthOfField = null;
  88410. this.bloom = null;
  88411. this.chromaticAberration = null;
  88412. this._chromaticAberrationEffect = null;
  88413. this.grain = null;
  88414. this._grainEffect = null;
  88415. this._glowLayer = null;
  88416. }
  88417. };
  88418. /**
  88419. * Adds a camera to the pipeline
  88420. * @param camera the camera to be added
  88421. */
  88422. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88423. this._camerasToBeAttached.push(camera);
  88424. this._buildPipeline();
  88425. };
  88426. /**
  88427. * Removes a camera from the pipeline
  88428. * @param camera the camera to remove
  88429. */
  88430. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88431. var index = this._camerasToBeAttached.indexOf(camera);
  88432. this._camerasToBeAttached.splice(index, 1);
  88433. this._buildPipeline();
  88434. };
  88435. /**
  88436. * Dispose of the pipeline and stop all post processes
  88437. */
  88438. DefaultRenderingPipeline.prototype.dispose = function () {
  88439. this._disposePostProcesses(true);
  88440. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88441. this._scene.autoClear = true;
  88442. if (this._resizeObserver) {
  88443. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88444. this._resizeObserver = null;
  88445. }
  88446. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88447. _super.prototype.dispose.call(this);
  88448. };
  88449. /**
  88450. * Serialize the rendering pipeline (Used when exporting)
  88451. * @returns the serialized object
  88452. */
  88453. DefaultRenderingPipeline.prototype.serialize = function () {
  88454. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88455. serializationObject.customType = "DefaultRenderingPipeline";
  88456. return serializationObject;
  88457. };
  88458. /**
  88459. * Parse the serialized pipeline
  88460. * @param source Source pipeline.
  88461. * @param scene The scene to load the pipeline to.
  88462. * @param rootUrl The URL of the serialized pipeline.
  88463. * @returns An instantiated pipeline from the serialized object.
  88464. */
  88465. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88466. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88467. };
  88468. __decorate([
  88469. BABYLON.serialize()
  88470. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88471. __decorate([
  88472. BABYLON.serialize()
  88473. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88474. __decorate([
  88475. BABYLON.serialize()
  88476. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88477. __decorate([
  88478. BABYLON.serialize()
  88479. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88480. __decorate([
  88481. BABYLON.serialize()
  88482. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88483. __decorate([
  88484. BABYLON.serialize()
  88485. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88486. __decorate([
  88487. BABYLON.serialize()
  88488. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88489. __decorate([
  88490. BABYLON.serialize()
  88491. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88492. __decorate([
  88493. BABYLON.serialize()
  88494. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88495. __decorate([
  88496. BABYLON.serialize()
  88497. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88498. __decorate([
  88499. BABYLON.serialize()
  88500. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88501. __decorate([
  88502. BABYLON.serialize()
  88503. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88504. __decorate([
  88505. BABYLON.serialize()
  88506. ], DefaultRenderingPipeline.prototype, "samples", null);
  88507. __decorate([
  88508. BABYLON.serialize()
  88509. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88510. __decorate([
  88511. BABYLON.serialize()
  88512. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88513. __decorate([
  88514. BABYLON.serialize()
  88515. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88516. __decorate([
  88517. BABYLON.serialize()
  88518. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88519. return DefaultRenderingPipeline;
  88520. }(BABYLON.PostProcessRenderPipeline));
  88521. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88522. })(BABYLON || (BABYLON = {}));
  88523. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88524. var BABYLON;
  88525. (function (BABYLON) {
  88526. /**
  88527. * @hidden
  88528. */
  88529. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88530. __extends(ImageProcessingConfigurationDefines, _super);
  88531. function ImageProcessingConfigurationDefines() {
  88532. var _this = _super.call(this) || this;
  88533. _this.IMAGEPROCESSING = false;
  88534. _this.VIGNETTE = false;
  88535. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88536. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88537. _this.TONEMAPPING = false;
  88538. _this.TONEMAPPING_ACES = false;
  88539. _this.CONTRAST = false;
  88540. _this.COLORCURVES = false;
  88541. _this.COLORGRADING = false;
  88542. _this.COLORGRADING3D = false;
  88543. _this.SAMPLER3DGREENDEPTH = false;
  88544. _this.SAMPLER3DBGRMAP = false;
  88545. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88546. _this.EXPOSURE = false;
  88547. _this.rebuild();
  88548. return _this;
  88549. }
  88550. return ImageProcessingConfigurationDefines;
  88551. }(BABYLON.MaterialDefines));
  88552. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88553. /**
  88554. * This groups together the common properties used for image processing either in direct forward pass
  88555. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88556. * or not.
  88557. */
  88558. var ImageProcessingConfiguration = /** @class */ (function () {
  88559. function ImageProcessingConfiguration() {
  88560. /**
  88561. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88562. */
  88563. this.colorCurves = new BABYLON.ColorCurves();
  88564. this._colorCurvesEnabled = false;
  88565. this._colorGradingEnabled = false;
  88566. this._colorGradingWithGreenDepth = true;
  88567. this._colorGradingBGR = true;
  88568. /** @hidden */
  88569. this._exposure = 1.0;
  88570. this._toneMappingEnabled = false;
  88571. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88572. this._contrast = 1.0;
  88573. /**
  88574. * Vignette stretch size.
  88575. */
  88576. this.vignetteStretch = 0;
  88577. /**
  88578. * Vignette centre X Offset.
  88579. */
  88580. this.vignetteCentreX = 0;
  88581. /**
  88582. * Vignette centre Y Offset.
  88583. */
  88584. this.vignetteCentreY = 0;
  88585. /**
  88586. * Vignette weight or intensity of the vignette effect.
  88587. */
  88588. this.vignetteWeight = 1.5;
  88589. /**
  88590. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88591. * if vignetteEnabled is set to true.
  88592. */
  88593. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88594. /**
  88595. * Camera field of view used by the Vignette effect.
  88596. */
  88597. this.vignetteCameraFov = 0.5;
  88598. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88599. this._vignetteEnabled = false;
  88600. this._applyByPostProcess = false;
  88601. this._isEnabled = true;
  88602. /**
  88603. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88604. */
  88605. this.onUpdateParameters = new BABYLON.Observable();
  88606. }
  88607. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88608. /**
  88609. * Gets wether the color curves effect is enabled.
  88610. */
  88611. get: function () {
  88612. return this._colorCurvesEnabled;
  88613. },
  88614. /**
  88615. * Sets wether the color curves effect is enabled.
  88616. */
  88617. set: function (value) {
  88618. if (this._colorCurvesEnabled === value) {
  88619. return;
  88620. }
  88621. this._colorCurvesEnabled = value;
  88622. this._updateParameters();
  88623. },
  88624. enumerable: true,
  88625. configurable: true
  88626. });
  88627. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88628. /**
  88629. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88630. */
  88631. get: function () {
  88632. return this._colorGradingTexture;
  88633. },
  88634. /**
  88635. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88636. */
  88637. set: function (value) {
  88638. if (this._colorGradingTexture === value) {
  88639. return;
  88640. }
  88641. this._colorGradingTexture = value;
  88642. this._updateParameters();
  88643. },
  88644. enumerable: true,
  88645. configurable: true
  88646. });
  88647. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88648. /**
  88649. * Gets wether the color grading effect is enabled.
  88650. */
  88651. get: function () {
  88652. return this._colorGradingEnabled;
  88653. },
  88654. /**
  88655. * Sets wether the color grading effect is enabled.
  88656. */
  88657. set: function (value) {
  88658. if (this._colorGradingEnabled === value) {
  88659. return;
  88660. }
  88661. this._colorGradingEnabled = value;
  88662. this._updateParameters();
  88663. },
  88664. enumerable: true,
  88665. configurable: true
  88666. });
  88667. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88668. /**
  88669. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88670. */
  88671. get: function () {
  88672. return this._colorGradingWithGreenDepth;
  88673. },
  88674. /**
  88675. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88676. */
  88677. set: function (value) {
  88678. if (this._colorGradingWithGreenDepth === value) {
  88679. return;
  88680. }
  88681. this._colorGradingWithGreenDepth = value;
  88682. this._updateParameters();
  88683. },
  88684. enumerable: true,
  88685. configurable: true
  88686. });
  88687. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88688. /**
  88689. * Gets wether the color grading texture contains BGR values.
  88690. */
  88691. get: function () {
  88692. return this._colorGradingBGR;
  88693. },
  88694. /**
  88695. * Sets wether the color grading texture contains BGR values.
  88696. */
  88697. set: function (value) {
  88698. if (this._colorGradingBGR === value) {
  88699. return;
  88700. }
  88701. this._colorGradingBGR = value;
  88702. this._updateParameters();
  88703. },
  88704. enumerable: true,
  88705. configurable: true
  88706. });
  88707. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  88708. /**
  88709. * Gets the Exposure used in the effect.
  88710. */
  88711. get: function () {
  88712. return this._exposure;
  88713. },
  88714. /**
  88715. * Sets the Exposure used in the effect.
  88716. */
  88717. set: function (value) {
  88718. if (this._exposure === value) {
  88719. return;
  88720. }
  88721. this._exposure = value;
  88722. this._updateParameters();
  88723. },
  88724. enumerable: true,
  88725. configurable: true
  88726. });
  88727. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  88728. /**
  88729. * Gets wether the tone mapping effect is enabled.
  88730. */
  88731. get: function () {
  88732. return this._toneMappingEnabled;
  88733. },
  88734. /**
  88735. * Sets wether the tone mapping effect is enabled.
  88736. */
  88737. set: function (value) {
  88738. if (this._toneMappingEnabled === value) {
  88739. return;
  88740. }
  88741. this._toneMappingEnabled = value;
  88742. this._updateParameters();
  88743. },
  88744. enumerable: true,
  88745. configurable: true
  88746. });
  88747. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  88748. /**
  88749. * Gets the type of tone mapping effect.
  88750. */
  88751. get: function () {
  88752. return this._toneMappingType;
  88753. },
  88754. /**
  88755. * Sets the type of tone mapping effect used in BabylonJS.
  88756. */
  88757. set: function (value) {
  88758. if (this._toneMappingType === value) {
  88759. return;
  88760. }
  88761. this._toneMappingType = value;
  88762. this._updateParameters();
  88763. },
  88764. enumerable: true,
  88765. configurable: true
  88766. });
  88767. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  88768. /**
  88769. * Gets the contrast used in the effect.
  88770. */
  88771. get: function () {
  88772. return this._contrast;
  88773. },
  88774. /**
  88775. * Sets the contrast used in the effect.
  88776. */
  88777. set: function (value) {
  88778. if (this._contrast === value) {
  88779. return;
  88780. }
  88781. this._contrast = value;
  88782. this._updateParameters();
  88783. },
  88784. enumerable: true,
  88785. configurable: true
  88786. });
  88787. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  88788. /**
  88789. * Gets the vignette blend mode allowing different kind of effect.
  88790. */
  88791. get: function () {
  88792. return this._vignetteBlendMode;
  88793. },
  88794. /**
  88795. * Sets the vignette blend mode allowing different kind of effect.
  88796. */
  88797. set: function (value) {
  88798. if (this._vignetteBlendMode === value) {
  88799. return;
  88800. }
  88801. this._vignetteBlendMode = value;
  88802. this._updateParameters();
  88803. },
  88804. enumerable: true,
  88805. configurable: true
  88806. });
  88807. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  88808. /**
  88809. * Gets wether the vignette effect is enabled.
  88810. */
  88811. get: function () {
  88812. return this._vignetteEnabled;
  88813. },
  88814. /**
  88815. * Sets wether the vignette effect is enabled.
  88816. */
  88817. set: function (value) {
  88818. if (this._vignetteEnabled === value) {
  88819. return;
  88820. }
  88821. this._vignetteEnabled = value;
  88822. this._updateParameters();
  88823. },
  88824. enumerable: true,
  88825. configurable: true
  88826. });
  88827. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  88828. /**
  88829. * Gets wether the image processing is applied through a post process or not.
  88830. */
  88831. get: function () {
  88832. return this._applyByPostProcess;
  88833. },
  88834. /**
  88835. * Sets wether the image processing is applied through a post process or not.
  88836. */
  88837. set: function (value) {
  88838. if (this._applyByPostProcess === value) {
  88839. return;
  88840. }
  88841. this._applyByPostProcess = value;
  88842. this._updateParameters();
  88843. },
  88844. enumerable: true,
  88845. configurable: true
  88846. });
  88847. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  88848. /**
  88849. * Gets wether the image processing is enabled or not.
  88850. */
  88851. get: function () {
  88852. return this._isEnabled;
  88853. },
  88854. /**
  88855. * Sets wether the image processing is enabled or not.
  88856. */
  88857. set: function (value) {
  88858. if (this._isEnabled === value) {
  88859. return;
  88860. }
  88861. this._isEnabled = value;
  88862. this._updateParameters();
  88863. },
  88864. enumerable: true,
  88865. configurable: true
  88866. });
  88867. /**
  88868. * Method called each time the image processing information changes requires to recompile the effect.
  88869. */
  88870. ImageProcessingConfiguration.prototype._updateParameters = function () {
  88871. this.onUpdateParameters.notifyObservers(this);
  88872. };
  88873. /**
  88874. * Gets the current class name.
  88875. * @return "ImageProcessingConfiguration"
  88876. */
  88877. ImageProcessingConfiguration.prototype.getClassName = function () {
  88878. return "ImageProcessingConfiguration";
  88879. };
  88880. /**
  88881. * Prepare the list of uniforms associated with the Image Processing effects.
  88882. * @param uniforms The list of uniforms used in the effect
  88883. * @param defines the list of defines currently in use
  88884. */
  88885. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  88886. if (defines.EXPOSURE) {
  88887. uniforms.push("exposureLinear");
  88888. }
  88889. if (defines.CONTRAST) {
  88890. uniforms.push("contrast");
  88891. }
  88892. if (defines.COLORGRADING) {
  88893. uniforms.push("colorTransformSettings");
  88894. }
  88895. if (defines.VIGNETTE) {
  88896. uniforms.push("vInverseScreenSize");
  88897. uniforms.push("vignetteSettings1");
  88898. uniforms.push("vignetteSettings2");
  88899. }
  88900. if (defines.COLORCURVES) {
  88901. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  88902. }
  88903. };
  88904. /**
  88905. * Prepare the list of samplers associated with the Image Processing effects.
  88906. * @param samplersList The list of uniforms used in the effect
  88907. * @param defines the list of defines currently in use
  88908. */
  88909. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  88910. if (defines.COLORGRADING) {
  88911. samplersList.push("txColorTransform");
  88912. }
  88913. };
  88914. /**
  88915. * Prepare the list of defines associated to the shader.
  88916. * @param defines the list of defines to complete
  88917. * @param forPostProcess Define if we are currently in post process mode or not
  88918. */
  88919. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  88920. if (forPostProcess === void 0) { forPostProcess = false; }
  88921. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  88922. defines.VIGNETTE = false;
  88923. defines.TONEMAPPING = false;
  88924. defines.TONEMAPPING_ACES = false;
  88925. defines.CONTRAST = false;
  88926. defines.EXPOSURE = false;
  88927. defines.COLORCURVES = false;
  88928. defines.COLORGRADING = false;
  88929. defines.COLORGRADING3D = false;
  88930. defines.IMAGEPROCESSING = false;
  88931. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  88932. return;
  88933. }
  88934. defines.VIGNETTE = this.vignetteEnabled;
  88935. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  88936. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  88937. defines.TONEMAPPING = this.toneMappingEnabled;
  88938. switch (this._toneMappingType) {
  88939. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  88940. defines.TONEMAPPING_ACES = true;
  88941. break;
  88942. }
  88943. defines.CONTRAST = (this.contrast !== 1.0);
  88944. defines.EXPOSURE = (this.exposure !== 1.0);
  88945. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  88946. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  88947. if (defines.COLORGRADING) {
  88948. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  88949. }
  88950. else {
  88951. defines.COLORGRADING3D = false;
  88952. }
  88953. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  88954. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  88955. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  88956. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  88957. };
  88958. /**
  88959. * Returns true if all the image processing information are ready.
  88960. * @returns True if ready, otherwise, false
  88961. */
  88962. ImageProcessingConfiguration.prototype.isReady = function () {
  88963. // Color Grading texure can not be none blocking.
  88964. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  88965. };
  88966. /**
  88967. * Binds the image processing to the shader.
  88968. * @param effect The effect to bind to
  88969. * @param aspectRatio Define the current aspect ratio of the effect
  88970. */
  88971. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  88972. if (aspectRatio === void 0) { aspectRatio = 1; }
  88973. // Color Curves
  88974. if (this._colorCurvesEnabled && this.colorCurves) {
  88975. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  88976. }
  88977. // Vignette
  88978. if (this._vignetteEnabled) {
  88979. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  88980. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  88981. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  88982. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  88983. var vignetteScaleX = vignetteScaleY * aspectRatio;
  88984. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  88985. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  88986. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  88987. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  88988. var vignettePower = -2.0 * this.vignetteWeight;
  88989. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  88990. }
  88991. // Exposure
  88992. effect.setFloat("exposureLinear", this.exposure);
  88993. // Contrast
  88994. effect.setFloat("contrast", this.contrast);
  88995. // Color transform settings
  88996. if (this.colorGradingTexture) {
  88997. effect.setTexture("txColorTransform", this.colorGradingTexture);
  88998. var textureSize = this.colorGradingTexture.getSize().height;
  88999. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89000. 0.5 / textureSize, // textureOffset
  89001. textureSize, // textureSize
  89002. this.colorGradingTexture.level // weight
  89003. );
  89004. }
  89005. };
  89006. /**
  89007. * Clones the current image processing instance.
  89008. * @return The cloned image processing
  89009. */
  89010. ImageProcessingConfiguration.prototype.clone = function () {
  89011. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89012. };
  89013. /**
  89014. * Serializes the current image processing instance to a json representation.
  89015. * @return a JSON representation
  89016. */
  89017. ImageProcessingConfiguration.prototype.serialize = function () {
  89018. return BABYLON.SerializationHelper.Serialize(this);
  89019. };
  89020. /**
  89021. * Parses the image processing from a json representation.
  89022. * @param source the JSON source to parse
  89023. * @return The parsed image processing
  89024. */
  89025. ImageProcessingConfiguration.Parse = function (source) {
  89026. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89027. };
  89028. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89029. /**
  89030. * Used to apply the vignette as a mix with the pixel color.
  89031. */
  89032. get: function () {
  89033. return this._VIGNETTEMODE_MULTIPLY;
  89034. },
  89035. enumerable: true,
  89036. configurable: true
  89037. });
  89038. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89039. /**
  89040. * Used to apply the vignette as a replacement of the pixel color.
  89041. */
  89042. get: function () {
  89043. return this._VIGNETTEMODE_OPAQUE;
  89044. },
  89045. enumerable: true,
  89046. configurable: true
  89047. });
  89048. /**
  89049. * Default tone mapping applied in BabylonJS.
  89050. */
  89051. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89052. /**
  89053. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89054. * to other engines rendering to increase portability.
  89055. */
  89056. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89057. // Static constants associated to the image processing.
  89058. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89059. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89060. __decorate([
  89061. BABYLON.serializeAsColorCurves()
  89062. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89063. __decorate([
  89064. BABYLON.serialize()
  89065. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89066. __decorate([
  89067. BABYLON.serializeAsTexture("colorGradingTexture")
  89068. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89069. __decorate([
  89070. BABYLON.serialize()
  89071. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89072. __decorate([
  89073. BABYLON.serialize()
  89074. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89075. __decorate([
  89076. BABYLON.serialize()
  89077. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89078. __decorate([
  89079. BABYLON.serialize()
  89080. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89081. __decorate([
  89082. BABYLON.serialize()
  89083. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89084. __decorate([
  89085. BABYLON.serialize()
  89086. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89087. __decorate([
  89088. BABYLON.serialize()
  89089. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89090. __decorate([
  89091. BABYLON.serialize()
  89092. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89093. __decorate([
  89094. BABYLON.serialize()
  89095. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89096. __decorate([
  89097. BABYLON.serialize()
  89098. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89099. __decorate([
  89100. BABYLON.serialize()
  89101. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89102. __decorate([
  89103. BABYLON.serializeAsColor4()
  89104. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89105. __decorate([
  89106. BABYLON.serialize()
  89107. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89108. __decorate([
  89109. BABYLON.serialize()
  89110. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89111. __decorate([
  89112. BABYLON.serialize()
  89113. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89114. __decorate([
  89115. BABYLON.serialize()
  89116. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89117. __decorate([
  89118. BABYLON.serialize()
  89119. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89120. return ImageProcessingConfiguration;
  89121. }());
  89122. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89123. })(BABYLON || (BABYLON = {}));
  89124. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89125. var BABYLON;
  89126. (function (BABYLON) {
  89127. /**
  89128. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89129. * It can help converting any input color in a desired output one. This can then be used to create effects
  89130. * from sepia, black and white to sixties or futuristic rendering...
  89131. *
  89132. * The only supported format is currently 3dl.
  89133. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89134. */
  89135. var ColorGradingTexture = /** @class */ (function (_super) {
  89136. __extends(ColorGradingTexture, _super);
  89137. /**
  89138. * Instantiates a ColorGradingTexture from the following parameters.
  89139. *
  89140. * @param url The location of the color gradind data (currently only supporting 3dl)
  89141. * @param scene The scene the texture will be used in
  89142. */
  89143. function ColorGradingTexture(url, scene) {
  89144. var _this = _super.call(this, scene) || this;
  89145. if (!url) {
  89146. return _this;
  89147. }
  89148. _this._engine = scene.getEngine();
  89149. _this._textureMatrix = BABYLON.Matrix.Identity();
  89150. _this.name = url;
  89151. _this.url = url;
  89152. _this.hasAlpha = false;
  89153. _this.isCube = false;
  89154. _this.is3D = _this._engine.webGLVersion > 1;
  89155. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89156. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89157. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89158. _this.anisotropicFilteringLevel = 1;
  89159. _this._texture = _this._getFromCache(url, true);
  89160. if (!_this._texture) {
  89161. if (!scene.useDelayedTextureLoading) {
  89162. _this.loadTexture();
  89163. }
  89164. else {
  89165. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89166. }
  89167. }
  89168. return _this;
  89169. }
  89170. /**
  89171. * Returns the texture matrix used in most of the material.
  89172. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89173. */
  89174. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89175. return this._textureMatrix;
  89176. };
  89177. /**
  89178. * Occurs when the file being loaded is a .3dl LUT file.
  89179. */
  89180. ColorGradingTexture.prototype.load3dlTexture = function () {
  89181. var engine = this._engine;
  89182. var texture;
  89183. if (engine.webGLVersion === 1) {
  89184. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89185. }
  89186. else {
  89187. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89188. }
  89189. this._texture = texture;
  89190. var callback = function (text) {
  89191. if (typeof text !== "string") {
  89192. return;
  89193. }
  89194. var data = null;
  89195. var tempData = null;
  89196. var line;
  89197. var lines = text.split('\n');
  89198. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89199. var maxColor = 0;
  89200. for (var i = 0; i < lines.length; i++) {
  89201. line = lines[i];
  89202. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89203. continue;
  89204. }
  89205. if (line.indexOf('#') === 0) {
  89206. continue;
  89207. }
  89208. var words = line.split(" ");
  89209. if (size === 0) {
  89210. // Number of space + one
  89211. size = words.length;
  89212. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89213. tempData = new Float32Array(size * size * size * 4);
  89214. continue;
  89215. }
  89216. if (size != 0) {
  89217. var r = Math.max(parseInt(words[0]), 0);
  89218. var g = Math.max(parseInt(words[1]), 0);
  89219. var b = Math.max(parseInt(words[2]), 0);
  89220. maxColor = Math.max(r, maxColor);
  89221. maxColor = Math.max(g, maxColor);
  89222. maxColor = Math.max(b, maxColor);
  89223. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89224. if (tempData) {
  89225. tempData[pixelStorageIndex + 0] = r;
  89226. tempData[pixelStorageIndex + 1] = g;
  89227. tempData[pixelStorageIndex + 2] = b;
  89228. }
  89229. // Keep for reference in case of back compat problems.
  89230. // pixelIndexSlice++;
  89231. // if (pixelIndexSlice % size == 0) {
  89232. // pixelIndexH++;
  89233. // pixelIndexSlice = 0;
  89234. // if (pixelIndexH % size == 0) {
  89235. // pixelIndexW++;
  89236. // pixelIndexH = 0;
  89237. // }
  89238. // }
  89239. pixelIndexH++;
  89240. if (pixelIndexH % size == 0) {
  89241. pixelIndexSlice++;
  89242. pixelIndexH = 0;
  89243. if (pixelIndexSlice % size == 0) {
  89244. pixelIndexW++;
  89245. pixelIndexSlice = 0;
  89246. }
  89247. }
  89248. }
  89249. }
  89250. if (tempData && data) {
  89251. for (var i = 0; i < tempData.length; i++) {
  89252. if (i > 0 && (i + 1) % 4 === 0) {
  89253. data[i] = 255;
  89254. }
  89255. else {
  89256. var value = tempData[i];
  89257. data[i] = (value / maxColor * 255);
  89258. }
  89259. }
  89260. }
  89261. if (texture.is3D) {
  89262. texture.updateSize(size, size, size);
  89263. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89264. }
  89265. else {
  89266. texture.updateSize(size * size, size);
  89267. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89268. }
  89269. };
  89270. var scene = this.getScene();
  89271. if (scene) {
  89272. scene._loadFile(this.url, callback);
  89273. }
  89274. else {
  89275. this._engine._loadFile(this.url, callback);
  89276. }
  89277. return this._texture;
  89278. };
  89279. /**
  89280. * Starts the loading process of the texture.
  89281. */
  89282. ColorGradingTexture.prototype.loadTexture = function () {
  89283. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89284. this.load3dlTexture();
  89285. }
  89286. };
  89287. /**
  89288. * Clones the color gradind texture.
  89289. */
  89290. ColorGradingTexture.prototype.clone = function () {
  89291. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89292. // Base texture
  89293. newTexture.level = this.level;
  89294. return newTexture;
  89295. };
  89296. /**
  89297. * Called during delayed load for textures.
  89298. */
  89299. ColorGradingTexture.prototype.delayLoad = function () {
  89300. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89301. return;
  89302. }
  89303. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89304. this._texture = this._getFromCache(this.url, true);
  89305. if (!this._texture) {
  89306. this.loadTexture();
  89307. }
  89308. };
  89309. /**
  89310. * Parses a color grading texture serialized by Babylon.
  89311. * @param parsedTexture The texture information being parsedTexture
  89312. * @param scene The scene to load the texture in
  89313. * @param rootUrl The root url of the data assets to load
  89314. * @return A color gradind texture
  89315. */
  89316. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89317. var texture = null;
  89318. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89319. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89320. texture.name = parsedTexture.name;
  89321. texture.level = parsedTexture.level;
  89322. }
  89323. return texture;
  89324. };
  89325. /**
  89326. * Serializes the LUT texture to json format.
  89327. */
  89328. ColorGradingTexture.prototype.serialize = function () {
  89329. if (!this.name) {
  89330. return null;
  89331. }
  89332. var serializationObject = {};
  89333. serializationObject.name = this.name;
  89334. serializationObject.level = this.level;
  89335. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89336. return serializationObject;
  89337. };
  89338. /**
  89339. * Empty line regex stored for GC.
  89340. */
  89341. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89342. return ColorGradingTexture;
  89343. }(BABYLON.BaseTexture));
  89344. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89345. })(BABYLON || (BABYLON = {}));
  89346. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89347. var BABYLON;
  89348. (function (BABYLON) {
  89349. /**
  89350. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89351. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89352. * 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;
  89353. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89354. */
  89355. var ColorCurves = /** @class */ (function () {
  89356. function ColorCurves() {
  89357. this._dirty = true;
  89358. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89359. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89360. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89361. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89362. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89363. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89364. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89365. this._globalHue = 30;
  89366. this._globalDensity = 0;
  89367. this._globalSaturation = 0;
  89368. this._globalExposure = 0;
  89369. this._highlightsHue = 30;
  89370. this._highlightsDensity = 0;
  89371. this._highlightsSaturation = 0;
  89372. this._highlightsExposure = 0;
  89373. this._midtonesHue = 30;
  89374. this._midtonesDensity = 0;
  89375. this._midtonesSaturation = 0;
  89376. this._midtonesExposure = 0;
  89377. this._shadowsHue = 30;
  89378. this._shadowsDensity = 0;
  89379. this._shadowsSaturation = 0;
  89380. this._shadowsExposure = 0;
  89381. }
  89382. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89383. /**
  89384. * Gets the global Hue value.
  89385. * 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).
  89386. */
  89387. get: function () {
  89388. return this._globalHue;
  89389. },
  89390. /**
  89391. * Sets the global Hue value.
  89392. * 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).
  89393. */
  89394. set: function (value) {
  89395. this._globalHue = value;
  89396. this._dirty = true;
  89397. },
  89398. enumerable: true,
  89399. configurable: true
  89400. });
  89401. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89402. /**
  89403. * Gets the global Density value.
  89404. * 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.
  89405. * Values less than zero provide a filter of opposite hue.
  89406. */
  89407. get: function () {
  89408. return this._globalDensity;
  89409. },
  89410. /**
  89411. * Sets the global Density value.
  89412. * 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.
  89413. * Values less than zero provide a filter of opposite hue.
  89414. */
  89415. set: function (value) {
  89416. this._globalDensity = value;
  89417. this._dirty = true;
  89418. },
  89419. enumerable: true,
  89420. configurable: true
  89421. });
  89422. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89423. /**
  89424. * Gets the global Saturation value.
  89425. * 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.
  89426. */
  89427. get: function () {
  89428. return this._globalSaturation;
  89429. },
  89430. /**
  89431. * Sets the global Saturation value.
  89432. * 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.
  89433. */
  89434. set: function (value) {
  89435. this._globalSaturation = value;
  89436. this._dirty = true;
  89437. },
  89438. enumerable: true,
  89439. configurable: true
  89440. });
  89441. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89442. /**
  89443. * Gets the global Exposure value.
  89444. * 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.
  89445. */
  89446. get: function () {
  89447. return this._globalExposure;
  89448. },
  89449. /**
  89450. * Sets the global Exposure value.
  89451. * 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.
  89452. */
  89453. set: function (value) {
  89454. this._globalExposure = value;
  89455. this._dirty = true;
  89456. },
  89457. enumerable: true,
  89458. configurable: true
  89459. });
  89460. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89461. /**
  89462. * Gets the highlights Hue value.
  89463. * 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).
  89464. */
  89465. get: function () {
  89466. return this._highlightsHue;
  89467. },
  89468. /**
  89469. * Sets the highlights Hue value.
  89470. * 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).
  89471. */
  89472. set: function (value) {
  89473. this._highlightsHue = value;
  89474. this._dirty = true;
  89475. },
  89476. enumerable: true,
  89477. configurable: true
  89478. });
  89479. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89480. /**
  89481. * Gets the highlights Density value.
  89482. * 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.
  89483. * Values less than zero provide a filter of opposite hue.
  89484. */
  89485. get: function () {
  89486. return this._highlightsDensity;
  89487. },
  89488. /**
  89489. * Sets the highlights Density value.
  89490. * 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.
  89491. * Values less than zero provide a filter of opposite hue.
  89492. */
  89493. set: function (value) {
  89494. this._highlightsDensity = value;
  89495. this._dirty = true;
  89496. },
  89497. enumerable: true,
  89498. configurable: true
  89499. });
  89500. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89501. /**
  89502. * Gets the highlights Saturation value.
  89503. * 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.
  89504. */
  89505. get: function () {
  89506. return this._highlightsSaturation;
  89507. },
  89508. /**
  89509. * Sets the highlights Saturation value.
  89510. * 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.
  89511. */
  89512. set: function (value) {
  89513. this._highlightsSaturation = value;
  89514. this._dirty = true;
  89515. },
  89516. enumerable: true,
  89517. configurable: true
  89518. });
  89519. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89520. /**
  89521. * Gets the highlights Exposure value.
  89522. * 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.
  89523. */
  89524. get: function () {
  89525. return this._highlightsExposure;
  89526. },
  89527. /**
  89528. * Sets the highlights Exposure value.
  89529. * 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.
  89530. */
  89531. set: function (value) {
  89532. this._highlightsExposure = value;
  89533. this._dirty = true;
  89534. },
  89535. enumerable: true,
  89536. configurable: true
  89537. });
  89538. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89539. /**
  89540. * Gets the midtones Hue value.
  89541. * 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).
  89542. */
  89543. get: function () {
  89544. return this._midtonesHue;
  89545. },
  89546. /**
  89547. * Sets the midtones Hue value.
  89548. * 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).
  89549. */
  89550. set: function (value) {
  89551. this._midtonesHue = value;
  89552. this._dirty = true;
  89553. },
  89554. enumerable: true,
  89555. configurable: true
  89556. });
  89557. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89558. /**
  89559. * Gets the midtones Density value.
  89560. * 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.
  89561. * Values less than zero provide a filter of opposite hue.
  89562. */
  89563. get: function () {
  89564. return this._midtonesDensity;
  89565. },
  89566. /**
  89567. * Sets the midtones Density value.
  89568. * 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.
  89569. * Values less than zero provide a filter of opposite hue.
  89570. */
  89571. set: function (value) {
  89572. this._midtonesDensity = value;
  89573. this._dirty = true;
  89574. },
  89575. enumerable: true,
  89576. configurable: true
  89577. });
  89578. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89579. /**
  89580. * Gets the midtones Saturation value.
  89581. * 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.
  89582. */
  89583. get: function () {
  89584. return this._midtonesSaturation;
  89585. },
  89586. /**
  89587. * Sets the midtones Saturation value.
  89588. * 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.
  89589. */
  89590. set: function (value) {
  89591. this._midtonesSaturation = value;
  89592. this._dirty = true;
  89593. },
  89594. enumerable: true,
  89595. configurable: true
  89596. });
  89597. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89598. /**
  89599. * Gets the midtones Exposure value.
  89600. * 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.
  89601. */
  89602. get: function () {
  89603. return this._midtonesExposure;
  89604. },
  89605. /**
  89606. * Sets the midtones Exposure value.
  89607. * 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.
  89608. */
  89609. set: function (value) {
  89610. this._midtonesExposure = value;
  89611. this._dirty = true;
  89612. },
  89613. enumerable: true,
  89614. configurable: true
  89615. });
  89616. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89617. /**
  89618. * Gets the shadows Hue value.
  89619. * 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).
  89620. */
  89621. get: function () {
  89622. return this._shadowsHue;
  89623. },
  89624. /**
  89625. * Sets the shadows Hue value.
  89626. * 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).
  89627. */
  89628. set: function (value) {
  89629. this._shadowsHue = value;
  89630. this._dirty = true;
  89631. },
  89632. enumerable: true,
  89633. configurable: true
  89634. });
  89635. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89636. /**
  89637. * Gets the shadows Density value.
  89638. * 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.
  89639. * Values less than zero provide a filter of opposite hue.
  89640. */
  89641. get: function () {
  89642. return this._shadowsDensity;
  89643. },
  89644. /**
  89645. * Sets the shadows Density value.
  89646. * 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.
  89647. * Values less than zero provide a filter of opposite hue.
  89648. */
  89649. set: function (value) {
  89650. this._shadowsDensity = value;
  89651. this._dirty = true;
  89652. },
  89653. enumerable: true,
  89654. configurable: true
  89655. });
  89656. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89657. /**
  89658. * Gets the shadows Saturation value.
  89659. * 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.
  89660. */
  89661. get: function () {
  89662. return this._shadowsSaturation;
  89663. },
  89664. /**
  89665. * Sets the shadows Saturation value.
  89666. * 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.
  89667. */
  89668. set: function (value) {
  89669. this._shadowsSaturation = value;
  89670. this._dirty = true;
  89671. },
  89672. enumerable: true,
  89673. configurable: true
  89674. });
  89675. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89676. /**
  89677. * Gets the shadows Exposure value.
  89678. * 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.
  89679. */
  89680. get: function () {
  89681. return this._shadowsExposure;
  89682. },
  89683. /**
  89684. * Sets the shadows Exposure value.
  89685. * 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.
  89686. */
  89687. set: function (value) {
  89688. this._shadowsExposure = value;
  89689. this._dirty = true;
  89690. },
  89691. enumerable: true,
  89692. configurable: true
  89693. });
  89694. /**
  89695. * Returns the class name
  89696. * @returns The class name
  89697. */
  89698. ColorCurves.prototype.getClassName = function () {
  89699. return "ColorCurves";
  89700. };
  89701. /**
  89702. * Binds the color curves to the shader.
  89703. * @param colorCurves The color curve to bind
  89704. * @param effect The effect to bind to
  89705. * @param positiveUniform The positive uniform shader parameter
  89706. * @param neutralUniform The neutral uniform shader parameter
  89707. * @param negativeUniform The negative uniform shader parameter
  89708. */
  89709. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  89710. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  89711. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  89712. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  89713. if (colorCurves._dirty) {
  89714. colorCurves._dirty = false;
  89715. // Fill in global info.
  89716. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  89717. // Compute highlights info.
  89718. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  89719. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  89720. // Compute midtones info.
  89721. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  89722. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  89723. // Compute shadows info.
  89724. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  89725. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  89726. // Compute deltas (neutral is midtones).
  89727. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  89728. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  89729. }
  89730. if (effect) {
  89731. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  89732. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  89733. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  89734. }
  89735. };
  89736. /**
  89737. * Prepare the list of uniforms associated with the ColorCurves effects.
  89738. * @param uniformsList The list of uniforms used in the effect
  89739. */
  89740. ColorCurves.PrepareUniforms = function (uniformsList) {
  89741. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  89742. };
  89743. /**
  89744. * Returns color grading data based on a hue, density, saturation and exposure value.
  89745. * @param filterHue The hue of the color filter.
  89746. * @param filterDensity The density of the color filter.
  89747. * @param saturation The saturation.
  89748. * @param exposure The exposure.
  89749. * @param result The result data container.
  89750. */
  89751. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  89752. if (hue == null) {
  89753. return;
  89754. }
  89755. hue = ColorCurves.clamp(hue, 0, 360);
  89756. density = ColorCurves.clamp(density, -100, 100);
  89757. saturation = ColorCurves.clamp(saturation, -100, 100);
  89758. exposure = ColorCurves.clamp(exposure, -100, 100);
  89759. // Remap the slider/config filter density with non-linear mapping and also scale by half
  89760. // so that the maximum filter density is only 50% control. This provides fine control
  89761. // for small values and reasonable range.
  89762. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  89763. density *= 0.5;
  89764. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  89765. if (density < 0) {
  89766. density *= -1;
  89767. hue = (hue + 180) % 360;
  89768. }
  89769. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  89770. result.scaleToRef(2, result);
  89771. result.a = 1 + 0.01 * saturation;
  89772. };
  89773. /**
  89774. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  89775. * @param value The input slider value in range [-100,100].
  89776. * @returns Adjusted value.
  89777. */
  89778. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  89779. value /= 100;
  89780. var x = Math.abs(value);
  89781. x = Math.pow(x, 2);
  89782. if (value < 0) {
  89783. x *= -1;
  89784. }
  89785. x *= 100;
  89786. return x;
  89787. };
  89788. /**
  89789. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  89790. * @param hue The hue (H) input.
  89791. * @param saturation The saturation (S) input.
  89792. * @param brightness The brightness (B) input.
  89793. * @result An RGBA color represented as Vector4.
  89794. */
  89795. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  89796. var h = ColorCurves.clamp(hue, 0, 360);
  89797. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  89798. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  89799. if (s === 0) {
  89800. result.r = v;
  89801. result.g = v;
  89802. result.b = v;
  89803. }
  89804. else {
  89805. // sector 0 to 5
  89806. h /= 60;
  89807. var i = Math.floor(h);
  89808. // fractional part of h
  89809. var f = h - i;
  89810. var p = v * (1 - s);
  89811. var q = v * (1 - s * f);
  89812. var t = v * (1 - s * (1 - f));
  89813. switch (i) {
  89814. case 0:
  89815. result.r = v;
  89816. result.g = t;
  89817. result.b = p;
  89818. break;
  89819. case 1:
  89820. result.r = q;
  89821. result.g = v;
  89822. result.b = p;
  89823. break;
  89824. case 2:
  89825. result.r = p;
  89826. result.g = v;
  89827. result.b = t;
  89828. break;
  89829. case 3:
  89830. result.r = p;
  89831. result.g = q;
  89832. result.b = v;
  89833. break;
  89834. case 4:
  89835. result.r = t;
  89836. result.g = p;
  89837. result.b = v;
  89838. break;
  89839. default: // case 5:
  89840. result.r = v;
  89841. result.g = p;
  89842. result.b = q;
  89843. break;
  89844. }
  89845. }
  89846. result.a = 1;
  89847. };
  89848. /**
  89849. * Returns a value clamped between min and max
  89850. * @param value The value to clamp
  89851. * @param min The minimum of value
  89852. * @param max The maximum of value
  89853. * @returns The clamped value.
  89854. */
  89855. ColorCurves.clamp = function (value, min, max) {
  89856. return Math.min(Math.max(value, min), max);
  89857. };
  89858. /**
  89859. * Clones the current color curve instance.
  89860. * @return The cloned curves
  89861. */
  89862. ColorCurves.prototype.clone = function () {
  89863. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  89864. };
  89865. /**
  89866. * Serializes the current color curve instance to a json representation.
  89867. * @return a JSON representation
  89868. */
  89869. ColorCurves.prototype.serialize = function () {
  89870. return BABYLON.SerializationHelper.Serialize(this);
  89871. };
  89872. /**
  89873. * Parses the color curve from a json representation.
  89874. * @param source the JSON source to parse
  89875. * @return The parsed curves
  89876. */
  89877. ColorCurves.Parse = function (source) {
  89878. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  89879. };
  89880. __decorate([
  89881. BABYLON.serialize()
  89882. ], ColorCurves.prototype, "_globalHue", void 0);
  89883. __decorate([
  89884. BABYLON.serialize()
  89885. ], ColorCurves.prototype, "_globalDensity", void 0);
  89886. __decorate([
  89887. BABYLON.serialize()
  89888. ], ColorCurves.prototype, "_globalSaturation", void 0);
  89889. __decorate([
  89890. BABYLON.serialize()
  89891. ], ColorCurves.prototype, "_globalExposure", void 0);
  89892. __decorate([
  89893. BABYLON.serialize()
  89894. ], ColorCurves.prototype, "_highlightsHue", void 0);
  89895. __decorate([
  89896. BABYLON.serialize()
  89897. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  89898. __decorate([
  89899. BABYLON.serialize()
  89900. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  89901. __decorate([
  89902. BABYLON.serialize()
  89903. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  89904. __decorate([
  89905. BABYLON.serialize()
  89906. ], ColorCurves.prototype, "_midtonesHue", void 0);
  89907. __decorate([
  89908. BABYLON.serialize()
  89909. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  89910. __decorate([
  89911. BABYLON.serialize()
  89912. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  89913. __decorate([
  89914. BABYLON.serialize()
  89915. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  89916. return ColorCurves;
  89917. }());
  89918. BABYLON.ColorCurves = ColorCurves;
  89919. })(BABYLON || (BABYLON = {}));
  89920. //# sourceMappingURL=babylon.colorCurves.js.map
  89921. var BABYLON;
  89922. (function (BABYLON) {
  89923. /**
  89924. * Post process which applies a refractin texture
  89925. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89926. */
  89927. var RefractionPostProcess = /** @class */ (function (_super) {
  89928. __extends(RefractionPostProcess, _super);
  89929. /**
  89930. * Initializes the RefractionPostProcess
  89931. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  89932. * @param name The name of the effect.
  89933. * @param refractionTextureUrl Url of the refraction texture to use
  89934. * @param color the base color of the refraction (used to taint the rendering)
  89935. * @param depth simulated refraction depth
  89936. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  89937. * @param camera The camera to apply the render pass to.
  89938. * @param options The required width/height ratio to downsize to before computing the render pass.
  89939. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  89940. * @param engine The engine which the post process will be applied. (default: current engine)
  89941. * @param reusable If the post process can be reused on the same frame. (default: false)
  89942. */
  89943. function RefractionPostProcess(name, refractionTextureUrl,
  89944. /** the base color of the refraction (used to taint the rendering) */
  89945. color,
  89946. /** simulated refraction depth */
  89947. depth,
  89948. /** the coefficient of the base color (0 to remove base color tainting) */
  89949. colorLevel, options, camera, samplingMode, engine, reusable) {
  89950. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  89951. _this.color = color;
  89952. _this.depth = depth;
  89953. _this.colorLevel = colorLevel;
  89954. _this._ownRefractionTexture = true;
  89955. _this.onActivateObservable.add(function (cam) {
  89956. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  89957. });
  89958. _this.onApplyObservable.add(function (effect) {
  89959. effect.setColor3("baseColor", _this.color);
  89960. effect.setFloat("depth", _this.depth);
  89961. effect.setFloat("colorLevel", _this.colorLevel);
  89962. effect.setTexture("refractionSampler", _this._refTexture);
  89963. });
  89964. return _this;
  89965. }
  89966. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  89967. /**
  89968. * Gets or sets the refraction texture
  89969. * Please note that you are responsible for disposing the texture if you set it manually
  89970. */
  89971. get: function () {
  89972. return this._refTexture;
  89973. },
  89974. set: function (value) {
  89975. if (this._refTexture && this._ownRefractionTexture) {
  89976. this._refTexture.dispose();
  89977. }
  89978. this._refTexture = value;
  89979. this._ownRefractionTexture = false;
  89980. },
  89981. enumerable: true,
  89982. configurable: true
  89983. });
  89984. // Methods
  89985. /**
  89986. * Disposes of the post process
  89987. * @param camera Camera to dispose post process on
  89988. */
  89989. RefractionPostProcess.prototype.dispose = function (camera) {
  89990. if (this._refTexture && this._ownRefractionTexture) {
  89991. this._refTexture.dispose();
  89992. this._refTexture = null;
  89993. }
  89994. _super.prototype.dispose.call(this, camera);
  89995. };
  89996. return RefractionPostProcess;
  89997. }(BABYLON.PostProcess));
  89998. BABYLON.RefractionPostProcess = RefractionPostProcess;
  89999. })(BABYLON || (BABYLON = {}));
  90000. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90001. var BABYLON;
  90002. (function (BABYLON) {
  90003. /**
  90004. * Post process used to render in black and white
  90005. */
  90006. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90007. __extends(BlackAndWhitePostProcess, _super);
  90008. /**
  90009. * Creates a black and white post process
  90010. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90011. * @param name The name of the effect.
  90012. * @param options The required width/height ratio to downsize to before computing the render pass.
  90013. * @param camera The camera to apply the render pass to.
  90014. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90015. * @param engine The engine which the post process will be applied. (default: current engine)
  90016. * @param reusable If the post process can be reused on the same frame. (default: false)
  90017. */
  90018. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90019. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90020. /**
  90021. * Linear about to convert he result to black and white (default: 1)
  90022. */
  90023. _this.degree = 1;
  90024. _this.onApplyObservable.add(function (effect) {
  90025. effect.setFloat("degree", _this.degree);
  90026. });
  90027. return _this;
  90028. }
  90029. return BlackAndWhitePostProcess;
  90030. }(BABYLON.PostProcess));
  90031. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90032. })(BABYLON || (BABYLON = {}));
  90033. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90034. var BABYLON;
  90035. (function (BABYLON) {
  90036. /**
  90037. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90038. * input texture to perform effects such as edge detection or sharpening
  90039. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90040. */
  90041. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90042. __extends(ConvolutionPostProcess, _super);
  90043. /**
  90044. * Creates a new instance ConvolutionPostProcess
  90045. * @param name The name of the effect.
  90046. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90047. * @param options The required width/height ratio to downsize to before computing the render pass.
  90048. * @param camera The camera to apply the render pass to.
  90049. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90050. * @param engine The engine which the post process will be applied. (default: current engine)
  90051. * @param reusable If the post process can be reused on the same frame. (default: false)
  90052. * @param textureType Type of textures used when performing the post process. (default: 0)
  90053. */
  90054. function ConvolutionPostProcess(name,
  90055. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90056. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90057. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90058. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90059. _this.kernel = kernel;
  90060. _this.onApply = function (effect) {
  90061. effect.setFloat2("screenSize", _this.width, _this.height);
  90062. effect.setArray("kernel", _this.kernel);
  90063. };
  90064. return _this;
  90065. }
  90066. // Statics
  90067. /**
  90068. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90069. */
  90070. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90071. /**
  90072. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90073. */
  90074. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90075. /**
  90076. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90077. */
  90078. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90079. /**
  90080. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90081. */
  90082. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90083. /**
  90084. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90085. */
  90086. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90087. /**
  90088. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90089. */
  90090. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90091. return ConvolutionPostProcess;
  90092. }(BABYLON.PostProcess));
  90093. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90094. })(BABYLON || (BABYLON = {}));
  90095. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90096. var BABYLON;
  90097. (function (BABYLON) {
  90098. /**
  90099. * Applies a kernel filter to the image
  90100. */
  90101. var FilterPostProcess = /** @class */ (function (_super) {
  90102. __extends(FilterPostProcess, _super);
  90103. /**
  90104. *
  90105. * @param name The name of the effect.
  90106. * @param kernelMatrix The matrix to be applied to the image
  90107. * @param options The required width/height ratio to downsize to before computing the render pass.
  90108. * @param camera The camera to apply the render pass to.
  90109. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90110. * @param engine The engine which the post process will be applied. (default: current engine)
  90111. * @param reusable If the post process can be reused on the same frame. (default: false)
  90112. */
  90113. function FilterPostProcess(name,
  90114. /** The matrix to be applied to the image */
  90115. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90116. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90117. _this.kernelMatrix = kernelMatrix;
  90118. _this.onApply = function (effect) {
  90119. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90120. };
  90121. return _this;
  90122. }
  90123. return FilterPostProcess;
  90124. }(BABYLON.PostProcess));
  90125. BABYLON.FilterPostProcess = FilterPostProcess;
  90126. })(BABYLON || (BABYLON = {}));
  90127. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90128. var BABYLON;
  90129. (function (BABYLON) {
  90130. /**
  90131. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90132. */
  90133. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90134. __extends(VolumetricLightScatteringPostProcess, _super);
  90135. /**
  90136. * @constructor
  90137. * @param name The post-process name
  90138. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  90139. * @param camera The camera that the post-process will be attached to
  90140. * @param mesh The mesh used to create the light scattering
  90141. * @param samples The post-process quality, default 100
  90142. * @param samplingModeThe post-process filtering mode
  90143. * @param engine The babylon engine
  90144. * @param reusable If the post-process is reusable
  90145. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90146. */
  90147. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90148. if (samples === void 0) { samples = 100; }
  90149. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90150. 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;
  90151. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90152. /**
  90153. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90154. */
  90155. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90156. /**
  90157. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90158. */
  90159. _this.useCustomMeshPosition = false;
  90160. /**
  90161. * If the post-process should inverse the light scattering direction
  90162. */
  90163. _this.invert = true;
  90164. /**
  90165. * Array containing the excluded meshes not rendered in the internal pass
  90166. */
  90167. _this.excludedMeshes = new Array();
  90168. /**
  90169. * Controls the overall intensity of the post-process
  90170. */
  90171. _this.exposure = 0.3;
  90172. /**
  90173. * Dissipates each sample's contribution in range [0, 1]
  90174. */
  90175. _this.decay = 0.96815;
  90176. /**
  90177. * Controls the overall intensity of each sample
  90178. */
  90179. _this.weight = 0.58767;
  90180. /**
  90181. * Controls the density of each sample
  90182. */
  90183. _this.density = 0.926;
  90184. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90185. engine = scene.getEngine();
  90186. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90187. // Configure mesh
  90188. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90189. // Configure
  90190. _this._createPass(scene, ratio.passRatio || ratio);
  90191. _this.onActivate = function (camera) {
  90192. if (!_this.isSupported) {
  90193. _this.dispose(camera);
  90194. }
  90195. _this.onActivate = null;
  90196. };
  90197. _this.onApplyObservable.add(function (effect) {
  90198. _this._updateMeshScreenCoordinates(scene);
  90199. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90200. effect.setFloat("exposure", _this.exposure);
  90201. effect.setFloat("decay", _this.decay);
  90202. effect.setFloat("weight", _this.weight);
  90203. effect.setFloat("density", _this.density);
  90204. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90205. });
  90206. return _this;
  90207. }
  90208. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90209. /**
  90210. * @hidden
  90211. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90212. */
  90213. get: function () {
  90214. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90215. return false;
  90216. },
  90217. set: function (useDiffuseColor) {
  90218. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90219. },
  90220. enumerable: true,
  90221. configurable: true
  90222. });
  90223. /**
  90224. * Returns the string "VolumetricLightScatteringPostProcess"
  90225. * @returns "VolumetricLightScatteringPostProcess"
  90226. */
  90227. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90228. return "VolumetricLightScatteringPostProcess";
  90229. };
  90230. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90231. var mesh = subMesh.getMesh();
  90232. // Render this.mesh as default
  90233. if (mesh === this.mesh && mesh.material) {
  90234. return mesh.material.isReady(mesh);
  90235. }
  90236. var defines = [];
  90237. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90238. var material = subMesh.getMaterial();
  90239. // Alpha test
  90240. if (material) {
  90241. if (material.needAlphaTesting()) {
  90242. defines.push("#define ALPHATEST");
  90243. }
  90244. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90245. attribs.push(BABYLON.VertexBuffer.UVKind);
  90246. defines.push("#define UV1");
  90247. }
  90248. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90249. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90250. defines.push("#define UV2");
  90251. }
  90252. }
  90253. // Bones
  90254. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90255. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90256. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90257. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90258. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90259. }
  90260. else {
  90261. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90262. }
  90263. // Instances
  90264. if (useInstances) {
  90265. defines.push("#define INSTANCES");
  90266. attribs.push("world0");
  90267. attribs.push("world1");
  90268. attribs.push("world2");
  90269. attribs.push("world3");
  90270. }
  90271. // Get correct effect
  90272. var join = defines.join("\n");
  90273. if (this._cachedDefines !== join) {
  90274. this._cachedDefines = join;
  90275. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90276. }
  90277. return this._volumetricLightScatteringPass.isReady();
  90278. };
  90279. /**
  90280. * Sets the new light position for light scattering effect
  90281. * @param position The new custom light position
  90282. */
  90283. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90284. this.customMeshPosition = position;
  90285. };
  90286. /**
  90287. * Returns the light position for light scattering effect
  90288. * @return Vector3 The custom light position
  90289. */
  90290. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90291. return this.customMeshPosition;
  90292. };
  90293. /**
  90294. * Disposes the internal assets and detaches the post-process from the camera
  90295. */
  90296. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90297. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90298. if (rttIndex !== -1) {
  90299. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90300. }
  90301. this._volumetricLightScatteringRTT.dispose();
  90302. _super.prototype.dispose.call(this, camera);
  90303. };
  90304. /**
  90305. * Returns the render target texture used by the post-process
  90306. * @return the render target texture used by the post-process
  90307. */
  90308. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90309. return this._volumetricLightScatteringRTT;
  90310. };
  90311. // Private methods
  90312. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90313. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90314. return true;
  90315. }
  90316. return false;
  90317. };
  90318. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90319. var _this = this;
  90320. var engine = scene.getEngine();
  90321. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90322. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90323. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90324. this._volumetricLightScatteringRTT.renderList = null;
  90325. this._volumetricLightScatteringRTT.renderParticles = false;
  90326. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90327. var camera = this.getCamera();
  90328. if (camera) {
  90329. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90330. }
  90331. else {
  90332. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90333. }
  90334. // Custom render function for submeshes
  90335. var renderSubMesh = function (subMesh) {
  90336. var mesh = subMesh.getRenderingMesh();
  90337. if (_this._meshExcluded(mesh)) {
  90338. return;
  90339. }
  90340. var material = subMesh.getMaterial();
  90341. if (!material) {
  90342. return;
  90343. }
  90344. var scene = mesh.getScene();
  90345. var engine = scene.getEngine();
  90346. // Culling
  90347. engine.setState(material.backFaceCulling);
  90348. // Managing instances
  90349. var batch = mesh._getInstancesRenderList(subMesh._id);
  90350. if (batch.mustReturn) {
  90351. return;
  90352. }
  90353. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90354. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90355. var effect = _this._volumetricLightScatteringPass;
  90356. if (mesh === _this.mesh) {
  90357. if (subMesh.effect) {
  90358. effect = subMesh.effect;
  90359. }
  90360. else {
  90361. effect = material.getEffect();
  90362. }
  90363. }
  90364. engine.enableEffect(effect);
  90365. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90366. if (mesh === _this.mesh) {
  90367. material.bind(mesh.getWorldMatrix(), mesh);
  90368. }
  90369. else {
  90370. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90371. // Alpha test
  90372. if (material && material.needAlphaTesting()) {
  90373. var alphaTexture = material.getAlphaTestTexture();
  90374. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90375. if (alphaTexture) {
  90376. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90377. }
  90378. }
  90379. // Bones
  90380. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90381. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90382. }
  90383. }
  90384. // Draw
  90385. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90386. }
  90387. };
  90388. // Render target texture callbacks
  90389. var savedSceneClearColor;
  90390. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90391. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90392. savedSceneClearColor = scene.clearColor;
  90393. scene.clearColor = sceneClearColor;
  90394. });
  90395. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90396. scene.clearColor = savedSceneClearColor;
  90397. });
  90398. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90399. var engine = scene.getEngine();
  90400. var index;
  90401. if (depthOnlySubMeshes.length) {
  90402. engine.setColorWrite(false);
  90403. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90404. renderSubMesh(depthOnlySubMeshes.data[index]);
  90405. }
  90406. engine.setColorWrite(true);
  90407. }
  90408. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90409. renderSubMesh(opaqueSubMeshes.data[index]);
  90410. }
  90411. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90412. renderSubMesh(alphaTestSubMeshes.data[index]);
  90413. }
  90414. if (transparentSubMeshes.length) {
  90415. // Sort sub meshes
  90416. for (index = 0; index < transparentSubMeshes.length; index++) {
  90417. var submesh = transparentSubMeshes.data[index];
  90418. var boundingInfo = submesh.getBoundingInfo();
  90419. if (boundingInfo && scene.activeCamera) {
  90420. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90421. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90422. }
  90423. }
  90424. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90425. sortedArray.sort(function (a, b) {
  90426. // Alpha index first
  90427. if (a._alphaIndex > b._alphaIndex) {
  90428. return 1;
  90429. }
  90430. if (a._alphaIndex < b._alphaIndex) {
  90431. return -1;
  90432. }
  90433. // Then distance to camera
  90434. if (a._distanceToCamera < b._distanceToCamera) {
  90435. return 1;
  90436. }
  90437. if (a._distanceToCamera > b._distanceToCamera) {
  90438. return -1;
  90439. }
  90440. return 0;
  90441. });
  90442. // Render sub meshes
  90443. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90444. for (index = 0; index < sortedArray.length; index++) {
  90445. renderSubMesh(sortedArray[index]);
  90446. }
  90447. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90448. }
  90449. };
  90450. };
  90451. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90452. var transform = scene.getTransformMatrix();
  90453. var meshPosition;
  90454. if (this.useCustomMeshPosition) {
  90455. meshPosition = this.customMeshPosition;
  90456. }
  90457. else if (this.attachedNode) {
  90458. meshPosition = this.attachedNode.position;
  90459. }
  90460. else {
  90461. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90462. }
  90463. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90464. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90465. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90466. if (this.invert) {
  90467. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90468. }
  90469. };
  90470. // Static methods
  90471. /**
  90472. * Creates a default mesh for the Volumeric Light Scattering post-process
  90473. * @param name The mesh name
  90474. * @param scene The scene where to create the mesh
  90475. * @return the default mesh
  90476. */
  90477. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90478. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90479. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90480. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90481. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90482. mesh.material = material;
  90483. return mesh;
  90484. };
  90485. __decorate([
  90486. BABYLON.serializeAsVector3()
  90487. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90488. __decorate([
  90489. BABYLON.serialize()
  90490. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90491. __decorate([
  90492. BABYLON.serialize()
  90493. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90494. __decorate([
  90495. BABYLON.serializeAsMeshReference()
  90496. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90497. __decorate([
  90498. BABYLON.serialize()
  90499. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90500. __decorate([
  90501. BABYLON.serialize()
  90502. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90503. __decorate([
  90504. BABYLON.serialize()
  90505. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90506. __decorate([
  90507. BABYLON.serialize()
  90508. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90509. __decorate([
  90510. BABYLON.serialize()
  90511. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90512. return VolumetricLightScatteringPostProcess;
  90513. }(BABYLON.PostProcess));
  90514. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90515. })(BABYLON || (BABYLON = {}));
  90516. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90517. var BABYLON;
  90518. (function (BABYLON) {
  90519. /**
  90520. *
  90521. * This post-process allows the modification of rendered colors by using
  90522. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90523. *
  90524. * The object needs to be provided an url to a texture containing the color
  90525. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90526. * Use an image editing software to tweak the LUT to match your needs.
  90527. *
  90528. * For an example of a color LUT, see here:
  90529. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90530. * For explanations on color grading, see here:
  90531. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90532. *
  90533. */
  90534. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90535. __extends(ColorCorrectionPostProcess, _super);
  90536. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90537. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90538. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90539. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90540. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90541. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90542. _this.onApply = function (effect) {
  90543. effect.setTexture("colorTable", _this._colorTableTexture);
  90544. };
  90545. return _this;
  90546. }
  90547. return ColorCorrectionPostProcess;
  90548. }(BABYLON.PostProcess));
  90549. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90550. })(BABYLON || (BABYLON = {}));
  90551. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90552. var BABYLON;
  90553. (function (BABYLON) {
  90554. /** Defines operator used for tonemapping */
  90555. var TonemappingOperator;
  90556. (function (TonemappingOperator) {
  90557. /** Hable */
  90558. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90559. /** Reinhard */
  90560. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90561. /** HejiDawson */
  90562. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90563. /** Photographic */
  90564. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90565. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90566. /**
  90567. * Defines a post process to apply tone mapping
  90568. */
  90569. var TonemapPostProcess = /** @class */ (function (_super) {
  90570. __extends(TonemapPostProcess, _super);
  90571. /**
  90572. * Creates a new TonemapPostProcess
  90573. * @param name defines the name of the postprocess
  90574. * @param _operator defines the operator to use
  90575. * @param exposureAdjustment defines the required exposure adjustement
  90576. * @param camera defines the camera to use (can be null)
  90577. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90578. * @param engine defines the hosting engine (can be ignore if camera is set)
  90579. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90580. */
  90581. function TonemapPostProcess(name, _operator,
  90582. /** Defines the required exposure adjustement */
  90583. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90584. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90585. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90586. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90587. _this._operator = _operator;
  90588. _this.exposureAdjustment = exposureAdjustment;
  90589. var defines = "#define ";
  90590. if (_this._operator === TonemappingOperator.Hable) {
  90591. defines += "HABLE_TONEMAPPING";
  90592. }
  90593. else if (_this._operator === TonemappingOperator.Reinhard) {
  90594. defines += "REINHARD_TONEMAPPING";
  90595. }
  90596. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90597. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90598. }
  90599. else if (_this._operator === TonemappingOperator.Photographic) {
  90600. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90601. }
  90602. //sadly a second call to create the effect.
  90603. _this.updateEffect(defines);
  90604. _this.onApply = function (effect) {
  90605. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90606. };
  90607. return _this;
  90608. }
  90609. return TonemapPostProcess;
  90610. }(BABYLON.PostProcess));
  90611. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90612. })(BABYLON || (BABYLON = {}));
  90613. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90614. var BABYLON;
  90615. (function (BABYLON) {
  90616. /**
  90617. * DisplayPassPostProcess which produces an output the same as it's input
  90618. */
  90619. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90620. __extends(DisplayPassPostProcess, _super);
  90621. /**
  90622. * Creates the DisplayPassPostProcess
  90623. * @param name The name of the effect.
  90624. * @param options The required width/height ratio to downsize to before computing the render pass.
  90625. * @param camera The camera to apply the render pass to.
  90626. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90627. * @param engine The engine which the post process will be applied. (default: current engine)
  90628. * @param reusable If the post process can be reused on the same frame. (default: false)
  90629. */
  90630. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90631. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90632. }
  90633. return DisplayPassPostProcess;
  90634. }(BABYLON.PostProcess));
  90635. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90636. })(BABYLON || (BABYLON = {}));
  90637. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90638. var BABYLON;
  90639. (function (BABYLON) {
  90640. /**
  90641. * Extracts highlights from the image
  90642. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90643. */
  90644. var HighlightsPostProcess = /** @class */ (function (_super) {
  90645. __extends(HighlightsPostProcess, _super);
  90646. /**
  90647. * Extracts highlights from the image
  90648. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90649. * @param name The name of the effect.
  90650. * @param options The required width/height ratio to downsize to before computing the render pass.
  90651. * @param camera The camera to apply the render pass to.
  90652. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90653. * @param engine The engine which the post process will be applied. (default: current engine)
  90654. * @param reusable If the post process can be reused on the same frame. (default: false)
  90655. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90656. */
  90657. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90658. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90659. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90660. }
  90661. return HighlightsPostProcess;
  90662. }(BABYLON.PostProcess));
  90663. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90664. })(BABYLON || (BABYLON = {}));
  90665. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90666. var BABYLON;
  90667. (function (BABYLON) {
  90668. /**
  90669. * ImageProcessingPostProcess
  90670. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90671. */
  90672. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90673. __extends(ImageProcessingPostProcess, _super);
  90674. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90675. if (camera === void 0) { camera = null; }
  90676. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90677. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90678. _this._fromLinearSpace = true;
  90679. /**
  90680. * Defines cache preventing GC.
  90681. */
  90682. _this._defines = {
  90683. IMAGEPROCESSING: false,
  90684. VIGNETTE: false,
  90685. VIGNETTEBLENDMODEMULTIPLY: false,
  90686. VIGNETTEBLENDMODEOPAQUE: false,
  90687. TONEMAPPING: false,
  90688. TONEMAPPING_ACES: false,
  90689. CONTRAST: false,
  90690. COLORCURVES: false,
  90691. COLORGRADING: false,
  90692. COLORGRADING3D: false,
  90693. FROMLINEARSPACE: false,
  90694. SAMPLER3DGREENDEPTH: false,
  90695. SAMPLER3DBGRMAP: false,
  90696. IMAGEPROCESSINGPOSTPROCESS: false,
  90697. EXPOSURE: false,
  90698. };
  90699. // Setup the configuration as forced by the constructor. This would then not force the
  90700. // scene materials output in linear space and let untouched the default forward pass.
  90701. if (imageProcessingConfiguration) {
  90702. imageProcessingConfiguration.applyByPostProcess = true;
  90703. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  90704. // This will cause the shader to be compiled
  90705. _this.fromLinearSpace = false;
  90706. }
  90707. // Setup the default processing configuration to the scene.
  90708. else {
  90709. _this._attachImageProcessingConfiguration(null, true);
  90710. _this.imageProcessingConfiguration.applyByPostProcess = true;
  90711. }
  90712. _this.onApply = function (effect) {
  90713. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  90714. };
  90715. return _this;
  90716. }
  90717. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  90718. /**
  90719. * Gets the image processing configuration used either in this material.
  90720. */
  90721. get: function () {
  90722. return this._imageProcessingConfiguration;
  90723. },
  90724. /**
  90725. * Sets the Default image processing configuration used either in the this material.
  90726. *
  90727. * If sets to null, the scene one is in use.
  90728. */
  90729. set: function (value) {
  90730. this._attachImageProcessingConfiguration(value);
  90731. },
  90732. enumerable: true,
  90733. configurable: true
  90734. });
  90735. /**
  90736. * Attaches a new image processing configuration to the PBR Material.
  90737. * @param configuration
  90738. */
  90739. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  90740. var _this = this;
  90741. if (doNotBuild === void 0) { doNotBuild = false; }
  90742. if (configuration === this._imageProcessingConfiguration) {
  90743. return;
  90744. }
  90745. // Detaches observer.
  90746. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90747. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90748. }
  90749. // Pick the scene configuration if needed.
  90750. if (!configuration) {
  90751. var scene = null;
  90752. var engine = this.getEngine();
  90753. var camera = this.getCamera();
  90754. if (camera) {
  90755. scene = camera.getScene();
  90756. }
  90757. else if (engine && engine.scenes) {
  90758. var scenes = engine.scenes;
  90759. scene = scenes[scenes.length - 1];
  90760. }
  90761. else {
  90762. scene = BABYLON.Engine.LastCreatedScene;
  90763. }
  90764. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  90765. }
  90766. else {
  90767. this._imageProcessingConfiguration = configuration;
  90768. }
  90769. // Attaches observer.
  90770. if (this._imageProcessingConfiguration) {
  90771. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  90772. _this._updateParameters();
  90773. });
  90774. }
  90775. // Ensure the effect will be rebuilt.
  90776. if (!doNotBuild) {
  90777. this._updateParameters();
  90778. }
  90779. };
  90780. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  90781. /**
  90782. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90783. */
  90784. get: function () {
  90785. return this.imageProcessingConfiguration.colorCurves;
  90786. },
  90787. /**
  90788. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90789. */
  90790. set: function (value) {
  90791. this.imageProcessingConfiguration.colorCurves = value;
  90792. },
  90793. enumerable: true,
  90794. configurable: true
  90795. });
  90796. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  90797. /**
  90798. * Gets wether the color curves effect is enabled.
  90799. */
  90800. get: function () {
  90801. return this.imageProcessingConfiguration.colorCurvesEnabled;
  90802. },
  90803. /**
  90804. * Sets wether the color curves effect is enabled.
  90805. */
  90806. set: function (value) {
  90807. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  90808. },
  90809. enumerable: true,
  90810. configurable: true
  90811. });
  90812. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  90813. /**
  90814. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90815. */
  90816. get: function () {
  90817. return this.imageProcessingConfiguration.colorGradingTexture;
  90818. },
  90819. /**
  90820. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90821. */
  90822. set: function (value) {
  90823. this.imageProcessingConfiguration.colorGradingTexture = value;
  90824. },
  90825. enumerable: true,
  90826. configurable: true
  90827. });
  90828. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  90829. /**
  90830. * Gets wether the color grading effect is enabled.
  90831. */
  90832. get: function () {
  90833. return this.imageProcessingConfiguration.colorGradingEnabled;
  90834. },
  90835. /**
  90836. * Gets wether the color grading effect is enabled.
  90837. */
  90838. set: function (value) {
  90839. this.imageProcessingConfiguration.colorGradingEnabled = value;
  90840. },
  90841. enumerable: true,
  90842. configurable: true
  90843. });
  90844. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  90845. /**
  90846. * Gets exposure used in the effect.
  90847. */
  90848. get: function () {
  90849. return this.imageProcessingConfiguration.exposure;
  90850. },
  90851. /**
  90852. * Sets exposure used in the effect.
  90853. */
  90854. set: function (value) {
  90855. this.imageProcessingConfiguration.exposure = value;
  90856. },
  90857. enumerable: true,
  90858. configurable: true
  90859. });
  90860. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  90861. /**
  90862. * Gets wether tonemapping is enabled or not.
  90863. */
  90864. get: function () {
  90865. return this._imageProcessingConfiguration.toneMappingEnabled;
  90866. },
  90867. /**
  90868. * Sets wether tonemapping is enabled or not
  90869. */
  90870. set: function (value) {
  90871. this._imageProcessingConfiguration.toneMappingEnabled = value;
  90872. },
  90873. enumerable: true,
  90874. configurable: true
  90875. });
  90876. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  90877. /**
  90878. * Gets contrast used in the effect.
  90879. */
  90880. get: function () {
  90881. return this.imageProcessingConfiguration.contrast;
  90882. },
  90883. /**
  90884. * Sets contrast used in the effect.
  90885. */
  90886. set: function (value) {
  90887. this.imageProcessingConfiguration.contrast = value;
  90888. },
  90889. enumerable: true,
  90890. configurable: true
  90891. });
  90892. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  90893. /**
  90894. * Gets Vignette stretch size.
  90895. */
  90896. get: function () {
  90897. return this.imageProcessingConfiguration.vignetteStretch;
  90898. },
  90899. /**
  90900. * Sets Vignette stretch size.
  90901. */
  90902. set: function (value) {
  90903. this.imageProcessingConfiguration.vignetteStretch = value;
  90904. },
  90905. enumerable: true,
  90906. configurable: true
  90907. });
  90908. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  90909. /**
  90910. * Gets Vignette centre X Offset.
  90911. */
  90912. get: function () {
  90913. return this.imageProcessingConfiguration.vignetteCentreX;
  90914. },
  90915. /**
  90916. * Sets Vignette centre X Offset.
  90917. */
  90918. set: function (value) {
  90919. this.imageProcessingConfiguration.vignetteCentreX = value;
  90920. },
  90921. enumerable: true,
  90922. configurable: true
  90923. });
  90924. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  90925. /**
  90926. * Gets Vignette centre Y Offset.
  90927. */
  90928. get: function () {
  90929. return this.imageProcessingConfiguration.vignetteCentreY;
  90930. },
  90931. /**
  90932. * Sets Vignette centre Y Offset.
  90933. */
  90934. set: function (value) {
  90935. this.imageProcessingConfiguration.vignetteCentreY = value;
  90936. },
  90937. enumerable: true,
  90938. configurable: true
  90939. });
  90940. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  90941. /**
  90942. * Gets Vignette weight or intensity of the vignette effect.
  90943. */
  90944. get: function () {
  90945. return this.imageProcessingConfiguration.vignetteWeight;
  90946. },
  90947. /**
  90948. * Sets Vignette weight or intensity of the vignette effect.
  90949. */
  90950. set: function (value) {
  90951. this.imageProcessingConfiguration.vignetteWeight = value;
  90952. },
  90953. enumerable: true,
  90954. configurable: true
  90955. });
  90956. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  90957. /**
  90958. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90959. * if vignetteEnabled is set to true.
  90960. */
  90961. get: function () {
  90962. return this.imageProcessingConfiguration.vignetteColor;
  90963. },
  90964. /**
  90965. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  90966. * if vignetteEnabled is set to true.
  90967. */
  90968. set: function (value) {
  90969. this.imageProcessingConfiguration.vignetteColor = value;
  90970. },
  90971. enumerable: true,
  90972. configurable: true
  90973. });
  90974. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  90975. /**
  90976. * Gets Camera field of view used by the Vignette effect.
  90977. */
  90978. get: function () {
  90979. return this.imageProcessingConfiguration.vignetteCameraFov;
  90980. },
  90981. /**
  90982. * Sets Camera field of view used by the Vignette effect.
  90983. */
  90984. set: function (value) {
  90985. this.imageProcessingConfiguration.vignetteCameraFov = value;
  90986. },
  90987. enumerable: true,
  90988. configurable: true
  90989. });
  90990. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  90991. /**
  90992. * Gets the vignette blend mode allowing different kind of effect.
  90993. */
  90994. get: function () {
  90995. return this.imageProcessingConfiguration.vignetteBlendMode;
  90996. },
  90997. /**
  90998. * Sets the vignette blend mode allowing different kind of effect.
  90999. */
  91000. set: function (value) {
  91001. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91002. },
  91003. enumerable: true,
  91004. configurable: true
  91005. });
  91006. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91007. /**
  91008. * Gets wether the vignette effect is enabled.
  91009. */
  91010. get: function () {
  91011. return this.imageProcessingConfiguration.vignetteEnabled;
  91012. },
  91013. /**
  91014. * Sets wether the vignette effect is enabled.
  91015. */
  91016. set: function (value) {
  91017. this.imageProcessingConfiguration.vignetteEnabled = value;
  91018. },
  91019. enumerable: true,
  91020. configurable: true
  91021. });
  91022. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91023. /**
  91024. * Gets wether the input of the processing is in Gamma or Linear Space.
  91025. */
  91026. get: function () {
  91027. return this._fromLinearSpace;
  91028. },
  91029. /**
  91030. * Sets wether the input of the processing is in Gamma or Linear Space.
  91031. */
  91032. set: function (value) {
  91033. if (this._fromLinearSpace === value) {
  91034. return;
  91035. }
  91036. this._fromLinearSpace = value;
  91037. this._updateParameters();
  91038. },
  91039. enumerable: true,
  91040. configurable: true
  91041. });
  91042. /**
  91043. * "ImageProcessingPostProcess"
  91044. * @returns "ImageProcessingPostProcess"
  91045. */
  91046. ImageProcessingPostProcess.prototype.getClassName = function () {
  91047. return "ImageProcessingPostProcess";
  91048. };
  91049. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91050. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91051. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91052. var defines = "";
  91053. for (var define in this._defines) {
  91054. if (this._defines[define]) {
  91055. defines += "#define " + define + ";\r\n";
  91056. }
  91057. }
  91058. var samplers = ["textureSampler"];
  91059. var uniforms = ["scale"];
  91060. if (BABYLON.ImageProcessingConfiguration) {
  91061. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91062. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91063. }
  91064. this.updateEffect(defines, uniforms, samplers);
  91065. };
  91066. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91067. _super.prototype.dispose.call(this, camera);
  91068. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91069. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91070. }
  91071. if (this._imageProcessingConfiguration) {
  91072. this.imageProcessingConfiguration.applyByPostProcess = false;
  91073. }
  91074. };
  91075. __decorate([
  91076. BABYLON.serialize()
  91077. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91078. return ImageProcessingPostProcess;
  91079. }(BABYLON.PostProcess));
  91080. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91081. })(BABYLON || (BABYLON = {}));
  91082. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91083. var BABYLON;
  91084. (function (BABYLON) {
  91085. /**
  91086. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91087. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91088. * As an example, all you have to do is to create the post-process:
  91089. * var mb = new BABYLON.MotionBlurProcess(
  91090. * 'mb', // The name of the effect.
  91091. * scene, // The scene containing the objects to blur according to their velocity.
  91092. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91093. * camera // The camera to apply the render pass to.
  91094. * );
  91095. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91096. */
  91097. var MotionBlurProcess = /** @class */ (function (_super) {
  91098. __extends(MotionBlurProcess, _super);
  91099. /**
  91100. * Creates a new instance MotionBlurPostProcess
  91101. * @param name The name of the effect.
  91102. * @param scene The scene containing the objects to blur according to their velocity.
  91103. * @param options The required width/height ratio to downsize to before computing the render pass.
  91104. * @param camera The camera to apply the render pass to.
  91105. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91106. * @param engine The engine which the post process will be applied. (default: current engine)
  91107. * @param reusable If the post process can be reused on the same frame. (default: false)
  91108. * @param textureType Type of textures used when performing the post process. (default: 0)
  91109. * @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)
  91110. */
  91111. function MotionBlurProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91112. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91113. if (blockCompilation === void 0) { blockCompilation = false; }
  91114. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91115. /**
  91116. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91117. */
  91118. _this.motionStrength = 1;
  91119. _this._motionBlurSamples = 32;
  91120. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91121. if (_this._geometryBufferRenderer) {
  91122. if (!_this._geometryBufferRenderer.isSupported) {
  91123. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91124. _this.dispose();
  91125. return _this;
  91126. }
  91127. _this._geometryBufferRenderer.enableVelocity = true;
  91128. }
  91129. _this.onApply = function (effect) {
  91130. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91131. effect.setFloat("motionScale", scene.getAnimationRatio());
  91132. effect.setFloat("motionStrength", _this.motionStrength);
  91133. if (_this._geometryBufferRenderer) {
  91134. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91135. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91136. }
  91137. };
  91138. return _this;
  91139. }
  91140. Object.defineProperty(MotionBlurProcess.prototype, "motionBlurSamples", {
  91141. /**
  91142. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91143. */
  91144. get: function () {
  91145. return this._motionBlurSamples;
  91146. },
  91147. /**
  91148. * Sets the number of iterations to be used for motion blur quality
  91149. */
  91150. set: function (samples) {
  91151. this._motionBlurSamples = samples;
  91152. this.updateEffect("#define SAMPLES " + samples.toFixed(1));
  91153. },
  91154. enumerable: true,
  91155. configurable: true
  91156. });
  91157. /**
  91158. * Disposes the post process.
  91159. * @param camera The camera to dispose the post process on.
  91160. */
  91161. MotionBlurProcess.prototype.dispose = function (camera) {
  91162. if (this._geometryBufferRenderer) {
  91163. // Clear previous transformation matrices dictionary used to compute objects velocities
  91164. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91165. }
  91166. _super.prototype.dispose.call(this, camera);
  91167. };
  91168. return MotionBlurProcess;
  91169. }(BABYLON.PostProcess));
  91170. BABYLON.MotionBlurProcess = MotionBlurProcess;
  91171. })(BABYLON || (BABYLON = {}));
  91172. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91173. var BABYLON;
  91174. (function (BABYLON) {
  91175. /**
  91176. * Class used to store bone information
  91177. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91178. */
  91179. var Bone = /** @class */ (function (_super) {
  91180. __extends(Bone, _super);
  91181. /**
  91182. * Create a new bone
  91183. * @param name defines the bone name
  91184. * @param skeleton defines the parent skeleton
  91185. * @param parentBone defines the parent (can be null if the bone is the root)
  91186. * @param localMatrix defines the local matrix
  91187. * @param restPose defines the rest pose matrix
  91188. * @param baseMatrix defines the base matrix
  91189. * @param index defines index of the bone in the hiearchy
  91190. */
  91191. function Bone(
  91192. /**
  91193. * defines the bone name
  91194. */
  91195. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91196. if (parentBone === void 0) { parentBone = null; }
  91197. if (localMatrix === void 0) { localMatrix = null; }
  91198. if (restPose === void 0) { restPose = null; }
  91199. if (baseMatrix === void 0) { baseMatrix = null; }
  91200. if (index === void 0) { index = null; }
  91201. var _this = _super.call(this, name, skeleton.getScene()) || this;
  91202. _this.name = name;
  91203. /**
  91204. * Gets the list of child bones
  91205. */
  91206. _this.children = new Array();
  91207. /** Gets the animations associated with this bone */
  91208. _this.animations = new Array();
  91209. /**
  91210. * @hidden Internal only
  91211. * Set this value to map this bone to a different index in the transform matrices
  91212. * Set this value to -1 to exclude the bone from the transform matrices
  91213. */
  91214. _this._index = null;
  91215. _this._absoluteTransform = new BABYLON.Matrix();
  91216. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91217. _this._scalingDeterminant = 1;
  91218. _this._worldTransform = new BABYLON.Matrix();
  91219. _this._needToDecompose = true;
  91220. _this._needToCompose = false;
  91221. _this._skeleton = skeleton;
  91222. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91223. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91224. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91225. _this._index = index;
  91226. skeleton.bones.push(_this);
  91227. _this.setParent(parentBone, false);
  91228. if (baseMatrix || localMatrix) {
  91229. _this._updateDifferenceMatrix();
  91230. }
  91231. return _this;
  91232. }
  91233. Object.defineProperty(Bone.prototype, "_matrix", {
  91234. /** @hidden */
  91235. get: function () {
  91236. this._compose();
  91237. return this._localMatrix;
  91238. },
  91239. /** @hidden */
  91240. set: function (value) {
  91241. this._localMatrix.copyFrom(value);
  91242. this._needToDecompose = true;
  91243. },
  91244. enumerable: true,
  91245. configurable: true
  91246. });
  91247. // Members
  91248. /**
  91249. * Gets the parent skeleton
  91250. * @returns a skeleton
  91251. */
  91252. Bone.prototype.getSkeleton = function () {
  91253. return this._skeleton;
  91254. };
  91255. /**
  91256. * Gets parent bone
  91257. * @returns a bone or null if the bone is the root of the bone hierarchy
  91258. */
  91259. Bone.prototype.getParent = function () {
  91260. return this._parent;
  91261. };
  91262. /**
  91263. * Sets the parent bone
  91264. * @param parent defines the parent (can be null if the bone is the root)
  91265. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91266. */
  91267. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91268. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91269. if (this._parent === parent) {
  91270. return;
  91271. }
  91272. if (this._parent) {
  91273. var index = this._parent.children.indexOf(this);
  91274. if (index !== -1) {
  91275. this._parent.children.splice(index, 1);
  91276. }
  91277. }
  91278. this._parent = parent;
  91279. if (this._parent) {
  91280. this._parent.children.push(this);
  91281. }
  91282. if (updateDifferenceMatrix) {
  91283. this._updateDifferenceMatrix();
  91284. }
  91285. this.markAsDirty();
  91286. };
  91287. /**
  91288. * Gets the local matrix
  91289. * @returns a matrix
  91290. */
  91291. Bone.prototype.getLocalMatrix = function () {
  91292. this._compose();
  91293. return this._localMatrix;
  91294. };
  91295. /**
  91296. * Gets the base matrix (initial matrix which remains unchanged)
  91297. * @returns a matrix
  91298. */
  91299. Bone.prototype.getBaseMatrix = function () {
  91300. return this._baseMatrix;
  91301. };
  91302. /**
  91303. * Gets the rest pose matrix
  91304. * @returns a matrix
  91305. */
  91306. Bone.prototype.getRestPose = function () {
  91307. return this._restPose;
  91308. };
  91309. /**
  91310. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91311. */
  91312. Bone.prototype.getWorldMatrix = function () {
  91313. return this._worldTransform;
  91314. };
  91315. /**
  91316. * Sets the local matrix to rest pose matrix
  91317. */
  91318. Bone.prototype.returnToRest = function () {
  91319. this.updateMatrix(this._restPose.clone());
  91320. };
  91321. /**
  91322. * Gets the inverse of the absolute transform matrix.
  91323. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91324. * @returns a matrix
  91325. */
  91326. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91327. return this._invertedAbsoluteTransform;
  91328. };
  91329. /**
  91330. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91331. * @returns a matrix
  91332. */
  91333. Bone.prototype.getAbsoluteTransform = function () {
  91334. return this._absoluteTransform;
  91335. };
  91336. Object.defineProperty(Bone.prototype, "position", {
  91337. // Properties (matches AbstractMesh properties)
  91338. /** Gets or sets current position (in local space) */
  91339. get: function () {
  91340. this._decompose();
  91341. return this._localPosition;
  91342. },
  91343. set: function (newPosition) {
  91344. this._decompose();
  91345. this._localPosition.copyFrom(newPosition);
  91346. this._markAsDirtyAndCompose();
  91347. },
  91348. enumerable: true,
  91349. configurable: true
  91350. });
  91351. Object.defineProperty(Bone.prototype, "rotation", {
  91352. /** Gets or sets current rotation (in local space) */
  91353. get: function () {
  91354. return this.getRotation();
  91355. },
  91356. set: function (newRotation) {
  91357. this.setRotation(newRotation);
  91358. },
  91359. enumerable: true,
  91360. configurable: true
  91361. });
  91362. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91363. /** Gets or sets current rotation quaternion (in local space) */
  91364. get: function () {
  91365. this._decompose();
  91366. return this._localRotation;
  91367. },
  91368. set: function (newRotation) {
  91369. this.setRotationQuaternion(newRotation);
  91370. },
  91371. enumerable: true,
  91372. configurable: true
  91373. });
  91374. Object.defineProperty(Bone.prototype, "scaling", {
  91375. /** Gets or sets current scaling (in local space) */
  91376. get: function () {
  91377. return this.getScale();
  91378. },
  91379. set: function (newScaling) {
  91380. this.setScale(newScaling);
  91381. },
  91382. enumerable: true,
  91383. configurable: true
  91384. });
  91385. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91386. /**
  91387. * Gets the animation properties override
  91388. */
  91389. get: function () {
  91390. return this._skeleton.animationPropertiesOverride;
  91391. },
  91392. enumerable: true,
  91393. configurable: true
  91394. });
  91395. // Methods
  91396. Bone.prototype._decompose = function () {
  91397. if (!this._needToDecompose) {
  91398. return;
  91399. }
  91400. this._needToDecompose = false;
  91401. if (!this._localScaling) {
  91402. this._localScaling = BABYLON.Vector3.Zero();
  91403. this._localRotation = BABYLON.Quaternion.Zero();
  91404. this._localPosition = BABYLON.Vector3.Zero();
  91405. }
  91406. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91407. };
  91408. Bone.prototype._compose = function () {
  91409. if (!this._needToCompose) {
  91410. return;
  91411. }
  91412. this._needToCompose = false;
  91413. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91414. };
  91415. /**
  91416. * Update the base and local matrices
  91417. * @param matrix defines the new base or local matrix
  91418. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91419. * @param updateLocalMatrix defines if the local matrix should be updated
  91420. */
  91421. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91422. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91423. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91424. this._baseMatrix.copyFrom(matrix);
  91425. if (updateDifferenceMatrix) {
  91426. this._updateDifferenceMatrix();
  91427. }
  91428. if (updateLocalMatrix) {
  91429. this._localMatrix.copyFrom(matrix);
  91430. this._markAsDirtyAndDecompose();
  91431. }
  91432. else {
  91433. this.markAsDirty();
  91434. }
  91435. };
  91436. /** @hidden */
  91437. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91438. if (updateChildren === void 0) { updateChildren = true; }
  91439. if (!rootMatrix) {
  91440. rootMatrix = this._baseMatrix;
  91441. }
  91442. if (this._parent) {
  91443. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91444. }
  91445. else {
  91446. this._absoluteTransform.copyFrom(rootMatrix);
  91447. }
  91448. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91449. if (updateChildren) {
  91450. for (var index = 0; index < this.children.length; index++) {
  91451. this.children[index]._updateDifferenceMatrix();
  91452. }
  91453. }
  91454. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91455. };
  91456. /**
  91457. * Flag the bone as dirty (Forcing it to update everything)
  91458. */
  91459. Bone.prototype.markAsDirty = function () {
  91460. this._currentRenderId++;
  91461. this._childRenderId++;
  91462. this._skeleton._markAsDirty();
  91463. };
  91464. Bone.prototype._markAsDirtyAndCompose = function () {
  91465. this.markAsDirty();
  91466. this._needToCompose = true;
  91467. };
  91468. Bone.prototype._markAsDirtyAndDecompose = function () {
  91469. this.markAsDirty();
  91470. this._needToDecompose = true;
  91471. };
  91472. /**
  91473. * Copy an animation range from another bone
  91474. * @param source defines the source bone
  91475. * @param rangeName defines the range name to copy
  91476. * @param frameOffset defines the frame offset
  91477. * @param rescaleAsRequired defines if rescaling must be applied if required
  91478. * @param skelDimensionsRatio defines the scaling ratio
  91479. * @returns true if operation was successful
  91480. */
  91481. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91482. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91483. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91484. // all animation may be coming from a library skeleton, so may need to create animation
  91485. if (this.animations.length === 0) {
  91486. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91487. this.animations[0].setKeys([]);
  91488. }
  91489. // get animation info / verify there is such a range from the source bone
  91490. var sourceRange = source.animations[0].getRange(rangeName);
  91491. if (!sourceRange) {
  91492. return false;
  91493. }
  91494. var from = sourceRange.from;
  91495. var to = sourceRange.to;
  91496. var sourceKeys = source.animations[0].getKeys();
  91497. // rescaling prep
  91498. var sourceBoneLength = source.length;
  91499. var sourceParent = source.getParent();
  91500. var parent = this.getParent();
  91501. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91502. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91503. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91504. var destKeys = this.animations[0].getKeys();
  91505. // loop vars declaration
  91506. var orig;
  91507. var origTranslation;
  91508. var mat;
  91509. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91510. orig = sourceKeys[key];
  91511. if (orig.frame >= from && orig.frame <= to) {
  91512. if (rescaleAsRequired) {
  91513. mat = orig.value.clone();
  91514. // scale based on parent ratio, when bone has parent
  91515. if (parentScalingReqd) {
  91516. origTranslation = mat.getTranslation();
  91517. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91518. // scale based on skeleton dimension ratio when root bone, and value is passed
  91519. }
  91520. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91521. origTranslation = mat.getTranslation();
  91522. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91523. // use original when root bone, and no data for skelDimensionsRatio
  91524. }
  91525. else {
  91526. mat = orig.value;
  91527. }
  91528. }
  91529. else {
  91530. mat = orig.value;
  91531. }
  91532. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91533. }
  91534. }
  91535. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91536. return true;
  91537. };
  91538. /**
  91539. * Translate the bone in local or world space
  91540. * @param vec The amount to translate the bone
  91541. * @param space The space that the translation is in
  91542. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91543. */
  91544. Bone.prototype.translate = function (vec, space, mesh) {
  91545. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91546. var lm = this.getLocalMatrix();
  91547. if (space == BABYLON.Space.LOCAL) {
  91548. lm.m[12] += vec.x;
  91549. lm.m[13] += vec.y;
  91550. lm.m[14] += vec.z;
  91551. }
  91552. else {
  91553. var wm = null;
  91554. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91555. if (mesh) {
  91556. wm = mesh.getWorldMatrix();
  91557. }
  91558. this._skeleton.computeAbsoluteTransforms();
  91559. var tmat = Bone._tmpMats[0];
  91560. var tvec = Bone._tmpVecs[0];
  91561. if (this._parent) {
  91562. if (mesh && wm) {
  91563. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91564. tmat.multiplyToRef(wm, tmat);
  91565. }
  91566. else {
  91567. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91568. }
  91569. }
  91570. tmat.m[12] = 0;
  91571. tmat.m[13] = 0;
  91572. tmat.m[14] = 0;
  91573. tmat.invert();
  91574. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91575. lm.m[12] += tvec.x;
  91576. lm.m[13] += tvec.y;
  91577. lm.m[14] += tvec.z;
  91578. }
  91579. this._markAsDirtyAndDecompose();
  91580. };
  91581. /**
  91582. * Set the postion of the bone in local or world space
  91583. * @param position The position to set the bone
  91584. * @param space The space that the position is in
  91585. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91586. */
  91587. Bone.prototype.setPosition = function (position, space, mesh) {
  91588. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91589. var lm = this.getLocalMatrix();
  91590. if (space == BABYLON.Space.LOCAL) {
  91591. lm.m[12] = position.x;
  91592. lm.m[13] = position.y;
  91593. lm.m[14] = position.z;
  91594. }
  91595. else {
  91596. var wm = null;
  91597. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91598. if (mesh) {
  91599. wm = mesh.getWorldMatrix();
  91600. }
  91601. this._skeleton.computeAbsoluteTransforms();
  91602. var tmat = Bone._tmpMats[0];
  91603. var vec = Bone._tmpVecs[0];
  91604. if (this._parent) {
  91605. if (mesh && wm) {
  91606. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91607. tmat.multiplyToRef(wm, tmat);
  91608. }
  91609. else {
  91610. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91611. }
  91612. }
  91613. tmat.invert();
  91614. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91615. lm.m[12] = vec.x;
  91616. lm.m[13] = vec.y;
  91617. lm.m[14] = vec.z;
  91618. }
  91619. this._markAsDirtyAndDecompose();
  91620. };
  91621. /**
  91622. * Set the absolute position of the bone (world space)
  91623. * @param position The position to set the bone
  91624. * @param mesh The mesh that this bone is attached to
  91625. */
  91626. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91627. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91628. };
  91629. /**
  91630. * Scale the bone on the x, y and z axes (in local space)
  91631. * @param x The amount to scale the bone on the x axis
  91632. * @param y The amount to scale the bone on the y axis
  91633. * @param z The amount to scale the bone on the z axis
  91634. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91635. */
  91636. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91637. if (scaleChildren === void 0) { scaleChildren = false; }
  91638. var locMat = this.getLocalMatrix();
  91639. // Apply new scaling on top of current local matrix
  91640. var scaleMat = Bone._tmpMats[0];
  91641. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91642. scaleMat.multiplyToRef(locMat, locMat);
  91643. // Invert scaling matrix and apply the inverse to all children
  91644. scaleMat.invert();
  91645. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91646. var child = _a[_i];
  91647. var cm = child.getLocalMatrix();
  91648. cm.multiplyToRef(scaleMat, cm);
  91649. cm.m[12] *= x;
  91650. cm.m[13] *= y;
  91651. cm.m[14] *= z;
  91652. child._markAsDirtyAndDecompose();
  91653. }
  91654. this._markAsDirtyAndDecompose();
  91655. if (scaleChildren) {
  91656. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91657. var child = _c[_b];
  91658. child.scale(x, y, z, scaleChildren);
  91659. }
  91660. }
  91661. };
  91662. /**
  91663. * Set the bone scaling in local space
  91664. * @param scale defines the scaling vector
  91665. */
  91666. Bone.prototype.setScale = function (scale) {
  91667. this._decompose();
  91668. this._localScaling.copyFrom(scale);
  91669. this._markAsDirtyAndCompose();
  91670. };
  91671. /**
  91672. * Gets the current scaling in local space
  91673. * @returns the current scaling vector
  91674. */
  91675. Bone.prototype.getScale = function () {
  91676. this._decompose();
  91677. return this._localScaling;
  91678. };
  91679. /**
  91680. * Gets the current scaling in local space and stores it in a target vector
  91681. * @param result defines the target vector
  91682. */
  91683. Bone.prototype.getScaleToRef = function (result) {
  91684. this._decompose();
  91685. result.copyFrom(this._localScaling);
  91686. };
  91687. /**
  91688. * Set the yaw, pitch, and roll of the bone in local or world space
  91689. * @param yaw The rotation of the bone on the y axis
  91690. * @param pitch The rotation of the bone on the x axis
  91691. * @param roll The rotation of the bone on the z axis
  91692. * @param space The space that the axes of rotation are in
  91693. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91694. */
  91695. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91696. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91697. if (space === BABYLON.Space.LOCAL) {
  91698. var quat = Bone._tmpQuat;
  91699. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  91700. this.setRotationQuaternion(quat, space, mesh);
  91701. return;
  91702. }
  91703. var rotMatInv = Bone._tmpMats[0];
  91704. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91705. return;
  91706. }
  91707. var rotMat = Bone._tmpMats[1];
  91708. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  91709. rotMatInv.multiplyToRef(rotMat, rotMat);
  91710. this._rotateWithMatrix(rotMat, space, mesh);
  91711. };
  91712. /**
  91713. * Add a rotation to the bone on an axis in local or world space
  91714. * @param axis The axis to rotate the bone on
  91715. * @param amount The amount to rotate the bone
  91716. * @param space The space that the axis is in
  91717. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91718. */
  91719. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  91720. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91721. var rmat = Bone._tmpMats[0];
  91722. rmat.m[12] = 0;
  91723. rmat.m[13] = 0;
  91724. rmat.m[14] = 0;
  91725. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  91726. this._rotateWithMatrix(rmat, space, mesh);
  91727. };
  91728. /**
  91729. * Set the rotation of the bone to a particular axis angle in local or world space
  91730. * @param axis The axis to rotate the bone on
  91731. * @param angle The angle that the bone should be rotated to
  91732. * @param space The space that the axis is in
  91733. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91734. */
  91735. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  91736. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91737. if (space === BABYLON.Space.LOCAL) {
  91738. var quat = Bone._tmpQuat;
  91739. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  91740. this.setRotationQuaternion(quat, space, mesh);
  91741. return;
  91742. }
  91743. var rotMatInv = Bone._tmpMats[0];
  91744. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91745. return;
  91746. }
  91747. var rotMat = Bone._tmpMats[1];
  91748. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  91749. rotMatInv.multiplyToRef(rotMat, rotMat);
  91750. this._rotateWithMatrix(rotMat, space, mesh);
  91751. };
  91752. /**
  91753. * Set the euler rotation of the bone in local of world space
  91754. * @param rotation The euler rotation that the bone should be set to
  91755. * @param space The space that the rotation is in
  91756. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91757. */
  91758. Bone.prototype.setRotation = function (rotation, space, mesh) {
  91759. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91760. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  91761. };
  91762. /**
  91763. * Set the quaternion rotation of the bone in local of world space
  91764. * @param quat The quaternion rotation that the bone should be set to
  91765. * @param space The space that the rotation is in
  91766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91767. */
  91768. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  91769. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91770. if (space === BABYLON.Space.LOCAL) {
  91771. this._decompose();
  91772. this._localRotation.copyFrom(quat);
  91773. this._markAsDirtyAndCompose();
  91774. return;
  91775. }
  91776. var rotMatInv = Bone._tmpMats[0];
  91777. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91778. return;
  91779. }
  91780. var rotMat = Bone._tmpMats[1];
  91781. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  91782. rotMatInv.multiplyToRef(rotMat, rotMat);
  91783. this._rotateWithMatrix(rotMat, space, mesh);
  91784. };
  91785. /**
  91786. * Set the rotation matrix of the bone in local of world space
  91787. * @param rotMat The rotation matrix that the bone should be set to
  91788. * @param space The space that the rotation is in
  91789. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91790. */
  91791. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  91792. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91793. if (space === BABYLON.Space.LOCAL) {
  91794. var quat = Bone._tmpQuat;
  91795. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  91796. this.setRotationQuaternion(quat, space, mesh);
  91797. return;
  91798. }
  91799. var rotMatInv = Bone._tmpMats[0];
  91800. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91801. return;
  91802. }
  91803. var rotMat2 = Bone._tmpMats[1];
  91804. rotMat2.copyFrom(rotMat);
  91805. rotMatInv.multiplyToRef(rotMat, rotMat2);
  91806. this._rotateWithMatrix(rotMat2, space, mesh);
  91807. };
  91808. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  91809. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91810. var lmat = this.getLocalMatrix();
  91811. var lx = lmat.m[12];
  91812. var ly = lmat.m[13];
  91813. var lz = lmat.m[14];
  91814. var parent = this.getParent();
  91815. var parentScale = Bone._tmpMats[3];
  91816. var parentScaleInv = Bone._tmpMats[4];
  91817. if (parent && space == BABYLON.Space.WORLD) {
  91818. if (mesh) {
  91819. parentScale.copyFrom(mesh.getWorldMatrix());
  91820. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  91821. }
  91822. else {
  91823. parentScale.copyFrom(parent.getAbsoluteTransform());
  91824. }
  91825. parentScaleInv.copyFrom(parentScale);
  91826. parentScaleInv.invert();
  91827. lmat.multiplyToRef(parentScale, lmat);
  91828. lmat.multiplyToRef(rmat, lmat);
  91829. lmat.multiplyToRef(parentScaleInv, lmat);
  91830. }
  91831. else {
  91832. if (space == BABYLON.Space.WORLD && mesh) {
  91833. parentScale.copyFrom(mesh.getWorldMatrix());
  91834. parentScaleInv.copyFrom(parentScale);
  91835. parentScaleInv.invert();
  91836. lmat.multiplyToRef(parentScale, lmat);
  91837. lmat.multiplyToRef(rmat, lmat);
  91838. lmat.multiplyToRef(parentScaleInv, lmat);
  91839. }
  91840. else {
  91841. lmat.multiplyToRef(rmat, lmat);
  91842. }
  91843. }
  91844. lmat.m[12] = lx;
  91845. lmat.m[13] = ly;
  91846. lmat.m[14] = lz;
  91847. this.computeAbsoluteTransforms();
  91848. this._markAsDirtyAndDecompose();
  91849. };
  91850. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  91851. var scaleMatrix = Bone._tmpMats[2];
  91852. rotMatInv.copyFrom(this.getAbsoluteTransform());
  91853. if (mesh) {
  91854. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  91855. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  91856. }
  91857. rotMatInv.invert();
  91858. if (isNaN(rotMatInv.m[0])) {
  91859. // Matrix failed to invert.
  91860. // This can happen if scale is zero for example.
  91861. return false;
  91862. }
  91863. scaleMatrix.m[0] *= this._scalingDeterminant;
  91864. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  91865. return true;
  91866. };
  91867. /**
  91868. * Get the position of the bone in local or world space
  91869. * @param space The space that the returned position is in
  91870. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91871. * @returns The position of the bone
  91872. */
  91873. Bone.prototype.getPosition = function (space, mesh) {
  91874. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91875. if (mesh === void 0) { mesh = null; }
  91876. var pos = BABYLON.Vector3.Zero();
  91877. this.getPositionToRef(space, mesh, pos);
  91878. return pos;
  91879. };
  91880. /**
  91881. * Copy the position of the bone to a vector3 in local or world space
  91882. * @param space The space that the returned position is in
  91883. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91884. * @param result The vector3 to copy the position to
  91885. */
  91886. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  91887. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91888. if (space == BABYLON.Space.LOCAL) {
  91889. var lm = this.getLocalMatrix();
  91890. result.x = lm.m[12];
  91891. result.y = lm.m[13];
  91892. result.z = lm.m[14];
  91893. }
  91894. else {
  91895. var wm = null;
  91896. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91897. if (mesh) {
  91898. wm = mesh.getWorldMatrix();
  91899. }
  91900. this._skeleton.computeAbsoluteTransforms();
  91901. var tmat = Bone._tmpMats[0];
  91902. if (mesh && wm) {
  91903. tmat.copyFrom(this.getAbsoluteTransform());
  91904. tmat.multiplyToRef(wm, tmat);
  91905. }
  91906. else {
  91907. tmat = this.getAbsoluteTransform();
  91908. }
  91909. result.x = tmat.m[12];
  91910. result.y = tmat.m[13];
  91911. result.z = tmat.m[14];
  91912. }
  91913. };
  91914. /**
  91915. * Get the absolute position of the bone (world space)
  91916. * @param mesh The mesh that this bone is attached to
  91917. * @returns The absolute position of the bone
  91918. */
  91919. Bone.prototype.getAbsolutePosition = function (mesh) {
  91920. if (mesh === void 0) { mesh = null; }
  91921. var pos = BABYLON.Vector3.Zero();
  91922. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  91923. return pos;
  91924. };
  91925. /**
  91926. * Copy the absolute position of the bone (world space) to the result param
  91927. * @param mesh The mesh that this bone is attached to
  91928. * @param result The vector3 to copy the absolute position to
  91929. */
  91930. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  91931. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  91932. };
  91933. /**
  91934. * Compute the absolute transforms of this bone and its children
  91935. */
  91936. Bone.prototype.computeAbsoluteTransforms = function () {
  91937. this._compose();
  91938. if (this._parent) {
  91939. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91940. }
  91941. else {
  91942. this._absoluteTransform.copyFrom(this._localMatrix);
  91943. var poseMatrix = this._skeleton.getPoseMatrix();
  91944. if (poseMatrix) {
  91945. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  91946. }
  91947. }
  91948. var children = this.children;
  91949. var len = children.length;
  91950. for (var i = 0; i < len; i++) {
  91951. children[i].computeAbsoluteTransforms();
  91952. }
  91953. };
  91954. /**
  91955. * Get the world direction from an axis that is in the local space of the bone
  91956. * @param localAxis The local direction that is used to compute the world direction
  91957. * @param mesh The mesh that this bone is attached to
  91958. * @returns The world direction
  91959. */
  91960. Bone.prototype.getDirection = function (localAxis, mesh) {
  91961. if (mesh === void 0) { mesh = null; }
  91962. var result = BABYLON.Vector3.Zero();
  91963. this.getDirectionToRef(localAxis, mesh, result);
  91964. return result;
  91965. };
  91966. /**
  91967. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  91968. * @param localAxis The local direction that is used to compute the world direction
  91969. * @param mesh The mesh that this bone is attached to
  91970. * @param result The vector3 that the world direction will be copied to
  91971. */
  91972. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  91973. if (mesh === void 0) { mesh = null; }
  91974. var wm = null;
  91975. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91976. if (mesh) {
  91977. wm = mesh.getWorldMatrix();
  91978. }
  91979. this._skeleton.computeAbsoluteTransforms();
  91980. var mat = Bone._tmpMats[0];
  91981. mat.copyFrom(this.getAbsoluteTransform());
  91982. if (mesh && wm) {
  91983. mat.multiplyToRef(wm, mat);
  91984. }
  91985. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  91986. result.normalize();
  91987. };
  91988. /**
  91989. * Get the euler rotation of the bone in local or world space
  91990. * @param space The space that the rotation should be in
  91991. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91992. * @returns The euler rotation
  91993. */
  91994. Bone.prototype.getRotation = function (space, mesh) {
  91995. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91996. if (mesh === void 0) { mesh = null; }
  91997. var result = BABYLON.Vector3.Zero();
  91998. this.getRotationToRef(space, mesh, result);
  91999. return result;
  92000. };
  92001. /**
  92002. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92003. * @param space The space that the rotation should be in
  92004. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92005. * @param result The vector3 that the rotation should be copied to
  92006. */
  92007. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92008. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92009. if (mesh === void 0) { mesh = null; }
  92010. var quat = Bone._tmpQuat;
  92011. this.getRotationQuaternionToRef(space, mesh, quat);
  92012. quat.toEulerAnglesToRef(result);
  92013. };
  92014. /**
  92015. * Get the quaternion rotation of the bone in either local or world space
  92016. * @param space The space that the rotation should be in
  92017. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92018. * @returns The quaternion rotation
  92019. */
  92020. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92021. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92022. if (mesh === void 0) { mesh = null; }
  92023. var result = BABYLON.Quaternion.Identity();
  92024. this.getRotationQuaternionToRef(space, mesh, result);
  92025. return result;
  92026. };
  92027. /**
  92028. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92029. * @param space The space that the rotation should be in
  92030. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92031. * @param result The quaternion that the rotation should be copied to
  92032. */
  92033. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92034. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92035. if (mesh === void 0) { mesh = null; }
  92036. if (space == BABYLON.Space.LOCAL) {
  92037. this._decompose();
  92038. result.copyFrom(this._localRotation);
  92039. }
  92040. else {
  92041. var mat = Bone._tmpMats[0];
  92042. var amat = this.getAbsoluteTransform();
  92043. if (mesh) {
  92044. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92045. }
  92046. else {
  92047. mat.copyFrom(amat);
  92048. }
  92049. mat.m[0] *= this._scalingDeterminant;
  92050. mat.m[1] *= this._scalingDeterminant;
  92051. mat.m[2] *= this._scalingDeterminant;
  92052. mat.decompose(undefined, result, undefined);
  92053. }
  92054. };
  92055. /**
  92056. * Get the rotation matrix of the bone in local or world space
  92057. * @param space The space that the rotation should be in
  92058. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92059. * @returns The rotation matrix
  92060. */
  92061. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92062. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92063. var result = BABYLON.Matrix.Identity();
  92064. this.getRotationMatrixToRef(space, mesh, result);
  92065. return result;
  92066. };
  92067. /**
  92068. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92069. * @param space The space that the rotation should be in
  92070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92071. * @param result The quaternion that the rotation should be copied to
  92072. */
  92073. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92074. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92075. if (space == BABYLON.Space.LOCAL) {
  92076. this.getLocalMatrix().getRotationMatrixToRef(result);
  92077. }
  92078. else {
  92079. var mat = Bone._tmpMats[0];
  92080. var amat = this.getAbsoluteTransform();
  92081. if (mesh) {
  92082. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92083. }
  92084. else {
  92085. mat.copyFrom(amat);
  92086. }
  92087. mat.m[0] *= this._scalingDeterminant;
  92088. mat.m[1] *= this._scalingDeterminant;
  92089. mat.m[2] *= this._scalingDeterminant;
  92090. mat.getRotationMatrixToRef(result);
  92091. }
  92092. };
  92093. /**
  92094. * Get the world position of a point that is in the local space of the bone
  92095. * @param position The local position
  92096. * @param mesh The mesh that this bone is attached to
  92097. * @returns The world position
  92098. */
  92099. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92100. if (mesh === void 0) { mesh = null; }
  92101. var result = BABYLON.Vector3.Zero();
  92102. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92103. return result;
  92104. };
  92105. /**
  92106. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92107. * @param position The local position
  92108. * @param mesh The mesh that this bone is attached to
  92109. * @param result The vector3 that the world position should be copied to
  92110. */
  92111. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92112. if (mesh === void 0) { mesh = null; }
  92113. var wm = null;
  92114. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92115. if (mesh) {
  92116. wm = mesh.getWorldMatrix();
  92117. }
  92118. this._skeleton.computeAbsoluteTransforms();
  92119. var tmat = Bone._tmpMats[0];
  92120. if (mesh && wm) {
  92121. tmat.copyFrom(this.getAbsoluteTransform());
  92122. tmat.multiplyToRef(wm, tmat);
  92123. }
  92124. else {
  92125. tmat = this.getAbsoluteTransform();
  92126. }
  92127. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92128. };
  92129. /**
  92130. * Get the local position of a point that is in world space
  92131. * @param position The world position
  92132. * @param mesh The mesh that this bone is attached to
  92133. * @returns The local position
  92134. */
  92135. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92136. if (mesh === void 0) { mesh = null; }
  92137. var result = BABYLON.Vector3.Zero();
  92138. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92139. return result;
  92140. };
  92141. /**
  92142. * Get the local position of a point that is in world space and copy it to the result param
  92143. * @param position The world position
  92144. * @param mesh The mesh that this bone is attached to
  92145. * @param result The vector3 that the local position should be copied to
  92146. */
  92147. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92148. if (mesh === void 0) { mesh = null; }
  92149. var wm = null;
  92150. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92151. if (mesh) {
  92152. wm = mesh.getWorldMatrix();
  92153. }
  92154. this._skeleton.computeAbsoluteTransforms();
  92155. var tmat = Bone._tmpMats[0];
  92156. tmat.copyFrom(this.getAbsoluteTransform());
  92157. if (mesh && wm) {
  92158. tmat.multiplyToRef(wm, tmat);
  92159. }
  92160. tmat.invert();
  92161. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92162. };
  92163. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92164. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92165. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92166. return Bone;
  92167. }(BABYLON.Node));
  92168. BABYLON.Bone = Bone;
  92169. })(BABYLON || (BABYLON = {}));
  92170. //# sourceMappingURL=babylon.bone.js.map
  92171. var BABYLON;
  92172. (function (BABYLON) {
  92173. /**
  92174. * Class used to apply inverse kinematics to bones
  92175. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92176. */
  92177. var BoneIKController = /** @class */ (function () {
  92178. /**
  92179. * Creates a new BoneIKController
  92180. * @param mesh defines the mesh to control
  92181. * @param bone defines the bone to control
  92182. * @param options defines options to set up the controller
  92183. */
  92184. function BoneIKController(mesh, bone, options) {
  92185. /**
  92186. * Gets or sets the target position
  92187. */
  92188. this.targetPosition = BABYLON.Vector3.Zero();
  92189. /**
  92190. * Gets or sets the pole target position
  92191. */
  92192. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92193. /**
  92194. * Gets or sets the pole target local offset
  92195. */
  92196. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92197. /**
  92198. * Gets or sets the pole angle
  92199. */
  92200. this.poleAngle = 0;
  92201. /**
  92202. * 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)
  92203. */
  92204. this.slerpAmount = 1;
  92205. this._bone1Quat = BABYLON.Quaternion.Identity();
  92206. this._bone1Mat = BABYLON.Matrix.Identity();
  92207. this._bone2Ang = Math.PI;
  92208. this._maxAngle = Math.PI;
  92209. this._rightHandedSystem = false;
  92210. this._bendAxis = BABYLON.Vector3.Right();
  92211. this._slerping = false;
  92212. this._adjustRoll = 0;
  92213. this._bone2 = bone;
  92214. this._bone1 = bone.getParent();
  92215. if (!this._bone1) {
  92216. return;
  92217. }
  92218. this.mesh = mesh;
  92219. var bonePos = bone.getPosition();
  92220. if (bone.getAbsoluteTransform().determinant() > 0) {
  92221. this._rightHandedSystem = true;
  92222. this._bendAxis.x = 0;
  92223. this._bendAxis.y = 0;
  92224. this._bendAxis.z = -1;
  92225. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92226. this._adjustRoll = Math.PI * .5;
  92227. this._bendAxis.z = 1;
  92228. }
  92229. }
  92230. if (this._bone1.length) {
  92231. var boneScale1 = this._bone1.getScale();
  92232. var boneScale2 = this._bone2.getScale();
  92233. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92234. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92235. }
  92236. else if (this._bone1.children[0]) {
  92237. mesh.computeWorldMatrix(true);
  92238. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92239. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92240. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92241. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92242. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92243. }
  92244. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92245. this.maxAngle = Math.PI;
  92246. if (options) {
  92247. if (options.targetMesh) {
  92248. this.targetMesh = options.targetMesh;
  92249. this.targetMesh.computeWorldMatrix(true);
  92250. }
  92251. if (options.poleTargetMesh) {
  92252. this.poleTargetMesh = options.poleTargetMesh;
  92253. this.poleTargetMesh.computeWorldMatrix(true);
  92254. }
  92255. else if (options.poleTargetBone) {
  92256. this.poleTargetBone = options.poleTargetBone;
  92257. }
  92258. else if (this._bone1.getParent()) {
  92259. this.poleTargetBone = this._bone1.getParent();
  92260. }
  92261. if (options.poleTargetLocalOffset) {
  92262. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92263. }
  92264. if (options.poleAngle) {
  92265. this.poleAngle = options.poleAngle;
  92266. }
  92267. if (options.bendAxis) {
  92268. this._bendAxis.copyFrom(options.bendAxis);
  92269. }
  92270. if (options.maxAngle) {
  92271. this.maxAngle = options.maxAngle;
  92272. }
  92273. if (options.slerpAmount) {
  92274. this.slerpAmount = options.slerpAmount;
  92275. }
  92276. }
  92277. }
  92278. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92279. /**
  92280. * Gets or sets maximum allowed angle
  92281. */
  92282. get: function () {
  92283. return this._maxAngle;
  92284. },
  92285. set: function (value) {
  92286. this._setMaxAngle(value);
  92287. },
  92288. enumerable: true,
  92289. configurable: true
  92290. });
  92291. BoneIKController.prototype._setMaxAngle = function (ang) {
  92292. if (ang < 0) {
  92293. ang = 0;
  92294. }
  92295. if (ang > Math.PI || ang == undefined) {
  92296. ang = Math.PI;
  92297. }
  92298. this._maxAngle = ang;
  92299. var a = this._bone1Length;
  92300. var b = this._bone2Length;
  92301. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92302. };
  92303. /**
  92304. * Force the controller to update the bones
  92305. */
  92306. BoneIKController.prototype.update = function () {
  92307. var bone1 = this._bone1;
  92308. if (!bone1) {
  92309. return;
  92310. }
  92311. var target = this.targetPosition;
  92312. var poleTarget = this.poleTargetPosition;
  92313. var mat1 = BoneIKController._tmpMats[0];
  92314. var mat2 = BoneIKController._tmpMats[1];
  92315. if (this.targetMesh) {
  92316. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92317. }
  92318. if (this.poleTargetBone) {
  92319. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92320. }
  92321. else if (this.poleTargetMesh) {
  92322. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92323. }
  92324. var bonePos = BoneIKController._tmpVecs[0];
  92325. var zaxis = BoneIKController._tmpVecs[1];
  92326. var xaxis = BoneIKController._tmpVecs[2];
  92327. var yaxis = BoneIKController._tmpVecs[3];
  92328. var upAxis = BoneIKController._tmpVecs[4];
  92329. var _tmpQuat = BoneIKController._tmpQuat;
  92330. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92331. poleTarget.subtractToRef(bonePos, upAxis);
  92332. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92333. upAxis.y = 1;
  92334. }
  92335. else {
  92336. upAxis.normalize();
  92337. }
  92338. target.subtractToRef(bonePos, yaxis);
  92339. yaxis.normalize();
  92340. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92341. zaxis.normalize();
  92342. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92343. xaxis.normalize();
  92344. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92345. var a = this._bone1Length;
  92346. var b = this._bone2Length;
  92347. var c = BABYLON.Vector3.Distance(bonePos, target);
  92348. if (this._maxReach > 0) {
  92349. c = Math.min(this._maxReach, c);
  92350. }
  92351. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92352. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92353. if (acosa > 1) {
  92354. acosa = 1;
  92355. }
  92356. if (acosb > 1) {
  92357. acosb = 1;
  92358. }
  92359. if (acosa < -1) {
  92360. acosa = -1;
  92361. }
  92362. if (acosb < -1) {
  92363. acosb = -1;
  92364. }
  92365. var angA = Math.acos(acosa);
  92366. var angB = Math.acos(acosb);
  92367. var angC = -angA - angB;
  92368. if (this._rightHandedSystem) {
  92369. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92370. mat2.multiplyToRef(mat1, mat1);
  92371. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92372. mat2.multiplyToRef(mat1, mat1);
  92373. }
  92374. else {
  92375. var _tmpVec = BoneIKController._tmpVecs[5];
  92376. _tmpVec.copyFrom(this._bendAxis);
  92377. _tmpVec.x *= -1;
  92378. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92379. mat2.multiplyToRef(mat1, mat1);
  92380. }
  92381. if (this.poleAngle) {
  92382. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92383. mat1.multiplyToRef(mat2, mat1);
  92384. }
  92385. if (this._bone1) {
  92386. if (this.slerpAmount < 1) {
  92387. if (!this._slerping) {
  92388. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92389. }
  92390. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92391. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92392. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92393. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92394. this._slerping = true;
  92395. }
  92396. else {
  92397. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92398. this._bone1Mat.copyFrom(mat1);
  92399. this._slerping = false;
  92400. }
  92401. }
  92402. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92403. this._bone2Ang = angC;
  92404. };
  92405. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92406. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92407. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92408. return BoneIKController;
  92409. }());
  92410. BABYLON.BoneIKController = BoneIKController;
  92411. })(BABYLON || (BABYLON = {}));
  92412. //# sourceMappingURL=babylon.boneIKController.js.map
  92413. var BABYLON;
  92414. (function (BABYLON) {
  92415. /**
  92416. * Class used to make a bone look toward a point in space
  92417. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92418. */
  92419. var BoneLookController = /** @class */ (function () {
  92420. /**
  92421. * Create a BoneLookController
  92422. * @param mesh the mesh that the bone belongs to
  92423. * @param bone the bone that will be looking to the target
  92424. * @param target the target Vector3 to look at
  92425. * @param settings optional settings:
  92426. * * maxYaw: the maximum angle the bone will yaw to
  92427. * * minYaw: the minimum angle the bone will yaw to
  92428. * * maxPitch: the maximum angle the bone will pitch to
  92429. * * minPitch: the minimum angle the bone will yaw to
  92430. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92431. * * upAxis: the up axis of the coordinate system
  92432. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92433. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92434. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92435. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92436. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92437. * * adjustRoll: used to make an adjustment to the roll of the bone
  92438. **/
  92439. function BoneLookController(mesh, bone, target, options) {
  92440. /**
  92441. * The up axis of the coordinate system that is used when the bone is rotated
  92442. */
  92443. this.upAxis = BABYLON.Vector3.Up();
  92444. /**
  92445. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92446. */
  92447. this.upAxisSpace = BABYLON.Space.LOCAL;
  92448. /**
  92449. * Used to make an adjustment to the yaw of the bone
  92450. */
  92451. this.adjustYaw = 0;
  92452. /**
  92453. * Used to make an adjustment to the pitch of the bone
  92454. */
  92455. this.adjustPitch = 0;
  92456. /**
  92457. * Used to make an adjustment to the roll of the bone
  92458. */
  92459. this.adjustRoll = 0;
  92460. /**
  92461. * 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)
  92462. */
  92463. this.slerpAmount = 1;
  92464. this._boneQuat = BABYLON.Quaternion.Identity();
  92465. this._slerping = false;
  92466. this._firstFrameSkipped = false;
  92467. this._fowardAxis = BABYLON.Vector3.Forward();
  92468. this.mesh = mesh;
  92469. this.bone = bone;
  92470. this.target = target;
  92471. if (options) {
  92472. if (options.adjustYaw) {
  92473. this.adjustYaw = options.adjustYaw;
  92474. }
  92475. if (options.adjustPitch) {
  92476. this.adjustPitch = options.adjustPitch;
  92477. }
  92478. if (options.adjustRoll) {
  92479. this.adjustRoll = options.adjustRoll;
  92480. }
  92481. if (options.maxYaw != null) {
  92482. this.maxYaw = options.maxYaw;
  92483. }
  92484. else {
  92485. this.maxYaw = Math.PI;
  92486. }
  92487. if (options.minYaw != null) {
  92488. this.minYaw = options.minYaw;
  92489. }
  92490. else {
  92491. this.minYaw = -Math.PI;
  92492. }
  92493. if (options.maxPitch != null) {
  92494. this.maxPitch = options.maxPitch;
  92495. }
  92496. else {
  92497. this.maxPitch = Math.PI;
  92498. }
  92499. if (options.minPitch != null) {
  92500. this.minPitch = options.minPitch;
  92501. }
  92502. else {
  92503. this.minPitch = -Math.PI;
  92504. }
  92505. if (options.slerpAmount != null) {
  92506. this.slerpAmount = options.slerpAmount;
  92507. }
  92508. if (options.upAxis != null) {
  92509. this.upAxis = options.upAxis;
  92510. }
  92511. if (options.upAxisSpace != null) {
  92512. this.upAxisSpace = options.upAxisSpace;
  92513. }
  92514. if (options.yawAxis != null || options.pitchAxis != null) {
  92515. var newYawAxis = BABYLON.Axis.Y;
  92516. var newPitchAxis = BABYLON.Axis.X;
  92517. if (options.yawAxis != null) {
  92518. newYawAxis = options.yawAxis.clone();
  92519. newYawAxis.normalize();
  92520. }
  92521. if (options.pitchAxis != null) {
  92522. newPitchAxis = options.pitchAxis.clone();
  92523. newPitchAxis.normalize();
  92524. }
  92525. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92526. this._transformYawPitch = BABYLON.Matrix.Identity();
  92527. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92528. this._transformYawPitchInv = this._transformYawPitch.clone();
  92529. this._transformYawPitch.invert();
  92530. }
  92531. }
  92532. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92533. this.upAxisSpace = BABYLON.Space.LOCAL;
  92534. }
  92535. }
  92536. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92537. /**
  92538. * Gets or sets the minimum yaw angle that the bone can look to
  92539. */
  92540. get: function () {
  92541. return this._minYaw;
  92542. },
  92543. set: function (value) {
  92544. this._minYaw = value;
  92545. this._minYawSin = Math.sin(value);
  92546. this._minYawCos = Math.cos(value);
  92547. if (this._maxYaw != null) {
  92548. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92549. this._yawRange = this._maxYaw - this._minYaw;
  92550. }
  92551. },
  92552. enumerable: true,
  92553. configurable: true
  92554. });
  92555. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92556. /**
  92557. * Gets or sets the maximum yaw angle that the bone can look to
  92558. */
  92559. get: function () {
  92560. return this._maxYaw;
  92561. },
  92562. set: function (value) {
  92563. this._maxYaw = value;
  92564. this._maxYawSin = Math.sin(value);
  92565. this._maxYawCos = Math.cos(value);
  92566. if (this._minYaw != null) {
  92567. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92568. this._yawRange = this._maxYaw - this._minYaw;
  92569. }
  92570. },
  92571. enumerable: true,
  92572. configurable: true
  92573. });
  92574. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92575. /**
  92576. * Gets or sets the minimum pitch angle that the bone can look to
  92577. */
  92578. get: function () {
  92579. return this._minPitch;
  92580. },
  92581. set: function (value) {
  92582. this._minPitch = value;
  92583. this._minPitchTan = Math.tan(value);
  92584. },
  92585. enumerable: true,
  92586. configurable: true
  92587. });
  92588. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92589. /**
  92590. * Gets or sets the maximum pitch angle that the bone can look to
  92591. */
  92592. get: function () {
  92593. return this._maxPitch;
  92594. },
  92595. set: function (value) {
  92596. this._maxPitch = value;
  92597. this._maxPitchTan = Math.tan(value);
  92598. },
  92599. enumerable: true,
  92600. configurable: true
  92601. });
  92602. /**
  92603. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92604. */
  92605. BoneLookController.prototype.update = function () {
  92606. //skip the first frame when slerping so that the mesh rotation is correct
  92607. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92608. this._firstFrameSkipped = true;
  92609. return;
  92610. }
  92611. var bone = this.bone;
  92612. var bonePos = BoneLookController._tmpVecs[0];
  92613. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92614. var target = this.target;
  92615. var _tmpMat1 = BoneLookController._tmpMats[0];
  92616. var _tmpMat2 = BoneLookController._tmpMats[1];
  92617. var mesh = this.mesh;
  92618. var parentBone = bone.getParent();
  92619. var upAxis = BoneLookController._tmpVecs[1];
  92620. upAxis.copyFrom(this.upAxis);
  92621. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92622. if (this._transformYawPitch) {
  92623. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92624. }
  92625. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92626. }
  92627. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92628. mesh.getDirectionToRef(upAxis, upAxis);
  92629. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92630. upAxis.normalize();
  92631. }
  92632. }
  92633. var checkYaw = false;
  92634. var checkPitch = false;
  92635. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92636. checkYaw = true;
  92637. }
  92638. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92639. checkPitch = true;
  92640. }
  92641. if (checkYaw || checkPitch) {
  92642. var spaceMat = BoneLookController._tmpMats[2];
  92643. var spaceMatInv = BoneLookController._tmpMats[3];
  92644. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92645. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92646. }
  92647. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92648. spaceMat.copyFrom(mesh.getWorldMatrix());
  92649. }
  92650. else {
  92651. var forwardAxis = BoneLookController._tmpVecs[2];
  92652. forwardAxis.copyFrom(this._fowardAxis);
  92653. if (this._transformYawPitch) {
  92654. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92655. }
  92656. if (parentBone) {
  92657. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92658. }
  92659. else {
  92660. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92661. }
  92662. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92663. rightAxis.normalize();
  92664. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92665. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92666. }
  92667. spaceMat.invertToRef(spaceMatInv);
  92668. var xzlen = null;
  92669. if (checkPitch) {
  92670. var localTarget = BoneLookController._tmpVecs[3];
  92671. target.subtractToRef(bonePos, localTarget);
  92672. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92673. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92674. var pitch = Math.atan2(localTarget.y, xzlen);
  92675. var newPitch = pitch;
  92676. if (pitch > this._maxPitch) {
  92677. localTarget.y = this._maxPitchTan * xzlen;
  92678. newPitch = this._maxPitch;
  92679. }
  92680. else if (pitch < this._minPitch) {
  92681. localTarget.y = this._minPitchTan * xzlen;
  92682. newPitch = this._minPitch;
  92683. }
  92684. if (pitch != newPitch) {
  92685. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92686. localTarget.addInPlace(bonePos);
  92687. target = localTarget;
  92688. }
  92689. }
  92690. if (checkYaw) {
  92691. var localTarget = BoneLookController._tmpVecs[4];
  92692. target.subtractToRef(bonePos, localTarget);
  92693. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92694. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92695. var newYaw = yaw;
  92696. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92697. if (xzlen == null) {
  92698. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92699. }
  92700. if (this._yawRange > Math.PI) {
  92701. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  92702. localTarget.z = this._maxYawCos * xzlen;
  92703. localTarget.x = this._maxYawSin * xzlen;
  92704. newYaw = this._maxYaw;
  92705. }
  92706. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  92707. localTarget.z = this._minYawCos * xzlen;
  92708. localTarget.x = this._minYawSin * xzlen;
  92709. newYaw = this._minYaw;
  92710. }
  92711. }
  92712. else {
  92713. if (yaw > this._maxYaw) {
  92714. localTarget.z = this._maxYawCos * xzlen;
  92715. localTarget.x = this._maxYawSin * xzlen;
  92716. newYaw = this._maxYaw;
  92717. }
  92718. else if (yaw < this._minYaw) {
  92719. localTarget.z = this._minYawCos * xzlen;
  92720. localTarget.x = this._minYawSin * xzlen;
  92721. newYaw = this._minYaw;
  92722. }
  92723. }
  92724. }
  92725. if (this._slerping && this._yawRange > Math.PI) {
  92726. //are we going to be crossing into the min/max region?
  92727. var boneFwd = BoneLookController._tmpVecs[8];
  92728. boneFwd.copyFrom(BABYLON.Axis.Z);
  92729. if (this._transformYawPitch) {
  92730. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  92731. }
  92732. var boneRotMat = BoneLookController._tmpMats[4];
  92733. this._boneQuat.toRotationMatrix(boneRotMat);
  92734. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  92735. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  92736. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  92737. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  92738. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  92739. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  92740. if (angBtwTar > angBtwMidYaw) {
  92741. if (xzlen == null) {
  92742. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92743. }
  92744. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  92745. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  92746. if (angBtwMin < angBtwMax) {
  92747. newYaw = boneYaw + Math.PI * .75;
  92748. localTarget.z = Math.cos(newYaw) * xzlen;
  92749. localTarget.x = Math.sin(newYaw) * xzlen;
  92750. }
  92751. else {
  92752. newYaw = boneYaw - Math.PI * .75;
  92753. localTarget.z = Math.cos(newYaw) * xzlen;
  92754. localTarget.x = Math.sin(newYaw) * xzlen;
  92755. }
  92756. }
  92757. }
  92758. if (yaw != newYaw) {
  92759. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92760. localTarget.addInPlace(bonePos);
  92761. target = localTarget;
  92762. }
  92763. }
  92764. }
  92765. var zaxis = BoneLookController._tmpVecs[5];
  92766. var xaxis = BoneLookController._tmpVecs[6];
  92767. var yaxis = BoneLookController._tmpVecs[7];
  92768. var _tmpQuat = BoneLookController._tmpQuat;
  92769. target.subtractToRef(bonePos, zaxis);
  92770. zaxis.normalize();
  92771. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  92772. xaxis.normalize();
  92773. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  92774. yaxis.normalize();
  92775. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  92776. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  92777. return;
  92778. }
  92779. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  92780. return;
  92781. }
  92782. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  92783. return;
  92784. }
  92785. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  92786. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  92787. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  92788. }
  92789. if (this.slerpAmount < 1) {
  92790. if (!this._slerping) {
  92791. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  92792. }
  92793. if (this._transformYawPitch) {
  92794. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92795. }
  92796. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  92797. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  92798. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  92799. this._slerping = true;
  92800. }
  92801. else {
  92802. if (this._transformYawPitch) {
  92803. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92804. }
  92805. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  92806. this._slerping = false;
  92807. }
  92808. };
  92809. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  92810. var angDiff = ang2 - ang1;
  92811. angDiff %= Math.PI * 2;
  92812. if (angDiff > Math.PI) {
  92813. angDiff -= Math.PI * 2;
  92814. }
  92815. else if (angDiff < -Math.PI) {
  92816. angDiff += Math.PI * 2;
  92817. }
  92818. return angDiff;
  92819. };
  92820. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  92821. ang1 %= (2 * Math.PI);
  92822. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92823. ang2 %= (2 * Math.PI);
  92824. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92825. var ab = 0;
  92826. if (ang1 < ang2) {
  92827. ab = ang2 - ang1;
  92828. }
  92829. else {
  92830. ab = ang1 - ang2;
  92831. }
  92832. if (ab > Math.PI) {
  92833. ab = Math.PI * 2 - ab;
  92834. }
  92835. return ab;
  92836. };
  92837. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  92838. ang %= (2 * Math.PI);
  92839. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  92840. ang1 %= (2 * Math.PI);
  92841. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92842. ang2 %= (2 * Math.PI);
  92843. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92844. if (ang1 < ang2) {
  92845. if (ang > ang1 && ang < ang2) {
  92846. return true;
  92847. }
  92848. }
  92849. else {
  92850. if (ang > ang2 && ang < ang1) {
  92851. return true;
  92852. }
  92853. }
  92854. return false;
  92855. };
  92856. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  92857. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  92858. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92859. return BoneLookController;
  92860. }());
  92861. BABYLON.BoneLookController = BoneLookController;
  92862. })(BABYLON || (BABYLON = {}));
  92863. //# sourceMappingURL=babylon.boneLookController.js.map
  92864. var BABYLON;
  92865. (function (BABYLON) {
  92866. /**
  92867. * Class used to handle skinning animations
  92868. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92869. */
  92870. var Skeleton = /** @class */ (function () {
  92871. /**
  92872. * Creates a new skeleton
  92873. * @param name defines the skeleton name
  92874. * @param id defines the skeleton Id
  92875. * @param scene defines the hosting scene
  92876. */
  92877. function Skeleton(
  92878. /** defines the skeleton name */
  92879. name,
  92880. /** defines the skeleton Id */
  92881. id, scene) {
  92882. this.name = name;
  92883. this.id = id;
  92884. /**
  92885. * Gets the list of child bones
  92886. */
  92887. this.bones = new Array();
  92888. /**
  92889. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  92890. */
  92891. this.needInitialSkinMatrix = false;
  92892. this._isDirty = true;
  92893. this._meshesWithPoseMatrix = new Array();
  92894. this._identity = BABYLON.Matrix.Identity();
  92895. this._ranges = {};
  92896. this._lastAbsoluteTransformsUpdateId = -1;
  92897. /**
  92898. * Specifies if the skeleton should be serialized
  92899. */
  92900. this.doNotSerialize = false;
  92901. this._animationPropertiesOverride = null;
  92902. // Events
  92903. /**
  92904. * An observable triggered before computing the skeleton's matrices
  92905. */
  92906. this.onBeforeComputeObservable = new BABYLON.Observable();
  92907. this.bones = [];
  92908. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  92909. scene.skeletons.push(this);
  92910. //make sure it will recalculate the matrix next time prepare is called.
  92911. this._isDirty = true;
  92912. }
  92913. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  92914. /**
  92915. * Gets or sets the animation properties override
  92916. */
  92917. get: function () {
  92918. if (!this._animationPropertiesOverride) {
  92919. return this._scene.animationPropertiesOverride;
  92920. }
  92921. return this._animationPropertiesOverride;
  92922. },
  92923. set: function (value) {
  92924. this._animationPropertiesOverride = value;
  92925. },
  92926. enumerable: true,
  92927. configurable: true
  92928. });
  92929. // Members
  92930. /**
  92931. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  92932. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  92933. * @returns a Float32Array containing matrices data
  92934. */
  92935. Skeleton.prototype.getTransformMatrices = function (mesh) {
  92936. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  92937. return mesh._bonesTransformMatrices;
  92938. }
  92939. if (!this._transformMatrices) {
  92940. this.prepare();
  92941. }
  92942. return this._transformMatrices;
  92943. };
  92944. /**
  92945. * Gets the current hosting scene
  92946. * @returns a scene object
  92947. */
  92948. Skeleton.prototype.getScene = function () {
  92949. return this._scene;
  92950. };
  92951. // Methods
  92952. /**
  92953. * Gets a string representing the current skeleton data
  92954. * @param fullDetails defines a boolean indicating if we want a verbose version
  92955. * @returns a string representing the current skeleton data
  92956. */
  92957. Skeleton.prototype.toString = function (fullDetails) {
  92958. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  92959. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  92960. if (fullDetails) {
  92961. ret += ", Ranges: {";
  92962. var first = true;
  92963. for (var name_1 in this._ranges) {
  92964. if (first) {
  92965. ret += ", ";
  92966. first = false;
  92967. }
  92968. ret += name_1;
  92969. }
  92970. ret += "}";
  92971. }
  92972. return ret;
  92973. };
  92974. /**
  92975. * Get bone's index searching by name
  92976. * @param name defines bone's name to search for
  92977. * @return the indice of the bone. Returns -1 if not found
  92978. */
  92979. Skeleton.prototype.getBoneIndexByName = function (name) {
  92980. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  92981. if (this.bones[boneIndex].name === name) {
  92982. return boneIndex;
  92983. }
  92984. }
  92985. return -1;
  92986. };
  92987. /**
  92988. * Creater a new animation range
  92989. * @param name defines the name of the range
  92990. * @param from defines the start key
  92991. * @param to defines the end key
  92992. */
  92993. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  92994. // check name not already in use
  92995. if (!this._ranges[name]) {
  92996. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  92997. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  92998. if (this.bones[i].animations[0]) {
  92999. this.bones[i].animations[0].createRange(name, from, to);
  93000. }
  93001. }
  93002. }
  93003. };
  93004. /**
  93005. * Delete a specific animation range
  93006. * @param name defines the name of the range
  93007. * @param deleteFrames defines if frames must be removed as well
  93008. */
  93009. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93010. if (deleteFrames === void 0) { deleteFrames = true; }
  93011. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93012. if (this.bones[i].animations[0]) {
  93013. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93014. }
  93015. }
  93016. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93017. };
  93018. /**
  93019. * Gets a specific animation range
  93020. * @param name defines the name of the range to look for
  93021. * @returns the requested animation range or null if not found
  93022. */
  93023. Skeleton.prototype.getAnimationRange = function (name) {
  93024. return this._ranges[name];
  93025. };
  93026. /**
  93027. * Gets the list of all animation ranges defined on this skeleton
  93028. * @returns an array
  93029. */
  93030. Skeleton.prototype.getAnimationRanges = function () {
  93031. var animationRanges = [];
  93032. var name;
  93033. var i = 0;
  93034. for (name in this._ranges) {
  93035. animationRanges[i] = this._ranges[name];
  93036. i++;
  93037. }
  93038. return animationRanges;
  93039. };
  93040. /**
  93041. * Copy animation range from a source skeleton.
  93042. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93043. * @param source defines the source skeleton
  93044. * @param name defines the name of the range to copy
  93045. * @param rescaleAsRequired defines if rescaling must be applied if required
  93046. * @returns true if operation was successful
  93047. */
  93048. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93049. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93050. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93051. return false;
  93052. }
  93053. var ret = true;
  93054. var frameOffset = this._getHighestAnimationFrame() + 1;
  93055. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93056. var boneDict = {};
  93057. var sourceBones = source.bones;
  93058. var nBones;
  93059. var i;
  93060. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93061. boneDict[sourceBones[i].name] = sourceBones[i];
  93062. }
  93063. if (this.bones.length !== sourceBones.length) {
  93064. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93065. ret = false;
  93066. }
  93067. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93068. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93069. var boneName = this.bones[i].name;
  93070. var sourceBone = boneDict[boneName];
  93071. if (sourceBone) {
  93072. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93073. }
  93074. else {
  93075. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93076. ret = false;
  93077. }
  93078. }
  93079. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93080. var range = source.getAnimationRange(name);
  93081. if (range) {
  93082. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93083. }
  93084. return ret;
  93085. };
  93086. /**
  93087. * Forces the skeleton to go to rest pose
  93088. */
  93089. Skeleton.prototype.returnToRest = function () {
  93090. for (var index = 0; index < this.bones.length; index++) {
  93091. this.bones[index].returnToRest();
  93092. }
  93093. };
  93094. Skeleton.prototype._getHighestAnimationFrame = function () {
  93095. var ret = 0;
  93096. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93097. if (this.bones[i].animations[0]) {
  93098. var highest = this.bones[i].animations[0].getHighestFrame();
  93099. if (ret < highest) {
  93100. ret = highest;
  93101. }
  93102. }
  93103. }
  93104. return ret;
  93105. };
  93106. /**
  93107. * Begin a specific animation range
  93108. * @param name defines the name of the range to start
  93109. * @param loop defines if looping must be turned on (false by default)
  93110. * @param speedRatio defines the speed ratio to apply (1 by default)
  93111. * @param onAnimationEnd defines a callback which will be called when animation will end
  93112. * @returns a new animatable
  93113. */
  93114. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93115. var range = this.getAnimationRange(name);
  93116. if (!range) {
  93117. return null;
  93118. }
  93119. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93120. };
  93121. /** @hidden */
  93122. Skeleton.prototype._markAsDirty = function () {
  93123. this._isDirty = true;
  93124. };
  93125. /** @hidden */
  93126. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93127. this._meshesWithPoseMatrix.push(mesh);
  93128. };
  93129. /** @hidden */
  93130. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93131. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93132. if (index > -1) {
  93133. this._meshesWithPoseMatrix.splice(index, 1);
  93134. }
  93135. };
  93136. /** @hidden */
  93137. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93138. this.onBeforeComputeObservable.notifyObservers(this);
  93139. for (var index = 0; index < this.bones.length; index++) {
  93140. var bone = this.bones[index];
  93141. var parentBone = bone.getParent();
  93142. if (parentBone) {
  93143. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93144. }
  93145. else {
  93146. if (initialSkinMatrix) {
  93147. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93148. }
  93149. else {
  93150. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93151. }
  93152. }
  93153. if (bone._index !== -1) {
  93154. var mappedIndex = bone._index === null ? index : bone._index;
  93155. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93156. }
  93157. }
  93158. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93159. };
  93160. /**
  93161. * Build all resources required to render a skeleton
  93162. */
  93163. Skeleton.prototype.prepare = function () {
  93164. if (!this._isDirty) {
  93165. return;
  93166. }
  93167. if (this.needInitialSkinMatrix) {
  93168. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93169. var mesh = this._meshesWithPoseMatrix[index];
  93170. var poseMatrix = mesh.getPoseMatrix();
  93171. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93172. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93173. }
  93174. if (this._synchronizedWithMesh !== mesh) {
  93175. this._synchronizedWithMesh = mesh;
  93176. // Prepare bones
  93177. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93178. var bone = this.bones[boneIndex];
  93179. if (!bone.getParent()) {
  93180. var matrix = bone.getBaseMatrix();
  93181. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93182. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93183. }
  93184. }
  93185. }
  93186. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93187. }
  93188. }
  93189. else {
  93190. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93191. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93192. }
  93193. this._computeTransformMatrices(this._transformMatrices, null);
  93194. }
  93195. this._isDirty = false;
  93196. this._scene._activeBones.addCount(this.bones.length, false);
  93197. };
  93198. /**
  93199. * Gets the list of animatables currently running for this skeleton
  93200. * @returns an array of animatables
  93201. */
  93202. Skeleton.prototype.getAnimatables = function () {
  93203. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93204. this._animatables = [];
  93205. for (var index = 0; index < this.bones.length; index++) {
  93206. this._animatables.push(this.bones[index]);
  93207. }
  93208. }
  93209. return this._animatables;
  93210. };
  93211. /**
  93212. * Clone the current skeleton
  93213. * @param name defines the name of the new skeleton
  93214. * @param id defines the id of the enw skeleton
  93215. * @returns the new skeleton
  93216. */
  93217. Skeleton.prototype.clone = function (name, id) {
  93218. var result = new Skeleton(name, id || name, this._scene);
  93219. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93220. for (var index = 0; index < this.bones.length; index++) {
  93221. var source = this.bones[index];
  93222. var parentBone = null;
  93223. var parent_1 = source.getParent();
  93224. if (parent_1) {
  93225. var parentIndex = this.bones.indexOf(parent_1);
  93226. parentBone = result.bones[parentIndex];
  93227. }
  93228. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93229. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93230. }
  93231. if (this._ranges) {
  93232. result._ranges = {};
  93233. for (var rangeName in this._ranges) {
  93234. var range = this._ranges[rangeName];
  93235. if (range) {
  93236. result._ranges[rangeName] = range.clone();
  93237. }
  93238. }
  93239. }
  93240. this._isDirty = true;
  93241. return result;
  93242. };
  93243. /**
  93244. * Enable animation blending for this skeleton
  93245. * @param blendingSpeed defines the blending speed to apply
  93246. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93247. */
  93248. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93249. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93250. this.bones.forEach(function (bone) {
  93251. bone.animations.forEach(function (animation) {
  93252. animation.enableBlending = true;
  93253. animation.blendingSpeed = blendingSpeed;
  93254. });
  93255. });
  93256. };
  93257. /**
  93258. * Releases all resources associated with the current skeleton
  93259. */
  93260. Skeleton.prototype.dispose = function () {
  93261. this._meshesWithPoseMatrix = [];
  93262. // Animations
  93263. this.getScene().stopAnimation(this);
  93264. // Remove from scene
  93265. this.getScene().removeSkeleton(this);
  93266. };
  93267. /**
  93268. * Serialize the skeleton in a JSON object
  93269. * @returns a JSON object
  93270. */
  93271. Skeleton.prototype.serialize = function () {
  93272. var serializationObject = {};
  93273. serializationObject.name = this.name;
  93274. serializationObject.id = this.id;
  93275. if (this.dimensionsAtRest) {
  93276. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93277. }
  93278. serializationObject.bones = [];
  93279. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93280. for (var index = 0; index < this.bones.length; index++) {
  93281. var bone = this.bones[index];
  93282. var parent_2 = bone.getParent();
  93283. var serializedBone = {
  93284. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93285. name: bone.name,
  93286. matrix: bone.getBaseMatrix().toArray(),
  93287. rest: bone.getRestPose().toArray()
  93288. };
  93289. serializationObject.bones.push(serializedBone);
  93290. if (bone.length) {
  93291. serializedBone.length = bone.length;
  93292. }
  93293. if (bone.metadata) {
  93294. serializedBone.metadata = bone.metadata;
  93295. }
  93296. if (bone.animations && bone.animations.length > 0) {
  93297. serializedBone.animation = bone.animations[0].serialize();
  93298. }
  93299. serializationObject.ranges = [];
  93300. for (var name in this._ranges) {
  93301. var source = this._ranges[name];
  93302. if (!source) {
  93303. continue;
  93304. }
  93305. var range = {};
  93306. range.name = name;
  93307. range.from = source.from;
  93308. range.to = source.to;
  93309. serializationObject.ranges.push(range);
  93310. }
  93311. }
  93312. return serializationObject;
  93313. };
  93314. /**
  93315. * Creates a new skeleton from serialized data
  93316. * @param parsedSkeleton defines the serialized data
  93317. * @param scene defines the hosting scene
  93318. * @returns a new skeleton
  93319. */
  93320. Skeleton.Parse = function (parsedSkeleton, scene) {
  93321. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93322. if (parsedSkeleton.dimensionsAtRest) {
  93323. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93324. }
  93325. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93326. var index;
  93327. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93328. var parsedBone = parsedSkeleton.bones[index];
  93329. var parentBone = null;
  93330. if (parsedBone.parentBoneIndex > -1) {
  93331. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93332. }
  93333. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93334. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93335. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93336. bone.id = parsedBone.id;
  93337. }
  93338. if (parsedBone.length) {
  93339. bone.length = parsedBone.length;
  93340. }
  93341. if (parsedBone.metadata) {
  93342. bone.metadata = parsedBone.metadata;
  93343. }
  93344. if (parsedBone.animation) {
  93345. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93346. }
  93347. }
  93348. // placed after bones, so createAnimationRange can cascade down
  93349. if (parsedSkeleton.ranges) {
  93350. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93351. var data = parsedSkeleton.ranges[index];
  93352. skeleton.createAnimationRange(data.name, data.from, data.to);
  93353. }
  93354. }
  93355. return skeleton;
  93356. };
  93357. /**
  93358. * Compute all node absolute transforms
  93359. * @param forceUpdate defines if computation must be done even if cache is up to date
  93360. */
  93361. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93362. if (forceUpdate === void 0) { forceUpdate = false; }
  93363. var renderId = this._scene.getRenderId();
  93364. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93365. this.bones[0].computeAbsoluteTransforms();
  93366. this._lastAbsoluteTransformsUpdateId = renderId;
  93367. }
  93368. };
  93369. /**
  93370. * Gets the root pose matrix
  93371. * @returns a matrix
  93372. */
  93373. Skeleton.prototype.getPoseMatrix = function () {
  93374. var poseMatrix = null;
  93375. if (this._meshesWithPoseMatrix.length > 0) {
  93376. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93377. }
  93378. return poseMatrix;
  93379. };
  93380. /**
  93381. * Sorts bones per internal index
  93382. */
  93383. Skeleton.prototype.sortBones = function () {
  93384. var bones = new Array();
  93385. var visited = new Array(this.bones.length);
  93386. for (var index = 0; index < this.bones.length; index++) {
  93387. this._sortBones(index, bones, visited);
  93388. }
  93389. this.bones = bones;
  93390. };
  93391. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93392. if (visited[index]) {
  93393. return;
  93394. }
  93395. visited[index] = true;
  93396. var bone = this.bones[index];
  93397. if (bone._index === undefined) {
  93398. bone._index = index;
  93399. }
  93400. var parentBone = bone.getParent();
  93401. if (parentBone) {
  93402. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93403. }
  93404. bones.push(bone);
  93405. };
  93406. return Skeleton;
  93407. }());
  93408. BABYLON.Skeleton = Skeleton;
  93409. })(BABYLON || (BABYLON = {}));
  93410. //# sourceMappingURL=babylon.skeleton.js.map
  93411. var BABYLON;
  93412. (function (BABYLON) {
  93413. /**
  93414. * This groups tools to convert HDR texture to native colors array.
  93415. */
  93416. var HDRTools = /** @class */ (function () {
  93417. function HDRTools() {
  93418. }
  93419. HDRTools.Ldexp = function (mantissa, exponent) {
  93420. if (exponent > 1023) {
  93421. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93422. }
  93423. if (exponent < -1074) {
  93424. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93425. }
  93426. return mantissa * Math.pow(2, exponent);
  93427. };
  93428. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93429. if (exponent > 0) { /*nonzero pixel*/
  93430. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93431. float32array[index + 0] = red * exponent;
  93432. float32array[index + 1] = green * exponent;
  93433. float32array[index + 2] = blue * exponent;
  93434. }
  93435. else {
  93436. float32array[index + 0] = 0;
  93437. float32array[index + 1] = 0;
  93438. float32array[index + 2] = 0;
  93439. }
  93440. };
  93441. HDRTools.readStringLine = function (uint8array, startIndex) {
  93442. var line = "";
  93443. var character = "";
  93444. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93445. character = String.fromCharCode(uint8array[i]);
  93446. if (character == "\n") {
  93447. break;
  93448. }
  93449. line += character;
  93450. }
  93451. return line;
  93452. };
  93453. /**
  93454. * Reads header information from an RGBE texture stored in a native array.
  93455. * More information on this format are available here:
  93456. * https://en.wikipedia.org/wiki/RGBE_image_format
  93457. *
  93458. * @param uint8array The binary file stored in native array.
  93459. * @return The header information.
  93460. */
  93461. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93462. var height = 0;
  93463. var width = 0;
  93464. var line = this.readStringLine(uint8array, 0);
  93465. if (line[0] != '#' || line[1] != '?') {
  93466. throw "Bad HDR Format.";
  93467. }
  93468. var endOfHeader = false;
  93469. var findFormat = false;
  93470. var lineIndex = 0;
  93471. do {
  93472. lineIndex += (line.length + 1);
  93473. line = this.readStringLine(uint8array, lineIndex);
  93474. if (line == "FORMAT=32-bit_rle_rgbe") {
  93475. findFormat = true;
  93476. }
  93477. else if (line.length == 0) {
  93478. endOfHeader = true;
  93479. }
  93480. } while (!endOfHeader);
  93481. if (!findFormat) {
  93482. throw "HDR Bad header format, unsupported FORMAT";
  93483. }
  93484. lineIndex += (line.length + 1);
  93485. line = this.readStringLine(uint8array, lineIndex);
  93486. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93487. var match = sizeRegexp.exec(line);
  93488. // TODO. Support +Y and -X if needed.
  93489. if (!match || match.length < 3) {
  93490. throw "HDR Bad header format, no size";
  93491. }
  93492. width = parseInt(match[2]);
  93493. height = parseInt(match[1]);
  93494. if (width < 8 || width > 0x7fff) {
  93495. throw "HDR Bad header format, unsupported size";
  93496. }
  93497. lineIndex += (line.length + 1);
  93498. return {
  93499. height: height,
  93500. width: width,
  93501. dataPosition: lineIndex
  93502. };
  93503. };
  93504. /**
  93505. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93506. * This RGBE texture needs to store the information as a panorama.
  93507. *
  93508. * More information on this format are available here:
  93509. * https://en.wikipedia.org/wiki/RGBE_image_format
  93510. *
  93511. * @param buffer The binary file stored in an array buffer.
  93512. * @param size The expected size of the extracted cubemap.
  93513. * @return The Cube Map information.
  93514. */
  93515. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93516. var uint8array = new Uint8Array(buffer);
  93517. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93518. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93519. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93520. return cubeMapData;
  93521. };
  93522. /**
  93523. * Returns the pixels data extracted from an RGBE texture.
  93524. * This pixels will be stored left to right up to down in the R G B order in one array.
  93525. *
  93526. * More information on this format are available here:
  93527. * https://en.wikipedia.org/wiki/RGBE_image_format
  93528. *
  93529. * @param uint8array The binary file stored in an array buffer.
  93530. * @param hdrInfo The header information of the file.
  93531. * @return The pixels data in RGB right to left up to down order.
  93532. */
  93533. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93534. // Keep for multi format supports.
  93535. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93536. };
  93537. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93538. var num_scanlines = hdrInfo.height;
  93539. var scanline_width = hdrInfo.width;
  93540. var a, b, c, d, count;
  93541. var dataIndex = hdrInfo.dataPosition;
  93542. var index = 0, endIndex = 0, i = 0;
  93543. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93544. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93545. // 3 channels of 4 bytes per pixel in float.
  93546. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93547. var resultArray = new Float32Array(resultBuffer);
  93548. // read in each successive scanline
  93549. while (num_scanlines > 0) {
  93550. a = uint8array[dataIndex++];
  93551. b = uint8array[dataIndex++];
  93552. c = uint8array[dataIndex++];
  93553. d = uint8array[dataIndex++];
  93554. if (a != 2 || b != 2 || (c & 0x80)) {
  93555. // this file is not run length encoded
  93556. throw "HDR Bad header format, not RLE";
  93557. }
  93558. if (((c << 8) | d) != scanline_width) {
  93559. throw "HDR Bad header format, wrong scan line width";
  93560. }
  93561. index = 0;
  93562. // read each of the four channels for the scanline into the buffer
  93563. for (i = 0; i < 4; i++) {
  93564. endIndex = (i + 1) * scanline_width;
  93565. while (index < endIndex) {
  93566. a = uint8array[dataIndex++];
  93567. b = uint8array[dataIndex++];
  93568. if (a > 128) {
  93569. // a run of the same value
  93570. count = a - 128;
  93571. if ((count == 0) || (count > endIndex - index)) {
  93572. throw "HDR Bad Format, bad scanline data (run)";
  93573. }
  93574. while (count-- > 0) {
  93575. scanLineArray[index++] = b;
  93576. }
  93577. }
  93578. else {
  93579. // a non-run
  93580. count = a;
  93581. if ((count == 0) || (count > endIndex - index)) {
  93582. throw "HDR Bad Format, bad scanline data (non-run)";
  93583. }
  93584. scanLineArray[index++] = b;
  93585. if (--count > 0) {
  93586. for (var j = 0; j < count; j++) {
  93587. scanLineArray[index++] = uint8array[dataIndex++];
  93588. }
  93589. }
  93590. }
  93591. }
  93592. }
  93593. // now convert data from buffer into floats
  93594. for (i = 0; i < scanline_width; i++) {
  93595. a = scanLineArray[i];
  93596. b = scanLineArray[i + scanline_width];
  93597. c = scanLineArray[i + 2 * scanline_width];
  93598. d = scanLineArray[i + 3 * scanline_width];
  93599. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93600. }
  93601. num_scanlines--;
  93602. }
  93603. return resultArray;
  93604. };
  93605. return HDRTools;
  93606. }());
  93607. BABYLON.HDRTools = HDRTools;
  93608. })(BABYLON || (BABYLON = {}));
  93609. //# sourceMappingURL=babylon.hdr.js.map
  93610. var BABYLON;
  93611. (function (BABYLON) {
  93612. /**
  93613. * This represents a texture coming from an HDR input.
  93614. *
  93615. * The only supported format is currently panorama picture stored in RGBE format.
  93616. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93617. */
  93618. var HDRCubeTexture = /** @class */ (function (_super) {
  93619. __extends(HDRCubeTexture, _super);
  93620. /**
  93621. * Instantiates an HDRTexture from the following parameters.
  93622. *
  93623. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93624. * @param scene The scene the texture will be used in
  93625. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93626. * @param noMipmap Forces to not generate the mipmap if true
  93627. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93628. * @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)
  93629. * @param reserved Reserved flag for internal use.
  93630. */
  93631. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93632. if (noMipmap === void 0) { noMipmap = false; }
  93633. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93634. if (gammaSpace === void 0) { gammaSpace = false; }
  93635. if (reserved === void 0) { reserved = false; }
  93636. if (onLoad === void 0) { onLoad = null; }
  93637. if (onError === void 0) { onError = null; }
  93638. var _this = _super.call(this, scene) || this;
  93639. _this._generateHarmonics = true;
  93640. _this._onLoad = null;
  93641. _this._onError = null;
  93642. /**
  93643. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93644. */
  93645. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93646. _this._isBlocking = true;
  93647. _this._rotationY = 0;
  93648. /**
  93649. * Gets or sets the center of the bounding box associated with the cube texture
  93650. * It must define where the camera used to render the texture was set
  93651. */
  93652. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93653. if (!url) {
  93654. return _this;
  93655. }
  93656. _this.name = url;
  93657. _this.url = url;
  93658. _this.hasAlpha = false;
  93659. _this.isCube = true;
  93660. _this._textureMatrix = BABYLON.Matrix.Identity();
  93661. _this._onLoad = onLoad;
  93662. _this._onError = onError;
  93663. _this.gammaSpace = gammaSpace;
  93664. _this._noMipmap = noMipmap;
  93665. _this._size = size;
  93666. _this._texture = _this._getFromCache(url, _this._noMipmap);
  93667. if (!_this._texture) {
  93668. if (!scene.useDelayedTextureLoading) {
  93669. _this.loadTexture();
  93670. }
  93671. else {
  93672. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  93673. }
  93674. }
  93675. return _this;
  93676. }
  93677. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  93678. /**
  93679. * Gets wether or not the texture is blocking during loading.
  93680. */
  93681. get: function () {
  93682. return this._isBlocking;
  93683. },
  93684. /**
  93685. * Sets wether or not the texture is blocking during loading.
  93686. */
  93687. set: function (value) {
  93688. this._isBlocking = value;
  93689. },
  93690. enumerable: true,
  93691. configurable: true
  93692. });
  93693. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  93694. /**
  93695. * Gets texture matrix rotation angle around Y axis radians.
  93696. */
  93697. get: function () {
  93698. return this._rotationY;
  93699. },
  93700. /**
  93701. * Sets texture matrix rotation angle around Y axis in radians.
  93702. */
  93703. set: function (value) {
  93704. this._rotationY = value;
  93705. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  93706. },
  93707. enumerable: true,
  93708. configurable: true
  93709. });
  93710. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  93711. get: function () {
  93712. return this._boundingBoxSize;
  93713. },
  93714. /**
  93715. * Gets or sets the size of the bounding box associated with the cube texture
  93716. * When defined, the cubemap will switch to local mode
  93717. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93718. * @example https://www.babylonjs-playground.com/#RNASML
  93719. */
  93720. set: function (value) {
  93721. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  93722. return;
  93723. }
  93724. this._boundingBoxSize = value;
  93725. var scene = this.getScene();
  93726. if (scene) {
  93727. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  93728. }
  93729. },
  93730. enumerable: true,
  93731. configurable: true
  93732. });
  93733. /**
  93734. * Occurs when the file is raw .hdr file.
  93735. */
  93736. HDRCubeTexture.prototype.loadTexture = function () {
  93737. var _this = this;
  93738. var callback = function (buffer) {
  93739. _this.lodGenerationOffset = 0.0;
  93740. _this.lodGenerationScale = 0.8;
  93741. var scene = _this.getScene();
  93742. if (!scene) {
  93743. return null;
  93744. }
  93745. // Extract the raw linear data.
  93746. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  93747. // Generate harmonics if needed.
  93748. if (_this._generateHarmonics) {
  93749. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  93750. _this.sphericalPolynomial = sphericalPolynomial;
  93751. }
  93752. var results = [];
  93753. var byteArray = null;
  93754. // Push each faces.
  93755. for (var j = 0; j < 6; j++) {
  93756. // Create uintarray fallback.
  93757. if (!scene.getEngine().getCaps().textureFloat) {
  93758. // 3 channels of 1 bytes per pixel in bytes.
  93759. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  93760. byteArray = new Uint8Array(byteBuffer);
  93761. }
  93762. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  93763. // If special cases.
  93764. if (_this.gammaSpace || byteArray) {
  93765. for (var i = 0; i < _this._size * _this._size; i++) {
  93766. // Put in gamma space if requested.
  93767. if (_this.gammaSpace) {
  93768. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  93769. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  93770. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  93771. }
  93772. // Convert to int texture for fallback.
  93773. if (byteArray) {
  93774. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  93775. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  93776. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  93777. // May use luminance instead if the result is not accurate.
  93778. var max = Math.max(Math.max(r, g), b);
  93779. if (max > 255) {
  93780. var scale = 255 / max;
  93781. r *= scale;
  93782. g *= scale;
  93783. b *= scale;
  93784. }
  93785. byteArray[(i * 3) + 0] = r;
  93786. byteArray[(i * 3) + 1] = g;
  93787. byteArray[(i * 3) + 2] = b;
  93788. }
  93789. }
  93790. }
  93791. if (byteArray) {
  93792. results.push(byteArray);
  93793. }
  93794. else {
  93795. results.push(dataFace);
  93796. }
  93797. }
  93798. return results;
  93799. };
  93800. var scene = this.getScene();
  93801. if (scene) {
  93802. 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);
  93803. }
  93804. };
  93805. HDRCubeTexture.prototype.clone = function () {
  93806. var scene = this.getScene();
  93807. if (!scene) {
  93808. return this;
  93809. }
  93810. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  93811. // Base texture
  93812. newTexture.level = this.level;
  93813. newTexture.wrapU = this.wrapU;
  93814. newTexture.wrapV = this.wrapV;
  93815. newTexture.coordinatesIndex = this.coordinatesIndex;
  93816. newTexture.coordinatesMode = this.coordinatesMode;
  93817. return newTexture;
  93818. };
  93819. // Methods
  93820. HDRCubeTexture.prototype.delayLoad = function () {
  93821. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  93822. return;
  93823. }
  93824. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  93825. this._texture = this._getFromCache(this.url, this._noMipmap);
  93826. if (!this._texture) {
  93827. this.loadTexture();
  93828. }
  93829. };
  93830. /**
  93831. * Get the texture reflection matrix used to rotate/transform the reflection.
  93832. * @returns the reflection matrix
  93833. */
  93834. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  93835. return this._textureMatrix;
  93836. };
  93837. /**
  93838. * Set the texture reflection matrix used to rotate/transform the reflection.
  93839. * @param value Define the reflection matrix to set
  93840. */
  93841. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  93842. this._textureMatrix = value;
  93843. };
  93844. /**
  93845. * Parses a JSON representation of an HDR Texture in order to create the texture
  93846. * @param parsedTexture Define the JSON representation
  93847. * @param scene Define the scene the texture should be created in
  93848. * @param rootUrl Define the root url in case we need to load relative dependencies
  93849. * @returns the newly created texture after parsing
  93850. */
  93851. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  93852. var texture = null;
  93853. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  93854. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  93855. texture.name = parsedTexture.name;
  93856. texture.hasAlpha = parsedTexture.hasAlpha;
  93857. texture.level = parsedTexture.level;
  93858. texture.coordinatesMode = parsedTexture.coordinatesMode;
  93859. texture.isBlocking = parsedTexture.isBlocking;
  93860. }
  93861. if (texture) {
  93862. if (parsedTexture.boundingBoxPosition) {
  93863. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  93864. }
  93865. if (parsedTexture.boundingBoxSize) {
  93866. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  93867. }
  93868. if (parsedTexture.rotationY) {
  93869. texture.rotationY = parsedTexture.rotationY;
  93870. }
  93871. }
  93872. return texture;
  93873. };
  93874. HDRCubeTexture.prototype.serialize = function () {
  93875. if (!this.name) {
  93876. return null;
  93877. }
  93878. var serializationObject = {};
  93879. serializationObject.name = this.name;
  93880. serializationObject.hasAlpha = this.hasAlpha;
  93881. serializationObject.isCube = true;
  93882. serializationObject.level = this.level;
  93883. serializationObject.size = this._size;
  93884. serializationObject.coordinatesMode = this.coordinatesMode;
  93885. serializationObject.useInGammaSpace = this.gammaSpace;
  93886. serializationObject.generateHarmonics = this._generateHarmonics;
  93887. serializationObject.customType = "BABYLON.HDRCubeTexture";
  93888. serializationObject.noMipmap = this._noMipmap;
  93889. serializationObject.isBlocking = this._isBlocking;
  93890. serializationObject.rotationY = this._rotationY;
  93891. return serializationObject;
  93892. };
  93893. HDRCubeTexture._facesMapping = [
  93894. "right",
  93895. "left",
  93896. "up",
  93897. "down",
  93898. "front",
  93899. "back"
  93900. ];
  93901. return HDRCubeTexture;
  93902. }(BABYLON.BaseTexture));
  93903. BABYLON.HDRCubeTexture = HDRCubeTexture;
  93904. })(BABYLON || (BABYLON = {}));
  93905. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  93906. var BABYLON;
  93907. (function (BABYLON) {
  93908. /**
  93909. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  93910. */
  93911. var PanoramaToCubeMapTools = /** @class */ (function () {
  93912. function PanoramaToCubeMapTools() {
  93913. }
  93914. /**
  93915. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93916. *
  93917. * @param float32Array The source data.
  93918. * @param inputWidth The width of the input panorama.
  93919. * @param inputHeight The height of the input panorama.
  93920. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93921. * @return The cubemap data
  93922. */
  93923. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  93924. if (!float32Array) {
  93925. throw "ConvertPanoramaToCubemap: input cannot be null";
  93926. }
  93927. if (float32Array.length != inputWidth * inputHeight * 3) {
  93928. throw "ConvertPanoramaToCubemap: input size is wrong";
  93929. }
  93930. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  93931. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  93932. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  93933. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  93934. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  93935. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  93936. return {
  93937. front: textureFront,
  93938. back: textureBack,
  93939. left: textureLeft,
  93940. right: textureRight,
  93941. up: textureUp,
  93942. down: textureDown,
  93943. size: size,
  93944. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  93945. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  93946. gammaSpace: false,
  93947. };
  93948. };
  93949. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  93950. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  93951. var textureArray = new Float32Array(buffer);
  93952. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  93953. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  93954. var dy = 1 / texSize;
  93955. var fy = 0;
  93956. for (var y = 0; y < texSize; y++) {
  93957. var xv1 = faceData[0];
  93958. var xv2 = faceData[2];
  93959. for (var x = 0; x < texSize; x++) {
  93960. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  93961. v.normalize();
  93962. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  93963. // 3 channels per pixels
  93964. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  93965. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  93966. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  93967. xv1 = xv1.add(rotDX1);
  93968. xv2 = xv2.add(rotDX2);
  93969. }
  93970. fy += dy;
  93971. }
  93972. return textureArray;
  93973. };
  93974. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  93975. var theta = Math.atan2(vDir.z, vDir.x);
  93976. var phi = Math.acos(vDir.y);
  93977. while (theta < -Math.PI) {
  93978. theta += 2 * Math.PI;
  93979. }
  93980. while (theta > Math.PI) {
  93981. theta -= 2 * Math.PI;
  93982. }
  93983. var dx = theta / Math.PI;
  93984. var dy = phi / Math.PI;
  93985. // recenter.
  93986. dx = dx * 0.5 + 0.5;
  93987. var px = Math.round(dx * inputWidth);
  93988. if (px < 0) {
  93989. px = 0;
  93990. }
  93991. else if (px >= inputWidth) {
  93992. px = inputWidth - 1;
  93993. }
  93994. var py = Math.round(dy * inputHeight);
  93995. if (py < 0) {
  93996. py = 0;
  93997. }
  93998. else if (py >= inputHeight) {
  93999. py = inputHeight - 1;
  94000. }
  94001. var inputY = (inputHeight - py - 1);
  94002. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94003. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94004. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94005. return {
  94006. r: r,
  94007. g: g,
  94008. b: b
  94009. };
  94010. };
  94011. PanoramaToCubeMapTools.FACE_FRONT = [
  94012. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94013. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94014. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94015. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94016. ];
  94017. PanoramaToCubeMapTools.FACE_BACK = [
  94018. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94019. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94020. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94021. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94022. ];
  94023. PanoramaToCubeMapTools.FACE_RIGHT = [
  94024. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94025. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94026. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94027. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94028. ];
  94029. PanoramaToCubeMapTools.FACE_LEFT = [
  94030. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94031. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94032. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94033. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94034. ];
  94035. PanoramaToCubeMapTools.FACE_DOWN = [
  94036. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94037. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94038. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94039. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94040. ];
  94041. PanoramaToCubeMapTools.FACE_UP = [
  94042. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94043. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94044. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94045. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94046. ];
  94047. return PanoramaToCubeMapTools;
  94048. }());
  94049. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94050. })(BABYLON || (BABYLON = {}));
  94051. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94052. var BABYLON;
  94053. (function (BABYLON) {
  94054. /**
  94055. * Vector2 wth index property
  94056. */
  94057. var IndexedVector2 = /** @class */ (function (_super) {
  94058. __extends(IndexedVector2, _super);
  94059. function IndexedVector2(original,
  94060. /** Index of the vector2 */
  94061. index) {
  94062. var _this = _super.call(this, original.x, original.y) || this;
  94063. _this.index = index;
  94064. return _this;
  94065. }
  94066. return IndexedVector2;
  94067. }(BABYLON.Vector2));
  94068. /**
  94069. * Defines points to create a polygon
  94070. */
  94071. var PolygonPoints = /** @class */ (function () {
  94072. function PolygonPoints() {
  94073. this.elements = new Array();
  94074. }
  94075. PolygonPoints.prototype.add = function (originalPoints) {
  94076. var _this = this;
  94077. var result = new Array();
  94078. originalPoints.forEach(function (point) {
  94079. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94080. var newPoint = new IndexedVector2(point, _this.elements.length);
  94081. result.push(newPoint);
  94082. _this.elements.push(newPoint);
  94083. }
  94084. });
  94085. return result;
  94086. };
  94087. PolygonPoints.prototype.computeBounds = function () {
  94088. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94089. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94090. this.elements.forEach(function (point) {
  94091. // x
  94092. if (point.x < lmin.x) {
  94093. lmin.x = point.x;
  94094. }
  94095. else if (point.x > lmax.x) {
  94096. lmax.x = point.x;
  94097. }
  94098. // y
  94099. if (point.y < lmin.y) {
  94100. lmin.y = point.y;
  94101. }
  94102. else if (point.y > lmax.y) {
  94103. lmax.y = point.y;
  94104. }
  94105. });
  94106. return {
  94107. min: lmin,
  94108. max: lmax,
  94109. width: lmax.x - lmin.x,
  94110. height: lmax.y - lmin.y
  94111. };
  94112. };
  94113. return PolygonPoints;
  94114. }());
  94115. /**
  94116. * Polygon
  94117. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94118. */
  94119. var Polygon = /** @class */ (function () {
  94120. function Polygon() {
  94121. }
  94122. /**
  94123. * Creates a rectangle
  94124. * @param xmin bottom X coord
  94125. * @param ymin bottom Y coord
  94126. * @param xmax top X coord
  94127. * @param ymax top Y coord
  94128. * @returns points that make the resulting rectation
  94129. */
  94130. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94131. return [
  94132. new BABYLON.Vector2(xmin, ymin),
  94133. new BABYLON.Vector2(xmax, ymin),
  94134. new BABYLON.Vector2(xmax, ymax),
  94135. new BABYLON.Vector2(xmin, ymax)
  94136. ];
  94137. };
  94138. /**
  94139. * Creates a circle
  94140. * @param radius radius of circle
  94141. * @param cx scale in x
  94142. * @param cy scale in y
  94143. * @param numberOfSides number of sides that make up the circle
  94144. * @returns points that make the resulting circle
  94145. */
  94146. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94147. if (cx === void 0) { cx = 0; }
  94148. if (cy === void 0) { cy = 0; }
  94149. if (numberOfSides === void 0) { numberOfSides = 32; }
  94150. var result = new Array();
  94151. var angle = 0;
  94152. var increment = (Math.PI * 2) / numberOfSides;
  94153. for (var i = 0; i < numberOfSides; i++) {
  94154. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94155. angle -= increment;
  94156. }
  94157. return result;
  94158. };
  94159. /**
  94160. * Creates a polygon from input string
  94161. * @param input Input polygon data
  94162. * @returns the parsed points
  94163. */
  94164. Polygon.Parse = function (input) {
  94165. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94166. var i, result = [];
  94167. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94168. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94169. }
  94170. return result;
  94171. };
  94172. /**
  94173. * Starts building a polygon from x and y coordinates
  94174. * @param x x coordinate
  94175. * @param y y coordinate
  94176. * @returns the started path2
  94177. */
  94178. Polygon.StartingAt = function (x, y) {
  94179. return BABYLON.Path2.StartingAt(x, y);
  94180. };
  94181. return Polygon;
  94182. }());
  94183. BABYLON.Polygon = Polygon;
  94184. /**
  94185. * Builds a polygon
  94186. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94187. */
  94188. var PolygonMeshBuilder = /** @class */ (function () {
  94189. /**
  94190. * Creates a PolygonMeshBuilder
  94191. * @param name name of the builder
  94192. * @param contours Path of the polygon
  94193. * @param scene scene to add to
  94194. */
  94195. function PolygonMeshBuilder(name, contours, scene) {
  94196. this._points = new PolygonPoints();
  94197. this._outlinepoints = new PolygonPoints();
  94198. this._holes = new Array();
  94199. this._epoints = new Array();
  94200. this._eholes = new Array();
  94201. this._name = name;
  94202. this._scene = scene;
  94203. var points;
  94204. if (contours instanceof BABYLON.Path2) {
  94205. points = contours.getPoints();
  94206. }
  94207. else {
  94208. points = contours;
  94209. }
  94210. this._addToepoint(points);
  94211. this._points.add(points);
  94212. this._outlinepoints.add(points);
  94213. if (typeof earcut === 'undefined') {
  94214. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94215. }
  94216. }
  94217. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94218. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94219. var p = points_1[_i];
  94220. this._epoints.push(p.x, p.y);
  94221. }
  94222. };
  94223. /**
  94224. * Adds a whole within the polygon
  94225. * @param hole Array of points defining the hole
  94226. * @returns this
  94227. */
  94228. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94229. this._points.add(hole);
  94230. var holepoints = new PolygonPoints();
  94231. holepoints.add(hole);
  94232. this._holes.push(holepoints);
  94233. this._eholes.push(this._epoints.length / 2);
  94234. this._addToepoint(hole);
  94235. return this;
  94236. };
  94237. /**
  94238. * Creates the polygon
  94239. * @param updatable If the mesh should be updatable
  94240. * @param depth The depth of the mesh created
  94241. * @returns the created mesh
  94242. */
  94243. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94244. var _this = this;
  94245. if (updatable === void 0) { updatable = false; }
  94246. if (depth === void 0) { depth = 0; }
  94247. var result = new BABYLON.Mesh(this._name, this._scene);
  94248. var normals = new Array();
  94249. var positions = new Array();
  94250. var uvs = new Array();
  94251. var bounds = this._points.computeBounds();
  94252. this._points.elements.forEach(function (p) {
  94253. normals.push(0, 1.0, 0);
  94254. positions.push(p.x, 0, p.y);
  94255. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94256. });
  94257. var indices = new Array();
  94258. var res = earcut(this._epoints, this._eholes, 2);
  94259. for (var i = 0; i < res.length; i++) {
  94260. indices.push(res[i]);
  94261. }
  94262. if (depth > 0) {
  94263. var positionscount = (positions.length / 3); //get the current pointcount
  94264. this._points.elements.forEach(function (p) {
  94265. normals.push(0, -1.0, 0);
  94266. positions.push(p.x, -depth, p.y);
  94267. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94268. });
  94269. var totalCount = indices.length;
  94270. for (var i = 0; i < totalCount; i += 3) {
  94271. var i0 = indices[i + 0];
  94272. var i1 = indices[i + 1];
  94273. var i2 = indices[i + 2];
  94274. indices.push(i2 + positionscount);
  94275. indices.push(i1 + positionscount);
  94276. indices.push(i0 + positionscount);
  94277. }
  94278. //Add the sides
  94279. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94280. this._holes.forEach(function (hole) {
  94281. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94282. });
  94283. }
  94284. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94285. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94286. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94287. result.setIndices(indices);
  94288. return result;
  94289. };
  94290. /**
  94291. * Adds a side to the polygon
  94292. * @param positions points that make the polygon
  94293. * @param normals normals of the polygon
  94294. * @param uvs uvs of the polygon
  94295. * @param indices indices of the polygon
  94296. * @param bounds bounds of the polygon
  94297. * @param points points of the polygon
  94298. * @param depth depth of the polygon
  94299. * @param flip flip of the polygon
  94300. */
  94301. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94302. var StartIndex = positions.length / 3;
  94303. var ulength = 0;
  94304. for (var i = 0; i < points.elements.length; i++) {
  94305. var p = points.elements[i];
  94306. var p1;
  94307. if ((i + 1) > points.elements.length - 1) {
  94308. p1 = points.elements[0];
  94309. }
  94310. else {
  94311. p1 = points.elements[i + 1];
  94312. }
  94313. positions.push(p.x, 0, p.y);
  94314. positions.push(p.x, -depth, p.y);
  94315. positions.push(p1.x, 0, p1.y);
  94316. positions.push(p1.x, -depth, p1.y);
  94317. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94318. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94319. var v3 = v2.subtract(v1);
  94320. var v4 = new BABYLON.Vector3(0, 1, 0);
  94321. var vn = BABYLON.Vector3.Cross(v3, v4);
  94322. vn = vn.normalize();
  94323. uvs.push(ulength / bounds.width, 0);
  94324. uvs.push(ulength / bounds.width, 1);
  94325. ulength += v3.length();
  94326. uvs.push((ulength / bounds.width), 0);
  94327. uvs.push((ulength / bounds.width), 1);
  94328. if (!flip) {
  94329. normals.push(-vn.x, -vn.y, -vn.z);
  94330. normals.push(-vn.x, -vn.y, -vn.z);
  94331. normals.push(-vn.x, -vn.y, -vn.z);
  94332. normals.push(-vn.x, -vn.y, -vn.z);
  94333. indices.push(StartIndex);
  94334. indices.push(StartIndex + 1);
  94335. indices.push(StartIndex + 2);
  94336. indices.push(StartIndex + 1);
  94337. indices.push(StartIndex + 3);
  94338. indices.push(StartIndex + 2);
  94339. }
  94340. else {
  94341. normals.push(vn.x, vn.y, vn.z);
  94342. normals.push(vn.x, vn.y, vn.z);
  94343. normals.push(vn.x, vn.y, vn.z);
  94344. normals.push(vn.x, vn.y, vn.z);
  94345. indices.push(StartIndex);
  94346. indices.push(StartIndex + 2);
  94347. indices.push(StartIndex + 1);
  94348. indices.push(StartIndex + 1);
  94349. indices.push(StartIndex + 2);
  94350. indices.push(StartIndex + 3);
  94351. }
  94352. StartIndex += 4;
  94353. }
  94354. };
  94355. return PolygonMeshBuilder;
  94356. }());
  94357. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94358. })(BABYLON || (BABYLON = {}));
  94359. //# sourceMappingURL=babylon.polygonMesh.js.map
  94360. var BABYLON;
  94361. (function (BABYLON) {
  94362. /**
  94363. * Unique ID when we import meshes from Babylon to CSG
  94364. */
  94365. var currentCSGMeshId = 0;
  94366. /**
  94367. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94368. * one to provide additional features like texture coordinates and vertex
  94369. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94370. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94371. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94372. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94373. * is not used anywhere else.
  94374. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94375. */
  94376. var Vertex = /** @class */ (function () {
  94377. /**
  94378. * Initializes the vertex
  94379. * @param pos The position of the vertex
  94380. * @param normal The normal of the vertex
  94381. * @param uv The texture coordinate of the vertex
  94382. */
  94383. function Vertex(
  94384. /**
  94385. * The position of the vertex
  94386. */
  94387. pos,
  94388. /**
  94389. * The normal of the vertex
  94390. */
  94391. normal,
  94392. /**
  94393. * The texture coordinate of the vertex
  94394. */
  94395. uv) {
  94396. this.pos = pos;
  94397. this.normal = normal;
  94398. this.uv = uv;
  94399. }
  94400. /**
  94401. * Make a clone, or deep copy, of the vertex
  94402. * @returns A new Vertex
  94403. */
  94404. Vertex.prototype.clone = function () {
  94405. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94406. };
  94407. /**
  94408. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94409. * orientation of a polygon is flipped.
  94410. */
  94411. Vertex.prototype.flip = function () {
  94412. this.normal = this.normal.scale(-1);
  94413. };
  94414. /**
  94415. * Create a new vertex between this vertex and `other` by linearly
  94416. * interpolating all properties using a parameter of `t`. Subclasses should
  94417. * override this to interpolate additional properties.
  94418. * @param other the vertex to interpolate against
  94419. * @param t The factor used to linearly interpolate between the vertices
  94420. */
  94421. Vertex.prototype.interpolate = function (other, t) {
  94422. 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));
  94423. };
  94424. return Vertex;
  94425. }());
  94426. /**
  94427. * Represents a plane in 3D space.
  94428. */
  94429. var Plane = /** @class */ (function () {
  94430. /**
  94431. * Initializes the plane
  94432. * @param normal The normal for the plane
  94433. * @param w
  94434. */
  94435. function Plane(normal, w) {
  94436. this.normal = normal;
  94437. this.w = w;
  94438. }
  94439. /**
  94440. * Construct a plane from three points
  94441. * @param a Point a
  94442. * @param b Point b
  94443. * @param c Point c
  94444. */
  94445. Plane.FromPoints = function (a, b, c) {
  94446. var v0 = c.subtract(a);
  94447. var v1 = b.subtract(a);
  94448. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94449. return null;
  94450. }
  94451. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94452. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94453. };
  94454. /**
  94455. * Clone, or make a deep copy of the plane
  94456. * @returns a new Plane
  94457. */
  94458. Plane.prototype.clone = function () {
  94459. return new Plane(this.normal.clone(), this.w);
  94460. };
  94461. /**
  94462. * Flip the face of the plane
  94463. */
  94464. Plane.prototype.flip = function () {
  94465. this.normal.scaleInPlace(-1);
  94466. this.w = -this.w;
  94467. };
  94468. /**
  94469. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94470. * fragments in the appropriate lists. Coplanar polygons go into either
  94471. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94472. * respect to this plane. Polygons in front or in back of this plane go into
  94473. * either `front` or `back`
  94474. * @param polygon The polygon to be split
  94475. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94476. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94477. * @param front Will contain the polygons in front of the plane
  94478. * @param back Will contain the polygons begind the plane
  94479. */
  94480. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94481. var COPLANAR = 0;
  94482. var FRONT = 1;
  94483. var BACK = 2;
  94484. var SPANNING = 3;
  94485. // Classify each point as well as the entire polygon into one of the above
  94486. // four classes.
  94487. var polygonType = 0;
  94488. var types = [];
  94489. var i;
  94490. var t;
  94491. for (i = 0; i < polygon.vertices.length; i++) {
  94492. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94493. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94494. polygonType |= type;
  94495. types.push(type);
  94496. }
  94497. // Put the polygon in the correct list, splitting it when necessary
  94498. switch (polygonType) {
  94499. case COPLANAR:
  94500. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94501. break;
  94502. case FRONT:
  94503. front.push(polygon);
  94504. break;
  94505. case BACK:
  94506. back.push(polygon);
  94507. break;
  94508. case SPANNING:
  94509. var f = [], b = [];
  94510. for (i = 0; i < polygon.vertices.length; i++) {
  94511. var j = (i + 1) % polygon.vertices.length;
  94512. var ti = types[i], tj = types[j];
  94513. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94514. if (ti !== BACK) {
  94515. f.push(vi);
  94516. }
  94517. if (ti !== FRONT) {
  94518. b.push(ti !== BACK ? vi.clone() : vi);
  94519. }
  94520. if ((ti | tj) === SPANNING) {
  94521. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94522. var v = vi.interpolate(vj, t);
  94523. f.push(v);
  94524. b.push(v.clone());
  94525. }
  94526. }
  94527. var poly;
  94528. if (f.length >= 3) {
  94529. poly = new Polygon(f, polygon.shared);
  94530. if (poly.plane) {
  94531. front.push(poly);
  94532. }
  94533. }
  94534. if (b.length >= 3) {
  94535. poly = new Polygon(b, polygon.shared);
  94536. if (poly.plane) {
  94537. back.push(poly);
  94538. }
  94539. }
  94540. break;
  94541. }
  94542. };
  94543. /**
  94544. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94545. * point is on the plane
  94546. */
  94547. Plane.EPSILON = 1e-5;
  94548. return Plane;
  94549. }());
  94550. /**
  94551. * Represents a convex polygon. The vertices used to initialize a polygon must
  94552. * be coplanar and form a convex loop.
  94553. *
  94554. * Each convex polygon has a `shared` property, which is shared between all
  94555. * polygons that are clones of each other or were split from the same polygon.
  94556. * This can be used to define per-polygon properties (such as surface color)
  94557. */
  94558. var Polygon = /** @class */ (function () {
  94559. /**
  94560. * Initializes the polygon
  94561. * @param vertices The vertices of the polygon
  94562. * @param shared The properties shared across all polygons
  94563. */
  94564. function Polygon(vertices, shared) {
  94565. this.vertices = vertices;
  94566. this.shared = shared;
  94567. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94568. }
  94569. /**
  94570. * Clones, or makes a deep copy, or the polygon
  94571. */
  94572. Polygon.prototype.clone = function () {
  94573. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94574. return new Polygon(vertices, this.shared);
  94575. };
  94576. /**
  94577. * Flips the faces of the polygon
  94578. */
  94579. Polygon.prototype.flip = function () {
  94580. this.vertices.reverse().map(function (v) { v.flip(); });
  94581. this.plane.flip();
  94582. };
  94583. return Polygon;
  94584. }());
  94585. /**
  94586. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94587. * by picking a polygon to split along. That polygon (and all other coplanar
  94588. * polygons) are added directly to that node and the other polygons are added to
  94589. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94590. * no distinction between internal and leaf nodes
  94591. */
  94592. var Node = /** @class */ (function () {
  94593. /**
  94594. * Initializes the node
  94595. * @param polygons A collection of polygons held in the node
  94596. */
  94597. function Node(polygons) {
  94598. this.plane = null;
  94599. this.front = null;
  94600. this.back = null;
  94601. this.polygons = new Array();
  94602. if (polygons) {
  94603. this.build(polygons);
  94604. }
  94605. }
  94606. /**
  94607. * Clones, or makes a deep copy, of the node
  94608. * @returns The cloned node
  94609. */
  94610. Node.prototype.clone = function () {
  94611. var node = new Node();
  94612. node.plane = this.plane && this.plane.clone();
  94613. node.front = this.front && this.front.clone();
  94614. node.back = this.back && this.back.clone();
  94615. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94616. return node;
  94617. };
  94618. /**
  94619. * Convert solid space to empty space and empty space to solid space
  94620. */
  94621. Node.prototype.invert = function () {
  94622. for (var i = 0; i < this.polygons.length; i++) {
  94623. this.polygons[i].flip();
  94624. }
  94625. if (this.plane) {
  94626. this.plane.flip();
  94627. }
  94628. if (this.front) {
  94629. this.front.invert();
  94630. }
  94631. if (this.back) {
  94632. this.back.invert();
  94633. }
  94634. var temp = this.front;
  94635. this.front = this.back;
  94636. this.back = temp;
  94637. };
  94638. /**
  94639. * Recursively remove all polygons in `polygons` that are inside this BSP
  94640. * tree.
  94641. * @param polygons Polygons to remove from the BSP
  94642. * @returns Polygons clipped from the BSP
  94643. */
  94644. Node.prototype.clipPolygons = function (polygons) {
  94645. if (!this.plane) {
  94646. return polygons.slice();
  94647. }
  94648. var front = new Array(), back = new Array();
  94649. for (var i = 0; i < polygons.length; i++) {
  94650. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94651. }
  94652. if (this.front) {
  94653. front = this.front.clipPolygons(front);
  94654. }
  94655. if (this.back) {
  94656. back = this.back.clipPolygons(back);
  94657. }
  94658. else {
  94659. back = [];
  94660. }
  94661. return front.concat(back);
  94662. };
  94663. /**
  94664. * Remove all polygons in this BSP tree that are inside the other BSP tree
  94665. * `bsp`.
  94666. * @param bsp BSP containing polygons to remove from this BSP
  94667. */
  94668. Node.prototype.clipTo = function (bsp) {
  94669. this.polygons = bsp.clipPolygons(this.polygons);
  94670. if (this.front) {
  94671. this.front.clipTo(bsp);
  94672. }
  94673. if (this.back) {
  94674. this.back.clipTo(bsp);
  94675. }
  94676. };
  94677. /**
  94678. * Return a list of all polygons in this BSP tree
  94679. * @returns List of all polygons in this BSP tree
  94680. */
  94681. Node.prototype.allPolygons = function () {
  94682. var polygons = this.polygons.slice();
  94683. if (this.front) {
  94684. polygons = polygons.concat(this.front.allPolygons());
  94685. }
  94686. if (this.back) {
  94687. polygons = polygons.concat(this.back.allPolygons());
  94688. }
  94689. return polygons;
  94690. };
  94691. /**
  94692. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  94693. * new polygons are filtered down to the bottom of the tree and become new
  94694. * nodes there. Each set of polygons is partitioned using the first polygon
  94695. * (no heuristic is used to pick a good split)
  94696. * @param polygons Polygons used to construct the BSP tree
  94697. */
  94698. Node.prototype.build = function (polygons) {
  94699. if (!polygons.length) {
  94700. return;
  94701. }
  94702. if (!this.plane) {
  94703. this.plane = polygons[0].plane.clone();
  94704. }
  94705. var front = new Array(), back = new Array();
  94706. for (var i = 0; i < polygons.length; i++) {
  94707. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  94708. }
  94709. if (front.length) {
  94710. if (!this.front) {
  94711. this.front = new Node();
  94712. }
  94713. this.front.build(front);
  94714. }
  94715. if (back.length) {
  94716. if (!this.back) {
  94717. this.back = new Node();
  94718. }
  94719. this.back.build(back);
  94720. }
  94721. };
  94722. return Node;
  94723. }());
  94724. /**
  94725. * Class for building Constructive Solid Geometry
  94726. */
  94727. var CSG = /** @class */ (function () {
  94728. function CSG() {
  94729. this.polygons = new Array();
  94730. }
  94731. /**
  94732. * Convert the BABYLON.Mesh to BABYLON.CSG
  94733. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  94734. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  94735. */
  94736. CSG.FromMesh = function (mesh) {
  94737. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  94738. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  94739. if (mesh instanceof BABYLON.Mesh) {
  94740. mesh.computeWorldMatrix(true);
  94741. matrix = mesh.getWorldMatrix();
  94742. meshPosition = mesh.position.clone();
  94743. meshRotation = mesh.rotation.clone();
  94744. if (mesh.rotationQuaternion) {
  94745. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  94746. }
  94747. meshScaling = mesh.scaling.clone();
  94748. }
  94749. else {
  94750. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  94751. }
  94752. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  94753. var subMeshes = mesh.subMeshes;
  94754. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  94755. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  94756. vertices = [];
  94757. for (var j = 0; j < 3; j++) {
  94758. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  94759. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  94760. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  94761. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  94762. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  94763. vertex = new Vertex(position, normal, uv);
  94764. vertices.push(vertex);
  94765. }
  94766. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  94767. // To handle the case of degenerated triangle
  94768. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  94769. if (polygon.plane) {
  94770. polygons.push(polygon);
  94771. }
  94772. }
  94773. }
  94774. var csg = CSG.FromPolygons(polygons);
  94775. csg.matrix = matrix;
  94776. csg.position = meshPosition;
  94777. csg.rotation = meshRotation;
  94778. csg.scaling = meshScaling;
  94779. csg.rotationQuaternion = meshRotationQuaternion;
  94780. currentCSGMeshId++;
  94781. return csg;
  94782. };
  94783. /**
  94784. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  94785. * @param polygons Polygons used to construct a BABYLON.CSG solid
  94786. */
  94787. CSG.FromPolygons = function (polygons) {
  94788. var csg = new CSG();
  94789. csg.polygons = polygons;
  94790. return csg;
  94791. };
  94792. /**
  94793. * Clones, or makes a deep copy, of the BABYLON.CSG
  94794. * @returns A new BABYLON.CSG
  94795. */
  94796. CSG.prototype.clone = function () {
  94797. var csg = new CSG();
  94798. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  94799. csg.copyTransformAttributes(this);
  94800. return csg;
  94801. };
  94802. /**
  94803. * Unions this CSG with another CSG
  94804. * @param csg The CSG to union against this CSG
  94805. * @returns The unioned CSG
  94806. */
  94807. CSG.prototype.union = function (csg) {
  94808. var a = new Node(this.clone().polygons);
  94809. var b = new Node(csg.clone().polygons);
  94810. a.clipTo(b);
  94811. b.clipTo(a);
  94812. b.invert();
  94813. b.clipTo(a);
  94814. b.invert();
  94815. a.build(b.allPolygons());
  94816. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94817. };
  94818. /**
  94819. * Unions this CSG with another CSG in place
  94820. * @param csg The CSG to union against this CSG
  94821. */
  94822. CSG.prototype.unionInPlace = function (csg) {
  94823. var a = new Node(this.polygons);
  94824. var b = new Node(csg.polygons);
  94825. a.clipTo(b);
  94826. b.clipTo(a);
  94827. b.invert();
  94828. b.clipTo(a);
  94829. b.invert();
  94830. a.build(b.allPolygons());
  94831. this.polygons = a.allPolygons();
  94832. };
  94833. /**
  94834. * Subtracts this CSG with another CSG
  94835. * @param csg The CSG to subtract against this CSG
  94836. * @returns A new BABYLON.CSG
  94837. */
  94838. CSG.prototype.subtract = function (csg) {
  94839. var a = new Node(this.clone().polygons);
  94840. var b = new Node(csg.clone().polygons);
  94841. a.invert();
  94842. a.clipTo(b);
  94843. b.clipTo(a);
  94844. b.invert();
  94845. b.clipTo(a);
  94846. b.invert();
  94847. a.build(b.allPolygons());
  94848. a.invert();
  94849. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94850. };
  94851. /**
  94852. * Subtracts this CSG with another CSG in place
  94853. * @param csg The CSG to subtact against this CSG
  94854. */
  94855. CSG.prototype.subtractInPlace = function (csg) {
  94856. var a = new Node(this.polygons);
  94857. var b = new Node(csg.polygons);
  94858. a.invert();
  94859. a.clipTo(b);
  94860. b.clipTo(a);
  94861. b.invert();
  94862. b.clipTo(a);
  94863. b.invert();
  94864. a.build(b.allPolygons());
  94865. a.invert();
  94866. this.polygons = a.allPolygons();
  94867. };
  94868. /**
  94869. * Intersect this CSG with another CSG
  94870. * @param csg The CSG to intersect against this CSG
  94871. * @returns A new BABYLON.CSG
  94872. */
  94873. CSG.prototype.intersect = function (csg) {
  94874. var a = new Node(this.clone().polygons);
  94875. var b = new Node(csg.clone().polygons);
  94876. a.invert();
  94877. b.clipTo(a);
  94878. b.invert();
  94879. a.clipTo(b);
  94880. b.clipTo(a);
  94881. a.build(b.allPolygons());
  94882. a.invert();
  94883. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94884. };
  94885. /**
  94886. * Intersects this CSG with another CSG in place
  94887. * @param csg The CSG to intersect against this CSG
  94888. */
  94889. CSG.prototype.intersectInPlace = function (csg) {
  94890. var a = new Node(this.polygons);
  94891. var b = new Node(csg.polygons);
  94892. a.invert();
  94893. b.clipTo(a);
  94894. b.invert();
  94895. a.clipTo(b);
  94896. b.clipTo(a);
  94897. a.build(b.allPolygons());
  94898. a.invert();
  94899. this.polygons = a.allPolygons();
  94900. };
  94901. /**
  94902. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  94903. * not modified.
  94904. * @returns A new BABYLON.CSG solid with solid and empty space switched
  94905. */
  94906. CSG.prototype.inverse = function () {
  94907. var csg = this.clone();
  94908. csg.inverseInPlace();
  94909. return csg;
  94910. };
  94911. /**
  94912. * Inverses the BABYLON.CSG in place
  94913. */
  94914. CSG.prototype.inverseInPlace = function () {
  94915. this.polygons.map(function (p) { p.flip(); });
  94916. };
  94917. /**
  94918. * This is used to keep meshes transformations so they can be restored
  94919. * when we build back a Babylon Mesh
  94920. * NB : All CSG operations are performed in world coordinates
  94921. * @param csg The BABYLON.CSG to copy the transform attributes from
  94922. * @returns This BABYLON.CSG
  94923. */
  94924. CSG.prototype.copyTransformAttributes = function (csg) {
  94925. this.matrix = csg.matrix;
  94926. this.position = csg.position;
  94927. this.rotation = csg.rotation;
  94928. this.scaling = csg.scaling;
  94929. this.rotationQuaternion = csg.rotationQuaternion;
  94930. return this;
  94931. };
  94932. /**
  94933. * Build Raw mesh from CSG
  94934. * Coordinates here are in world space
  94935. * @param name The name of the mesh geometry
  94936. * @param scene The BABYLON.Scene
  94937. * @param keepSubMeshes Specifies if the submeshes should be kept
  94938. * @returns A new BABYLON.Mesh
  94939. */
  94940. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  94941. var matrix = this.matrix.clone();
  94942. matrix.invert();
  94943. 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;
  94944. if (keepSubMeshes) {
  94945. // Sort Polygons, since subMeshes are indices range
  94946. polygons.sort(function (a, b) {
  94947. if (a.shared.meshId === b.shared.meshId) {
  94948. return a.shared.subMeshId - b.shared.subMeshId;
  94949. }
  94950. else {
  94951. return a.shared.meshId - b.shared.meshId;
  94952. }
  94953. });
  94954. }
  94955. for (var i = 0, il = polygons.length; i < il; i++) {
  94956. polygon = polygons[i];
  94957. // Building SubMeshes
  94958. if (!subMesh_dict[polygon.shared.meshId]) {
  94959. subMesh_dict[polygon.shared.meshId] = {};
  94960. }
  94961. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  94962. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  94963. indexStart: +Infinity,
  94964. indexEnd: -Infinity,
  94965. materialIndex: polygon.shared.materialIndex
  94966. };
  94967. }
  94968. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  94969. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  94970. polygonIndices[0] = 0;
  94971. polygonIndices[1] = j - 1;
  94972. polygonIndices[2] = j;
  94973. for (var k = 0; k < 3; k++) {
  94974. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  94975. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  94976. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  94977. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  94978. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  94979. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  94980. // Check if 2 points can be merged
  94981. if (!(typeof vertex_idx !== 'undefined' &&
  94982. normals[vertex_idx * 3] === localNormal.x &&
  94983. normals[vertex_idx * 3 + 1] === localNormal.y &&
  94984. normals[vertex_idx * 3 + 2] === localNormal.z &&
  94985. uvs[vertex_idx * 2] === uv.x &&
  94986. uvs[vertex_idx * 2 + 1] === uv.y)) {
  94987. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  94988. uvs.push(uv.x, uv.y);
  94989. normals.push(normal.x, normal.y, normal.z);
  94990. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  94991. }
  94992. indices.push(vertex_idx);
  94993. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  94994. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  94995. currentIndex++;
  94996. }
  94997. }
  94998. }
  94999. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95000. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95001. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95002. mesh.setIndices(indices, null);
  95003. if (keepSubMeshes) {
  95004. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95005. var materialIndexOffset = 0, materialMaxIndex;
  95006. mesh.subMeshes = new Array();
  95007. for (var m in subMesh_dict) {
  95008. materialMaxIndex = -1;
  95009. for (var sm in subMesh_dict[m]) {
  95010. subMesh_obj = subMesh_dict[m][sm];
  95011. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95012. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95013. }
  95014. materialIndexOffset += ++materialMaxIndex;
  95015. }
  95016. }
  95017. return mesh;
  95018. };
  95019. /**
  95020. * Build Mesh from CSG taking material and transforms into account
  95021. * @param name The name of the BABYLON.Mesh
  95022. * @param material The material of the BABYLON.Mesh
  95023. * @param scene The BABYLON.Scene
  95024. * @param keepSubMeshes Specifies if submeshes should be kept
  95025. * @returns The new BABYLON.Mesh
  95026. */
  95027. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95028. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95029. mesh.material = material;
  95030. mesh.position.copyFrom(this.position);
  95031. mesh.rotation.copyFrom(this.rotation);
  95032. if (this.rotationQuaternion) {
  95033. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95034. }
  95035. mesh.scaling.copyFrom(this.scaling);
  95036. mesh.computeWorldMatrix(true);
  95037. return mesh;
  95038. };
  95039. return CSG;
  95040. }());
  95041. BABYLON.CSG = CSG;
  95042. })(BABYLON || (BABYLON = {}));
  95043. //# sourceMappingURL=babylon.csg.js.map
  95044. var BABYLON;
  95045. (function (BABYLON) {
  95046. /**
  95047. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95048. * It controls one of the indiviual texture used in the effect.
  95049. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95050. */
  95051. var LensFlare = /** @class */ (function () {
  95052. /**
  95053. * Instantiates a new Lens Flare.
  95054. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95055. * It controls one of the indiviual texture used in the effect.
  95056. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95057. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95058. * @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.
  95059. * @param color Define the lens color
  95060. * @param imgUrl Define the lens texture url
  95061. * @param system Define the `lensFlareSystem` this flare is part of
  95062. */
  95063. function LensFlare(
  95064. /**
  95065. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95066. */
  95067. size,
  95068. /**
  95069. * 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.
  95070. */
  95071. position, color, imgUrl, system) {
  95072. this.size = size;
  95073. this.position = position;
  95074. /**
  95075. * Define the alpha mode to render this particular lens.
  95076. */
  95077. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95078. this.color = color || new BABYLON.Color3(1, 1, 1);
  95079. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95080. this._system = system;
  95081. system.lensFlares.push(this);
  95082. }
  95083. /**
  95084. * Creates a new Lens Flare.
  95085. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95086. * It controls one of the indiviual texture used in the effect.
  95087. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95088. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95089. * @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.
  95090. * @param color Define the lens color
  95091. * @param imgUrl Define the lens texture url
  95092. * @param system Define the `lensFlareSystem` this flare is part of
  95093. * @returns The newly created Lens Flare
  95094. */
  95095. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95096. return new LensFlare(size, position, color, imgUrl, system);
  95097. };
  95098. /**
  95099. * Dispose and release the lens flare with its associated resources.
  95100. */
  95101. LensFlare.prototype.dispose = function () {
  95102. if (this.texture) {
  95103. this.texture.dispose();
  95104. }
  95105. // Remove from scene
  95106. var index = this._system.lensFlares.indexOf(this);
  95107. this._system.lensFlares.splice(index, 1);
  95108. };
  95109. return LensFlare;
  95110. }());
  95111. BABYLON.LensFlare = LensFlare;
  95112. })(BABYLON || (BABYLON = {}));
  95113. //# sourceMappingURL=babylon.lensFlare.js.map
  95114. var BABYLON;
  95115. (function (BABYLON) {
  95116. // Adds the parser to the scene parsers.
  95117. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95118. // Lens flares
  95119. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95120. if (!container.lensFlareSystems) {
  95121. container.lensFlareSystems = new Array();
  95122. }
  95123. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95124. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95125. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95126. container.lensFlareSystems.push(lf);
  95127. }
  95128. }
  95129. });
  95130. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95131. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95132. if (this.lensFlareSystems[index].name === name) {
  95133. return this.lensFlareSystems[index];
  95134. }
  95135. }
  95136. return null;
  95137. };
  95138. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95139. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95140. if (this.lensFlareSystems[index].id === id) {
  95141. return this.lensFlareSystems[index];
  95142. }
  95143. }
  95144. return null;
  95145. };
  95146. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95147. var index = this.lensFlareSystems.indexOf(toRemove);
  95148. if (index !== -1) {
  95149. this.lensFlareSystems.splice(index, 1);
  95150. }
  95151. return index;
  95152. };
  95153. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95154. this.lensFlareSystems.push(newLensFlareSystem);
  95155. };
  95156. /**
  95157. * Defines the lens flare scene component responsible to manage any lens flares
  95158. * in a given scene.
  95159. */
  95160. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95161. /**
  95162. * Creates a new instance of the component for the given scene
  95163. * @param scene Defines the scene to register the component in
  95164. */
  95165. function LensFlareSystemSceneComponent(scene) {
  95166. /**
  95167. * The component name helpfull to identify the component in the list of scene components.
  95168. */
  95169. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95170. this.scene = scene;
  95171. scene.lensFlareSystems = new Array();
  95172. }
  95173. /**
  95174. * Registers the component in a given scene
  95175. */
  95176. LensFlareSystemSceneComponent.prototype.register = function () {
  95177. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95178. };
  95179. /**
  95180. * Rebuilds the elements related to this component in case of
  95181. * context lost for instance.
  95182. */
  95183. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95184. // Nothing to do for lens flare
  95185. };
  95186. /**
  95187. * Adds all the element from the container to the scene
  95188. * @param container the container holding the elements
  95189. */
  95190. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95191. var _this = this;
  95192. if (!container.lensFlareSystems) {
  95193. return;
  95194. }
  95195. container.lensFlareSystems.forEach(function (o) {
  95196. _this.scene.addLensFlareSystem(o);
  95197. });
  95198. };
  95199. /**
  95200. * Removes all the elements in the container from the scene
  95201. * @param container contains the elements to remove
  95202. */
  95203. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95204. var _this = this;
  95205. if (!container.lensFlareSystems) {
  95206. return;
  95207. }
  95208. container.lensFlareSystems.forEach(function (o) {
  95209. _this.scene.removeLensFlareSystem(o);
  95210. });
  95211. };
  95212. /**
  95213. * Serializes the component data to the specified json object
  95214. * @param serializationObject The object to serialize to
  95215. */
  95216. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95217. // Lens flares
  95218. serializationObject.lensFlareSystems = [];
  95219. var lensFlareSystems = this.scene.lensFlareSystems;
  95220. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95221. var lensFlareSystem = lensFlareSystems_1[_i];
  95222. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95223. }
  95224. };
  95225. /**
  95226. * Disposes the component and the associated ressources.
  95227. */
  95228. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95229. var lensFlareSystems = this.scene.lensFlareSystems;
  95230. while (lensFlareSystems.length) {
  95231. lensFlareSystems[0].dispose();
  95232. }
  95233. };
  95234. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95235. // Lens flares
  95236. if (this.scene.lensFlaresEnabled) {
  95237. var lensFlareSystems = this.scene.lensFlareSystems;
  95238. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95239. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95240. var lensFlareSystem = lensFlareSystems_2[_i];
  95241. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95242. lensFlareSystem.render();
  95243. }
  95244. }
  95245. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95246. }
  95247. };
  95248. return LensFlareSystemSceneComponent;
  95249. }());
  95250. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95251. })(BABYLON || (BABYLON = {}));
  95252. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95253. var BABYLON;
  95254. (function (BABYLON) {
  95255. /**
  95256. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95257. * It is usually composed of several `BABYLON.lensFlare`.
  95258. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95259. */
  95260. var LensFlareSystem = /** @class */ (function () {
  95261. /**
  95262. * Instantiates a lens flare system.
  95263. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95264. * It is usually composed of several `BABYLON.lensFlare`.
  95265. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95266. * @param name Define the name of the lens flare system in the scene
  95267. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95268. * @param scene Define the scene the lens flare system belongs to
  95269. */
  95270. function LensFlareSystem(
  95271. /**
  95272. * Define the name of the lens flare system
  95273. */
  95274. name, emitter, scene) {
  95275. this.name = name;
  95276. /**
  95277. * List of lens flares used in this system.
  95278. */
  95279. this.lensFlares = new Array();
  95280. /**
  95281. * Define a limit from the border the lens flare can be visible.
  95282. */
  95283. this.borderLimit = 300;
  95284. /**
  95285. * Define a viewport border we do not want to see the lens flare in.
  95286. */
  95287. this.viewportBorder = 0;
  95288. /**
  95289. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95290. */
  95291. this.layerMask = 0x0FFFFFFF;
  95292. this._vertexBuffers = {};
  95293. this._isEnabled = true;
  95294. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95295. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95296. if (!component) {
  95297. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95298. scene._addComponent(component);
  95299. }
  95300. this._emitter = emitter;
  95301. this.id = name;
  95302. scene.lensFlareSystems.push(this);
  95303. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95304. var engine = scene.getEngine();
  95305. // VBO
  95306. var vertices = [];
  95307. vertices.push(1, 1);
  95308. vertices.push(-1, 1);
  95309. vertices.push(-1, -1);
  95310. vertices.push(1, -1);
  95311. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95312. // Indices
  95313. var indices = [];
  95314. indices.push(0);
  95315. indices.push(1);
  95316. indices.push(2);
  95317. indices.push(0);
  95318. indices.push(2);
  95319. indices.push(3);
  95320. this._indexBuffer = engine.createIndexBuffer(indices);
  95321. // Effects
  95322. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95323. }
  95324. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95325. /**
  95326. * Define if the lens flare system is enabled.
  95327. */
  95328. get: function () {
  95329. return this._isEnabled;
  95330. },
  95331. set: function (value) {
  95332. this._isEnabled = value;
  95333. },
  95334. enumerable: true,
  95335. configurable: true
  95336. });
  95337. /**
  95338. * Get the scene the effects belongs to.
  95339. * @returns the scene holding the lens flare system
  95340. */
  95341. LensFlareSystem.prototype.getScene = function () {
  95342. return this._scene;
  95343. };
  95344. /**
  95345. * Get the emitter of the lens flare system.
  95346. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95347. * @returns the emitter of the lens flare system
  95348. */
  95349. LensFlareSystem.prototype.getEmitter = function () {
  95350. return this._emitter;
  95351. };
  95352. /**
  95353. * Set the emitter of the lens flare system.
  95354. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95355. * @param newEmitter Define the new emitter of the system
  95356. */
  95357. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95358. this._emitter = newEmitter;
  95359. };
  95360. /**
  95361. * Get the lens flare system emitter position.
  95362. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95363. * @returns the position
  95364. */
  95365. LensFlareSystem.prototype.getEmitterPosition = function () {
  95366. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95367. };
  95368. /**
  95369. * @hidden
  95370. */
  95371. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95372. var position = this.getEmitterPosition();
  95373. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95374. this._positionX = position.x;
  95375. this._positionY = position.y;
  95376. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95377. if (this.viewportBorder > 0) {
  95378. globalViewport.x -= this.viewportBorder;
  95379. globalViewport.y -= this.viewportBorder;
  95380. globalViewport.width += this.viewportBorder * 2;
  95381. globalViewport.height += this.viewportBorder * 2;
  95382. position.x += this.viewportBorder;
  95383. position.y += this.viewportBorder;
  95384. this._positionX += this.viewportBorder;
  95385. this._positionY += this.viewportBorder;
  95386. }
  95387. if (position.z > 0) {
  95388. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95389. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95390. return true;
  95391. }
  95392. }
  95393. return true;
  95394. }
  95395. return false;
  95396. };
  95397. /** @hidden */
  95398. LensFlareSystem.prototype._isVisible = function () {
  95399. if (!this._isEnabled || !this._scene.activeCamera) {
  95400. return false;
  95401. }
  95402. var emitterPosition = this.getEmitterPosition();
  95403. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95404. var distance = direction.length();
  95405. direction.normalize();
  95406. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95407. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95408. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95409. };
  95410. /**
  95411. * @hidden
  95412. */
  95413. LensFlareSystem.prototype.render = function () {
  95414. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95415. return false;
  95416. }
  95417. var engine = this._scene.getEngine();
  95418. var viewport = this._scene.activeCamera.viewport;
  95419. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95420. // Position
  95421. if (!this.computeEffectivePosition(globalViewport)) {
  95422. return false;
  95423. }
  95424. // Visibility
  95425. if (!this._isVisible()) {
  95426. return false;
  95427. }
  95428. // Intensity
  95429. var awayX;
  95430. var awayY;
  95431. if (this._positionX < this.borderLimit + globalViewport.x) {
  95432. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95433. }
  95434. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95435. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95436. }
  95437. else {
  95438. awayX = 0;
  95439. }
  95440. if (this._positionY < this.borderLimit + globalViewport.y) {
  95441. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95442. }
  95443. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95444. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95445. }
  95446. else {
  95447. awayY = 0;
  95448. }
  95449. var away = (awayX > awayY) ? awayX : awayY;
  95450. away -= this.viewportBorder;
  95451. if (away > this.borderLimit) {
  95452. away = this.borderLimit;
  95453. }
  95454. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95455. if (intensity < 0) {
  95456. return false;
  95457. }
  95458. if (intensity > 1.0) {
  95459. intensity = 1.0;
  95460. }
  95461. if (this.viewportBorder > 0) {
  95462. globalViewport.x += this.viewportBorder;
  95463. globalViewport.y += this.viewportBorder;
  95464. globalViewport.width -= this.viewportBorder * 2;
  95465. globalViewport.height -= this.viewportBorder * 2;
  95466. this._positionX -= this.viewportBorder;
  95467. this._positionY -= this.viewportBorder;
  95468. }
  95469. // Position
  95470. var centerX = globalViewport.x + globalViewport.width / 2;
  95471. var centerY = globalViewport.y + globalViewport.height / 2;
  95472. var distX = centerX - this._positionX;
  95473. var distY = centerY - this._positionY;
  95474. // Effects
  95475. engine.enableEffect(this._effect);
  95476. engine.setState(false);
  95477. engine.setDepthBuffer(false);
  95478. // VBOs
  95479. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95480. // Flares
  95481. for (var index = 0; index < this.lensFlares.length; index++) {
  95482. var flare = this.lensFlares[index];
  95483. engine.setAlphaMode(flare.alphaMode);
  95484. var x = centerX - (distX * flare.position);
  95485. var y = centerY - (distY * flare.position);
  95486. var cw = flare.size;
  95487. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95488. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95489. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95490. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95491. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95492. // Texture
  95493. this._effect.setTexture("textureSampler", flare.texture);
  95494. // Color
  95495. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95496. // Draw order
  95497. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95498. }
  95499. engine.setDepthBuffer(true);
  95500. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95501. return true;
  95502. };
  95503. /**
  95504. * Dispose and release the lens flare with its associated resources.
  95505. */
  95506. LensFlareSystem.prototype.dispose = function () {
  95507. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95508. if (vertexBuffer) {
  95509. vertexBuffer.dispose();
  95510. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95511. }
  95512. if (this._indexBuffer) {
  95513. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95514. this._indexBuffer = null;
  95515. }
  95516. while (this.lensFlares.length) {
  95517. this.lensFlares[0].dispose();
  95518. }
  95519. // Remove from scene
  95520. var index = this._scene.lensFlareSystems.indexOf(this);
  95521. this._scene.lensFlareSystems.splice(index, 1);
  95522. };
  95523. /**
  95524. * Parse a lens flare system from a JSON repressentation
  95525. * @param parsedLensFlareSystem Define the JSON to parse
  95526. * @param scene Define the scene the parsed system should be instantiated in
  95527. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95528. * @returns the parsed system
  95529. */
  95530. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95531. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95532. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95533. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95534. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95535. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95536. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95537. var parsedFlare = parsedLensFlareSystem.flares[index];
  95538. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95539. }
  95540. return lensFlareSystem;
  95541. };
  95542. /**
  95543. * Serialize the current Lens Flare System into a JSON representation.
  95544. * @returns the serialized JSON
  95545. */
  95546. LensFlareSystem.prototype.serialize = function () {
  95547. var serializationObject = {};
  95548. serializationObject.id = this.id;
  95549. serializationObject.name = this.name;
  95550. serializationObject.emitterId = this.getEmitter().id;
  95551. serializationObject.borderLimit = this.borderLimit;
  95552. serializationObject.flares = [];
  95553. for (var index = 0; index < this.lensFlares.length; index++) {
  95554. var flare = this.lensFlares[index];
  95555. serializationObject.flares.push({
  95556. size: flare.size,
  95557. position: flare.position,
  95558. color: flare.color.asArray(),
  95559. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95560. });
  95561. }
  95562. return serializationObject;
  95563. };
  95564. return LensFlareSystem;
  95565. }());
  95566. BABYLON.LensFlareSystem = LensFlareSystem;
  95567. })(BABYLON || (BABYLON = {}));
  95568. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95569. var BABYLON;
  95570. (function (BABYLON) {
  95571. /**
  95572. * This is a holder class for the physics joint created by the physics plugin
  95573. * It holds a set of functions to control the underlying joint
  95574. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95575. */
  95576. var PhysicsJoint = /** @class */ (function () {
  95577. /**
  95578. * Initializes the physics joint
  95579. * @param type The type of the physics joint
  95580. * @param jointData The data for the physics joint
  95581. */
  95582. function PhysicsJoint(
  95583. /**
  95584. * The type of the physics joint
  95585. */
  95586. type,
  95587. /**
  95588. * The data for the physics joint
  95589. */
  95590. jointData) {
  95591. this.type = type;
  95592. this.jointData = jointData;
  95593. jointData.nativeParams = jointData.nativeParams || {};
  95594. }
  95595. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95596. /**
  95597. * Gets the physics joint
  95598. */
  95599. get: function () {
  95600. return this._physicsJoint;
  95601. },
  95602. /**
  95603. * Sets the physics joint
  95604. */
  95605. set: function (newJoint) {
  95606. if (this._physicsJoint) {
  95607. //remove from the wolrd
  95608. }
  95609. this._physicsJoint = newJoint;
  95610. },
  95611. enumerable: true,
  95612. configurable: true
  95613. });
  95614. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95615. /**
  95616. * Sets the physics plugin
  95617. */
  95618. set: function (physicsPlugin) {
  95619. this._physicsPlugin = physicsPlugin;
  95620. },
  95621. enumerable: true,
  95622. configurable: true
  95623. });
  95624. /**
  95625. * Execute a function that is physics-plugin specific.
  95626. * @param {Function} func the function that will be executed.
  95627. * It accepts two parameters: the physics world and the physics joint
  95628. */
  95629. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95630. func(this._physicsPlugin.world, this._physicsJoint);
  95631. };
  95632. //TODO check if the native joints are the same
  95633. //Joint Types
  95634. /**
  95635. * Distance-Joint type
  95636. */
  95637. PhysicsJoint.DistanceJoint = 0;
  95638. /**
  95639. * Hinge-Joint type
  95640. */
  95641. PhysicsJoint.HingeJoint = 1;
  95642. /**
  95643. * Ball-and-Socket joint type
  95644. */
  95645. PhysicsJoint.BallAndSocketJoint = 2;
  95646. /**
  95647. * Wheel-Joint type
  95648. */
  95649. PhysicsJoint.WheelJoint = 3;
  95650. /**
  95651. * Slider-Joint type
  95652. */
  95653. PhysicsJoint.SliderJoint = 4;
  95654. //OIMO
  95655. /**
  95656. * Prismatic-Joint type
  95657. */
  95658. PhysicsJoint.PrismaticJoint = 5;
  95659. //
  95660. /**
  95661. * Universal-Joint type
  95662. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95663. */
  95664. PhysicsJoint.UniversalJoint = 6;
  95665. /**
  95666. * Hinge-Joint 2 type
  95667. */
  95668. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  95669. //Cannon
  95670. /**
  95671. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95672. */
  95673. PhysicsJoint.PointToPointJoint = 8;
  95674. //Cannon only at the moment
  95675. /**
  95676. * Spring-Joint type
  95677. */
  95678. PhysicsJoint.SpringJoint = 9;
  95679. /**
  95680. * Lock-Joint type
  95681. */
  95682. PhysicsJoint.LockJoint = 10;
  95683. return PhysicsJoint;
  95684. }());
  95685. BABYLON.PhysicsJoint = PhysicsJoint;
  95686. /**
  95687. * A class representing a physics distance joint
  95688. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95689. */
  95690. var DistanceJoint = /** @class */ (function (_super) {
  95691. __extends(DistanceJoint, _super);
  95692. /**
  95693. *
  95694. * @param jointData The data for the Distance-Joint
  95695. */
  95696. function DistanceJoint(jointData) {
  95697. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  95698. }
  95699. /**
  95700. * Update the predefined distance.
  95701. * @param maxDistance The maximum preferred distance
  95702. * @param minDistance The minimum preferred distance
  95703. */
  95704. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  95705. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  95706. };
  95707. return DistanceJoint;
  95708. }(PhysicsJoint));
  95709. BABYLON.DistanceJoint = DistanceJoint;
  95710. /**
  95711. * Represents a Motor-Enabled Joint
  95712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95713. */
  95714. var MotorEnabledJoint = /** @class */ (function (_super) {
  95715. __extends(MotorEnabledJoint, _super);
  95716. /**
  95717. * Initializes the Motor-Enabled Joint
  95718. * @param type The type of the joint
  95719. * @param jointData The physica joint data for the joint
  95720. */
  95721. function MotorEnabledJoint(type, jointData) {
  95722. return _super.call(this, type, jointData) || this;
  95723. }
  95724. /**
  95725. * Set the motor values.
  95726. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95727. * @param force the force to apply
  95728. * @param maxForce max force for this motor.
  95729. */
  95730. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  95731. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95732. };
  95733. /**
  95734. * Set the motor's limits.
  95735. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95736. * @param upperLimit The upper limit of the motor
  95737. * @param lowerLimit The lower limit of the motor
  95738. */
  95739. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95740. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95741. };
  95742. return MotorEnabledJoint;
  95743. }(PhysicsJoint));
  95744. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  95745. /**
  95746. * This class represents a single physics Hinge-Joint
  95747. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95748. */
  95749. var HingeJoint = /** @class */ (function (_super) {
  95750. __extends(HingeJoint, _super);
  95751. /**
  95752. * Initializes the Hinge-Joint
  95753. * @param jointData The joint data for the Hinge-Joint
  95754. */
  95755. function HingeJoint(jointData) {
  95756. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  95757. }
  95758. /**
  95759. * Set the motor values.
  95760. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95761. * @param {number} force the force to apply
  95762. * @param {number} maxForce max force for this motor.
  95763. */
  95764. HingeJoint.prototype.setMotor = function (force, maxForce) {
  95765. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95766. };
  95767. /**
  95768. * Set the motor's limits.
  95769. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95770. * @param upperLimit The upper limit of the motor
  95771. * @param lowerLimit The lower limit of the motor
  95772. */
  95773. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95774. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95775. };
  95776. return HingeJoint;
  95777. }(MotorEnabledJoint));
  95778. BABYLON.HingeJoint = HingeJoint;
  95779. /**
  95780. * This class represents a dual hinge physics joint (same as wheel joint)
  95781. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95782. */
  95783. var Hinge2Joint = /** @class */ (function (_super) {
  95784. __extends(Hinge2Joint, _super);
  95785. /**
  95786. * Initializes the Hinge2-Joint
  95787. * @param jointData The joint data for the Hinge2-Joint
  95788. */
  95789. function Hinge2Joint(jointData) {
  95790. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  95791. }
  95792. /**
  95793. * Set the motor values.
  95794. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95795. * @param {number} force the force to apply
  95796. * @param {number} maxForce max force for this motor.
  95797. * @param {motorIndex} the motor's index, 0 or 1.
  95798. */
  95799. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  95800. if (motorIndex === void 0) { motorIndex = 0; }
  95801. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  95802. };
  95803. /**
  95804. * Set the motor limits.
  95805. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95806. * @param {number} upperLimit the upper limit
  95807. * @param {number} lowerLimit lower limit
  95808. * @param {motorIndex} the motor's index, 0 or 1.
  95809. */
  95810. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  95811. if (motorIndex === void 0) { motorIndex = 0; }
  95812. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  95813. };
  95814. return Hinge2Joint;
  95815. }(MotorEnabledJoint));
  95816. BABYLON.Hinge2Joint = Hinge2Joint;
  95817. })(BABYLON || (BABYLON = {}));
  95818. //# sourceMappingURL=babylon.physicsJoint.js.map
  95819. var BABYLON;
  95820. (function (BABYLON) {
  95821. /**
  95822. * Represents a physics imposter
  95823. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95824. */
  95825. var PhysicsImpostor = /** @class */ (function () {
  95826. /**
  95827. * Initializes the physics imposter
  95828. * @param object The physics-enabled object used as the physics imposter
  95829. * @param type The type of the physics imposter
  95830. * @param _options The options for the physics imposter
  95831. * @param _scene The Babylon scene
  95832. */
  95833. function PhysicsImpostor(
  95834. /**
  95835. * The physics-enabled object used as the physics imposter
  95836. */
  95837. object,
  95838. /**
  95839. * The type of the physics imposter
  95840. */
  95841. type, _options, _scene) {
  95842. if (_options === void 0) { _options = { mass: 0 }; }
  95843. var _this = this;
  95844. this.object = object;
  95845. this.type = type;
  95846. this._options = _options;
  95847. this._scene = _scene;
  95848. this._bodyUpdateRequired = false;
  95849. this._onBeforePhysicsStepCallbacks = new Array();
  95850. this._onAfterPhysicsStepCallbacks = new Array();
  95851. this._onPhysicsCollideCallbacks = [];
  95852. this._deltaPosition = BABYLON.Vector3.Zero();
  95853. this._isDisposed = false;
  95854. //temp variables for parent rotation calculations
  95855. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  95856. this._tmpQuat = new BABYLON.Quaternion();
  95857. this._tmpQuat2 = new BABYLON.Quaternion();
  95858. /**
  95859. * this function is executed by the physics engine.
  95860. */
  95861. this.beforeStep = function () {
  95862. if (!_this._physicsEngine) {
  95863. return;
  95864. }
  95865. _this.object.translate(_this._deltaPosition, -1);
  95866. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  95867. _this.object.computeWorldMatrix(false);
  95868. if (_this.object.parent && _this.object.rotationQuaternion) {
  95869. _this.getParentsRotation();
  95870. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  95871. }
  95872. else {
  95873. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  95874. }
  95875. if (!_this._options.disableBidirectionalTransformation) {
  95876. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  95877. }
  95878. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  95879. func(_this);
  95880. });
  95881. };
  95882. /**
  95883. * this function is executed by the physics engine
  95884. */
  95885. this.afterStep = function () {
  95886. if (!_this._physicsEngine) {
  95887. return;
  95888. }
  95889. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  95890. func(_this);
  95891. });
  95892. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  95893. // object has now its world rotation. needs to be converted to local.
  95894. if (_this.object.parent && _this.object.rotationQuaternion) {
  95895. _this.getParentsRotation();
  95896. _this._tmpQuat.conjugateInPlace();
  95897. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  95898. }
  95899. // take the position set and make it the absolute position of this object.
  95900. _this.object.setAbsolutePosition(_this.object.position);
  95901. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  95902. _this.object.translate(_this._deltaPosition, 1);
  95903. };
  95904. /**
  95905. * Legacy collision detection event support
  95906. */
  95907. this.onCollideEvent = null;
  95908. /**
  95909. * event and body object due to cannon's event-based architecture.
  95910. */
  95911. this.onCollide = function (e) {
  95912. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  95913. return;
  95914. }
  95915. if (!_this._physicsEngine) {
  95916. return;
  95917. }
  95918. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  95919. if (otherImpostor) {
  95920. // Legacy collision detection event support
  95921. if (_this.onCollideEvent) {
  95922. _this.onCollideEvent(_this, otherImpostor);
  95923. }
  95924. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  95925. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  95926. }).forEach(function (obj) {
  95927. obj.callback(_this, otherImpostor);
  95928. });
  95929. }
  95930. };
  95931. //sanity check!
  95932. if (!this.object) {
  95933. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  95934. return;
  95935. }
  95936. //legacy support for old syntax.
  95937. if (!this._scene && object.getScene) {
  95938. this._scene = object.getScene();
  95939. }
  95940. if (!this._scene) {
  95941. return;
  95942. }
  95943. this._physicsEngine = this._scene.getPhysicsEngine();
  95944. if (!this._physicsEngine) {
  95945. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  95946. }
  95947. else {
  95948. //set the object's quaternion, if not set
  95949. if (!this.object.rotationQuaternion) {
  95950. if (this.object.rotation) {
  95951. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  95952. }
  95953. else {
  95954. this.object.rotationQuaternion = new BABYLON.Quaternion();
  95955. }
  95956. }
  95957. //default options params
  95958. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  95959. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  95960. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  95961. this._joints = [];
  95962. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  95963. if (!this.object.parent || this._options.ignoreParent) {
  95964. this._init();
  95965. }
  95966. else if (this.object.parent.physicsImpostor) {
  95967. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  95968. }
  95969. }
  95970. }
  95971. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  95972. /**
  95973. * Specifies if the physics imposter is disposed
  95974. */
  95975. get: function () {
  95976. return this._isDisposed;
  95977. },
  95978. enumerable: true,
  95979. configurable: true
  95980. });
  95981. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  95982. /**
  95983. * Gets the mass of the physics imposter
  95984. */
  95985. get: function () {
  95986. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  95987. },
  95988. set: function (value) {
  95989. this.setMass(value);
  95990. },
  95991. enumerable: true,
  95992. configurable: true
  95993. });
  95994. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  95995. /**
  95996. * Gets the coefficient of friction
  95997. */
  95998. get: function () {
  95999. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96000. },
  96001. /**
  96002. * Sets the coefficient of friction
  96003. */
  96004. set: function (value) {
  96005. if (!this._physicsEngine) {
  96006. return;
  96007. }
  96008. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96009. },
  96010. enumerable: true,
  96011. configurable: true
  96012. });
  96013. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96014. /**
  96015. * Gets the coefficient of restitution
  96016. */
  96017. get: function () {
  96018. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96019. },
  96020. /**
  96021. * Sets the coefficient of restitution
  96022. */
  96023. set: function (value) {
  96024. if (!this._physicsEngine) {
  96025. return;
  96026. }
  96027. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96028. },
  96029. enumerable: true,
  96030. configurable: true
  96031. });
  96032. /**
  96033. * This function will completly initialize this impostor.
  96034. * It will create a new body - but only if this mesh has no parent.
  96035. * If it has, this impostor will not be used other than to define the impostor
  96036. * of the child mesh.
  96037. * @hidden
  96038. */
  96039. PhysicsImpostor.prototype._init = function () {
  96040. if (!this._physicsEngine) {
  96041. return;
  96042. }
  96043. this._physicsEngine.removeImpostor(this);
  96044. this.physicsBody = null;
  96045. this._parent = this._parent || this._getPhysicsParent();
  96046. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96047. this._physicsEngine.addImpostor(this);
  96048. }
  96049. };
  96050. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96051. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96052. var parentMesh = this.object.parent;
  96053. return parentMesh.physicsImpostor;
  96054. }
  96055. return null;
  96056. };
  96057. /**
  96058. * Should a new body be generated.
  96059. * @returns boolean specifying if body initialization is required
  96060. */
  96061. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96062. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96063. };
  96064. /**
  96065. * Sets the updated scaling
  96066. * @param updated Specifies if the scaling is updated
  96067. */
  96068. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96069. this.forceUpdate();
  96070. };
  96071. /**
  96072. * Force a regeneration of this or the parent's impostor's body.
  96073. * Use under cautious - This will remove all joints already implemented.
  96074. */
  96075. PhysicsImpostor.prototype.forceUpdate = function () {
  96076. this._init();
  96077. if (this.parent && !this._options.ignoreParent) {
  96078. this.parent.forceUpdate();
  96079. }
  96080. };
  96081. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96082. /*public get mesh(): AbstractMesh {
  96083. return this._mesh;
  96084. }*/
  96085. /**
  96086. * Gets the body that holds this impostor. Either its own, or its parent.
  96087. */
  96088. get: function () {
  96089. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96090. },
  96091. /**
  96092. * Set the physics body. Used mainly by the physics engine/plugin
  96093. */
  96094. set: function (physicsBody) {
  96095. if (this._physicsBody && this._physicsEngine) {
  96096. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96097. }
  96098. this._physicsBody = physicsBody;
  96099. this.resetUpdateFlags();
  96100. },
  96101. enumerable: true,
  96102. configurable: true
  96103. });
  96104. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96105. /**
  96106. * Get the parent of the physics imposter
  96107. * @returns Physics imposter or null
  96108. */
  96109. get: function () {
  96110. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96111. },
  96112. /**
  96113. * Sets the parent of the physics imposter
  96114. */
  96115. set: function (value) {
  96116. this._parent = value;
  96117. },
  96118. enumerable: true,
  96119. configurable: true
  96120. });
  96121. /**
  96122. * Resets the update flags
  96123. */
  96124. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96125. this._bodyUpdateRequired = false;
  96126. };
  96127. /**
  96128. * Gets the object extend size
  96129. * @returns the object extend size
  96130. */
  96131. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96132. if (this.object.getBoundingInfo) {
  96133. var q = this.object.rotationQuaternion;
  96134. //reset rotation
  96135. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96136. //calculate the world matrix with no rotation
  96137. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96138. var boundingInfo = this.object.getBoundingInfo();
  96139. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96140. //bring back the rotation
  96141. this.object.rotationQuaternion = q;
  96142. //calculate the world matrix with the new rotation
  96143. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96144. return size;
  96145. }
  96146. else {
  96147. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96148. }
  96149. };
  96150. /**
  96151. * Gets the object center
  96152. * @returns The object center
  96153. */
  96154. PhysicsImpostor.prototype.getObjectCenter = function () {
  96155. if (this.object.getBoundingInfo) {
  96156. var boundingInfo = this.object.getBoundingInfo();
  96157. return boundingInfo.boundingBox.centerWorld;
  96158. }
  96159. else {
  96160. return this.object.position;
  96161. }
  96162. };
  96163. /**
  96164. * Get a specific parametes from the options parameter
  96165. * @param paramName The object parameter name
  96166. * @returns The object parameter
  96167. */
  96168. PhysicsImpostor.prototype.getParam = function (paramName) {
  96169. return this._options[paramName];
  96170. };
  96171. /**
  96172. * Sets a specific parameter in the options given to the physics plugin
  96173. * @param paramName The parameter name
  96174. * @param value The value of the parameter
  96175. */
  96176. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96177. this._options[paramName] = value;
  96178. this._bodyUpdateRequired = true;
  96179. };
  96180. /**
  96181. * Specifically change the body's mass option. Won't recreate the physics body object
  96182. * @param mass The mass of the physics imposter
  96183. */
  96184. PhysicsImpostor.prototype.setMass = function (mass) {
  96185. if (this.getParam("mass") !== mass) {
  96186. this.setParam("mass", mass);
  96187. }
  96188. if (this._physicsEngine) {
  96189. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96190. }
  96191. };
  96192. /**
  96193. * Gets the linear velocity
  96194. * @returns linear velocity or null
  96195. */
  96196. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96197. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96198. };
  96199. /**
  96200. * Sets the linear velocity
  96201. * @param velocity linear velocity or null
  96202. */
  96203. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96204. if (this._physicsEngine) {
  96205. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96206. }
  96207. };
  96208. /**
  96209. * Gets the angular velocity
  96210. * @returns angular velocity or null
  96211. */
  96212. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96213. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96214. };
  96215. /**
  96216. * Sets the angular velocity
  96217. * @param velocity The velocity or null
  96218. */
  96219. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96220. if (this._physicsEngine) {
  96221. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96222. }
  96223. };
  96224. /**
  96225. * Execute a function with the physics plugin native code
  96226. * Provide a function the will have two variables - the world object and the physics body object
  96227. * @param func The function to execute with the physics plugin native code
  96228. */
  96229. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96230. if (this._physicsEngine) {
  96231. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96232. }
  96233. };
  96234. /**
  96235. * Register a function that will be executed before the physics world is stepping forward
  96236. * @param func The function to execute before the physics world is stepped forward
  96237. */
  96238. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96239. this._onBeforePhysicsStepCallbacks.push(func);
  96240. };
  96241. /**
  96242. * Unregister a function that will be executed before the physics world is stepping forward
  96243. * @param func The function to execute before the physics world is stepped forward
  96244. */
  96245. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96246. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96247. if (index > -1) {
  96248. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96249. }
  96250. else {
  96251. BABYLON.Tools.Warn("Function to remove was not found");
  96252. }
  96253. };
  96254. /**
  96255. * Register a function that will be executed after the physics step
  96256. * @param func The function to execute after physics step
  96257. */
  96258. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96259. this._onAfterPhysicsStepCallbacks.push(func);
  96260. };
  96261. /**
  96262. * Unregisters a function that will be executed after the physics step
  96263. * @param func The function to execute after physics step
  96264. */
  96265. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96266. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96267. if (index > -1) {
  96268. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96269. }
  96270. else {
  96271. BABYLON.Tools.Warn("Function to remove was not found");
  96272. }
  96273. };
  96274. /**
  96275. * register a function that will be executed when this impostor collides against a different body
  96276. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96277. * @param func Callback that is executed on collision
  96278. */
  96279. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96280. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96281. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96282. };
  96283. /**
  96284. * Unregisters the physics imposter on contact
  96285. * @param collideAgainst The physics object to collide against
  96286. * @param func Callback to execute on collision
  96287. */
  96288. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96289. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96290. var index = -1;
  96291. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96292. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96293. // chcek the arrays match
  96294. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96295. return collidedAgainstList.indexOf(impostor) > -1;
  96296. });
  96297. if (sameList) {
  96298. index = idx;
  96299. }
  96300. return sameList;
  96301. }
  96302. return false;
  96303. });
  96304. if (found) {
  96305. this._onPhysicsCollideCallbacks.splice(index, 1);
  96306. }
  96307. else {
  96308. BABYLON.Tools.Warn("Function to remove was not found");
  96309. }
  96310. };
  96311. /**
  96312. * Get the parent rotation
  96313. * @returns The parent rotation
  96314. */
  96315. PhysicsImpostor.prototype.getParentsRotation = function () {
  96316. var parent = this.object.parent;
  96317. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96318. while (parent) {
  96319. if (parent.rotationQuaternion) {
  96320. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96321. }
  96322. else {
  96323. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96324. }
  96325. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96326. parent = parent.parent;
  96327. }
  96328. return this._tmpQuat;
  96329. };
  96330. /**
  96331. * Apply a force
  96332. * @param force The force to apply
  96333. * @param contactPoint The contact point for the force
  96334. * @returns The physics imposter
  96335. */
  96336. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96337. if (this._physicsEngine) {
  96338. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96339. }
  96340. return this;
  96341. };
  96342. /**
  96343. * Apply an impulse
  96344. * @param force The impulse force
  96345. * @param contactPoint The contact point for the impulse force
  96346. * @returns The physics imposter
  96347. */
  96348. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96349. if (this._physicsEngine) {
  96350. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96351. }
  96352. return this;
  96353. };
  96354. /**
  96355. * A help function to create a joint
  96356. * @param otherImpostor A physics imposter used to create a joint
  96357. * @param jointType The type of joint
  96358. * @param jointData The data for the joint
  96359. * @returns The physics imposter
  96360. */
  96361. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96362. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96363. this.addJoint(otherImpostor, joint);
  96364. return this;
  96365. };
  96366. /**
  96367. * Add a joint to this impostor with a different impostor
  96368. * @param otherImpostor A physics imposter used to add a joint
  96369. * @param joint The joint to add
  96370. * @returns The physics imposter
  96371. */
  96372. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96373. this._joints.push({
  96374. otherImpostor: otherImpostor,
  96375. joint: joint
  96376. });
  96377. if (this._physicsEngine) {
  96378. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96379. }
  96380. return this;
  96381. };
  96382. /**
  96383. * Will keep this body still, in a sleep mode.
  96384. * @returns the physics imposter
  96385. */
  96386. PhysicsImpostor.prototype.sleep = function () {
  96387. if (this._physicsEngine) {
  96388. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96389. }
  96390. return this;
  96391. };
  96392. /**
  96393. * Wake the body up.
  96394. * @returns The physics imposter
  96395. */
  96396. PhysicsImpostor.prototype.wakeUp = function () {
  96397. if (this._physicsEngine) {
  96398. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96399. }
  96400. return this;
  96401. };
  96402. /**
  96403. * Clones the physics imposter
  96404. * @param newObject The physics imposter clones to this physics-enabled object
  96405. * @returns A nullable physics imposter
  96406. */
  96407. PhysicsImpostor.prototype.clone = function (newObject) {
  96408. if (!newObject) {
  96409. return null;
  96410. }
  96411. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96412. };
  96413. /**
  96414. * Disposes the physics imposter
  96415. */
  96416. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96417. var _this = this;
  96418. //no dispose if no physics engine is available.
  96419. if (!this._physicsEngine) {
  96420. return;
  96421. }
  96422. this._joints.forEach(function (j) {
  96423. if (_this._physicsEngine) {
  96424. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96425. }
  96426. });
  96427. //dispose the physics body
  96428. this._physicsEngine.removeImpostor(this);
  96429. if (this.parent) {
  96430. this.parent.forceUpdate();
  96431. }
  96432. else {
  96433. /*this._object.getChildMeshes().forEach(function(mesh) {
  96434. if (mesh.physicsImpostor) {
  96435. if (disposeChildren) {
  96436. mesh.physicsImpostor.dispose();
  96437. mesh.physicsImpostor = null;
  96438. }
  96439. }
  96440. })*/
  96441. }
  96442. this._isDisposed = true;
  96443. };
  96444. /**
  96445. * Sets the delta position
  96446. * @param position The delta position amount
  96447. */
  96448. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96449. this._deltaPosition.copyFrom(position);
  96450. };
  96451. /**
  96452. * Sets the delta rotation
  96453. * @param rotation The delta rotation amount
  96454. */
  96455. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96456. if (!this._deltaRotation) {
  96457. this._deltaRotation = new BABYLON.Quaternion();
  96458. }
  96459. this._deltaRotation.copyFrom(rotation);
  96460. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96461. };
  96462. /**
  96463. * Gets the box size of the physics imposter and stores the result in the input parameter
  96464. * @param result Stores the box size
  96465. * @returns The physics imposter
  96466. */
  96467. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96468. if (this._physicsEngine) {
  96469. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96470. }
  96471. return this;
  96472. };
  96473. /**
  96474. * Gets the radius of the physics imposter
  96475. * @returns Radius of the physics imposter
  96476. */
  96477. PhysicsImpostor.prototype.getRadius = function () {
  96478. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96479. };
  96480. /**
  96481. * Sync a bone with this impostor
  96482. * @param bone The bone to sync to the impostor.
  96483. * @param boneMesh The mesh that the bone is influencing.
  96484. * @param jointPivot The pivot of the joint / bone in local space.
  96485. * @param distToJoint Optional distance from the impostor to the joint.
  96486. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96487. */
  96488. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96489. var tempVec = PhysicsImpostor._tmpVecs[0];
  96490. var mesh = this.object;
  96491. if (mesh.rotationQuaternion) {
  96492. if (adjustRotation) {
  96493. var tempQuat = PhysicsImpostor._tmpQuat;
  96494. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96495. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96496. }
  96497. else {
  96498. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96499. }
  96500. }
  96501. tempVec.x = 0;
  96502. tempVec.y = 0;
  96503. tempVec.z = 0;
  96504. if (jointPivot) {
  96505. tempVec.x = jointPivot.x;
  96506. tempVec.y = jointPivot.y;
  96507. tempVec.z = jointPivot.z;
  96508. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96509. if (distToJoint === undefined || distToJoint === null) {
  96510. distToJoint = jointPivot.length();
  96511. }
  96512. tempVec.x *= distToJoint;
  96513. tempVec.y *= distToJoint;
  96514. tempVec.z *= distToJoint;
  96515. }
  96516. if (bone.getParent()) {
  96517. tempVec.addInPlace(mesh.getAbsolutePosition());
  96518. bone.setAbsolutePosition(tempVec, boneMesh);
  96519. }
  96520. else {
  96521. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96522. boneMesh.position.x -= tempVec.x;
  96523. boneMesh.position.y -= tempVec.y;
  96524. boneMesh.position.z -= tempVec.z;
  96525. }
  96526. };
  96527. /**
  96528. * Sync impostor to a bone
  96529. * @param bone The bone that the impostor will be synced to.
  96530. * @param boneMesh The mesh that the bone is influencing.
  96531. * @param jointPivot The pivot of the joint / bone in local space.
  96532. * @param distToJoint Optional distance from the impostor to the joint.
  96533. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96534. * @param boneAxis Optional vector3 axis the bone is aligned with
  96535. */
  96536. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96537. var mesh = this.object;
  96538. if (mesh.rotationQuaternion) {
  96539. if (adjustRotation) {
  96540. var tempQuat = PhysicsImpostor._tmpQuat;
  96541. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96542. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96543. }
  96544. else {
  96545. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96546. }
  96547. }
  96548. var pos = PhysicsImpostor._tmpVecs[0];
  96549. var boneDir = PhysicsImpostor._tmpVecs[1];
  96550. if (!boneAxis) {
  96551. boneAxis = PhysicsImpostor._tmpVecs[2];
  96552. boneAxis.x = 0;
  96553. boneAxis.y = 1;
  96554. boneAxis.z = 0;
  96555. }
  96556. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96557. bone.getAbsolutePositionToRef(boneMesh, pos);
  96558. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96559. distToJoint = jointPivot.length();
  96560. }
  96561. if (distToJoint !== undefined && distToJoint !== null) {
  96562. pos.x += boneDir.x * distToJoint;
  96563. pos.y += boneDir.y * distToJoint;
  96564. pos.z += boneDir.z * distToJoint;
  96565. }
  96566. mesh.setAbsolutePosition(pos);
  96567. };
  96568. /**
  96569. * The default object size of the imposter
  96570. */
  96571. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96572. /**
  96573. * The identity quaternion of the imposter
  96574. */
  96575. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96576. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96577. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96578. //Impostor types
  96579. /**
  96580. * No-Imposter type
  96581. */
  96582. PhysicsImpostor.NoImpostor = 0;
  96583. /**
  96584. * Sphere-Imposter type
  96585. */
  96586. PhysicsImpostor.SphereImpostor = 1;
  96587. /**
  96588. * Box-Imposter type
  96589. */
  96590. PhysicsImpostor.BoxImpostor = 2;
  96591. /**
  96592. * Plane-Imposter type
  96593. */
  96594. PhysicsImpostor.PlaneImpostor = 3;
  96595. /**
  96596. * Mesh-imposter type
  96597. */
  96598. PhysicsImpostor.MeshImpostor = 4;
  96599. /**
  96600. * Cylinder-Imposter type
  96601. */
  96602. PhysicsImpostor.CylinderImpostor = 7;
  96603. /**
  96604. * Particle-Imposter type
  96605. */
  96606. PhysicsImpostor.ParticleImpostor = 8;
  96607. /**
  96608. * Heightmap-Imposter type
  96609. */
  96610. PhysicsImpostor.HeightmapImpostor = 9;
  96611. return PhysicsImpostor;
  96612. }());
  96613. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96614. })(BABYLON || (BABYLON = {}));
  96615. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96616. var BABYLON;
  96617. (function (BABYLON) {
  96618. /**
  96619. * Class used to control physics engine
  96620. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96621. */
  96622. var PhysicsEngine = /** @class */ (function () {
  96623. /**
  96624. * Creates a new Physics Engine
  96625. * @param gravity defines the gravity vector used by the simulation
  96626. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96627. */
  96628. function PhysicsEngine(gravity, _physicsPlugin) {
  96629. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96630. this._physicsPlugin = _physicsPlugin;
  96631. this._impostors = [];
  96632. this._joints = [];
  96633. if (!this._physicsPlugin.isSupported()) {
  96634. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96635. + "Please make sure it is included.");
  96636. }
  96637. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96638. this.setGravity(gravity);
  96639. this.setTimeStep();
  96640. }
  96641. /**
  96642. * Sets the gravity vector used by the simulation
  96643. * @param gravity defines the gravity vector to use
  96644. */
  96645. PhysicsEngine.prototype.setGravity = function (gravity) {
  96646. this.gravity = gravity;
  96647. this._physicsPlugin.setGravity(this.gravity);
  96648. };
  96649. /**
  96650. * Set the time step of the physics engine.
  96651. * Default is 1/60.
  96652. * To slow it down, enter 1/600 for example.
  96653. * To speed it up, 1/30
  96654. * @param newTimeStep defines the new timestep to apply to this world.
  96655. */
  96656. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96657. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96658. this._physicsPlugin.setTimeStep(newTimeStep);
  96659. };
  96660. /**
  96661. * Get the time step of the physics engine.
  96662. * @returns the current time step
  96663. */
  96664. PhysicsEngine.prototype.getTimeStep = function () {
  96665. return this._physicsPlugin.getTimeStep();
  96666. };
  96667. /**
  96668. * Release all resources
  96669. */
  96670. PhysicsEngine.prototype.dispose = function () {
  96671. this._impostors.forEach(function (impostor) {
  96672. impostor.dispose();
  96673. });
  96674. this._physicsPlugin.dispose();
  96675. };
  96676. /**
  96677. * Gets the name of the current physics plugin
  96678. * @returns the name of the plugin
  96679. */
  96680. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  96681. return this._physicsPlugin.name;
  96682. };
  96683. /**
  96684. * Adding a new impostor for the impostor tracking.
  96685. * This will be done by the impostor itself.
  96686. * @param impostor the impostor to add
  96687. */
  96688. PhysicsEngine.prototype.addImpostor = function (impostor) {
  96689. impostor.uniqueId = this._impostors.push(impostor);
  96690. //if no parent, generate the body
  96691. if (!impostor.parent) {
  96692. this._physicsPlugin.generatePhysicsBody(impostor);
  96693. }
  96694. };
  96695. /**
  96696. * Remove an impostor from the engine.
  96697. * This impostor and its mesh will not longer be updated by the physics engine.
  96698. * @param impostor the impostor to remove
  96699. */
  96700. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  96701. var index = this._impostors.indexOf(impostor);
  96702. if (index > -1) {
  96703. var removed = this._impostors.splice(index, 1);
  96704. //Is it needed?
  96705. if (removed.length) {
  96706. //this will also remove it from the world.
  96707. removed[0].physicsBody = null;
  96708. }
  96709. }
  96710. };
  96711. /**
  96712. * Add a joint to the physics engine
  96713. * @param mainImpostor defines the main impostor to which the joint is added.
  96714. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96715. * @param joint defines the joint that will connect both impostors.
  96716. */
  96717. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  96718. var impostorJoint = {
  96719. mainImpostor: mainImpostor,
  96720. connectedImpostor: connectedImpostor,
  96721. joint: joint
  96722. };
  96723. joint.physicsPlugin = this._physicsPlugin;
  96724. this._joints.push(impostorJoint);
  96725. this._physicsPlugin.generateJoint(impostorJoint);
  96726. };
  96727. /**
  96728. * Removes a joint from the simulation
  96729. * @param mainImpostor defines the impostor used with the joint
  96730. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96731. * @param joint defines the joint to remove
  96732. */
  96733. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  96734. var matchingJoints = this._joints.filter(function (impostorJoint) {
  96735. return (impostorJoint.connectedImpostor === connectedImpostor
  96736. && impostorJoint.joint === joint
  96737. && impostorJoint.mainImpostor === mainImpostor);
  96738. });
  96739. if (matchingJoints.length) {
  96740. this._physicsPlugin.removeJoint(matchingJoints[0]);
  96741. //TODO remove it from the list as well
  96742. }
  96743. };
  96744. /**
  96745. * Called by the scene. No need to call it.
  96746. * @param delta defines the timespam between frames
  96747. */
  96748. PhysicsEngine.prototype._step = function (delta) {
  96749. var _this = this;
  96750. //check if any mesh has no body / requires an update
  96751. this._impostors.forEach(function (impostor) {
  96752. if (impostor.isBodyInitRequired()) {
  96753. _this._physicsPlugin.generatePhysicsBody(impostor);
  96754. }
  96755. });
  96756. if (delta > 0.1) {
  96757. delta = 0.1;
  96758. }
  96759. else if (delta <= 0) {
  96760. delta = 1.0 / 60.0;
  96761. }
  96762. this._physicsPlugin.executeStep(delta, this._impostors);
  96763. };
  96764. /**
  96765. * Gets the current plugin used to run the simulation
  96766. * @returns current plugin
  96767. */
  96768. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  96769. return this._physicsPlugin;
  96770. };
  96771. /**
  96772. * Gets the list of physic impostors
  96773. * @returns an array of PhysicsImpostor
  96774. */
  96775. PhysicsEngine.prototype.getImpostors = function () {
  96776. return this._impostors;
  96777. };
  96778. /**
  96779. * Gets the impostor for a physics enabled object
  96780. * @param object defines the object impersonated by the impostor
  96781. * @returns the PhysicsImpostor or null if not found
  96782. */
  96783. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  96784. for (var i = 0; i < this._impostors.length; ++i) {
  96785. if (this._impostors[i].object === object) {
  96786. return this._impostors[i];
  96787. }
  96788. }
  96789. return null;
  96790. };
  96791. /**
  96792. * Gets the impostor for a physics body object
  96793. * @param body defines physics body used by the impostor
  96794. * @returns the PhysicsImpostor or null if not found
  96795. */
  96796. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  96797. for (var i = 0; i < this._impostors.length; ++i) {
  96798. if (this._impostors[i].physicsBody === body) {
  96799. return this._impostors[i];
  96800. }
  96801. }
  96802. return null;
  96803. };
  96804. /**
  96805. * Global value used to control the smallest number supported by the simulation
  96806. */
  96807. PhysicsEngine.Epsilon = 0.001;
  96808. return PhysicsEngine;
  96809. }());
  96810. BABYLON.PhysicsEngine = PhysicsEngine;
  96811. })(BABYLON || (BABYLON = {}));
  96812. //# sourceMappingURL=babylon.physicsEngine.js.map
  96813. var BABYLON;
  96814. (function (BABYLON) {
  96815. /**
  96816. * A helper for physics simulations
  96817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96818. */
  96819. var PhysicsHelper = /** @class */ (function () {
  96820. /**
  96821. * Initializes the Physics helper
  96822. * @param scene Babylon.js scene
  96823. */
  96824. function PhysicsHelper(scene) {
  96825. this._scene = scene;
  96826. this._physicsEngine = this._scene.getPhysicsEngine();
  96827. if (!this._physicsEngine) {
  96828. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  96829. }
  96830. }
  96831. /**
  96832. * Applies a radial explosion impulse
  96833. * @param origin the origin of the explosion
  96834. * @param radius the explosion radius
  96835. * @param strength the explosion strength
  96836. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96837. * @returns A physics radial explosion event, or null
  96838. */
  96839. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  96840. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96841. if (!this._physicsEngine) {
  96842. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  96843. return null;
  96844. }
  96845. var impostors = this._physicsEngine.getImpostors();
  96846. if (impostors.length === 0) {
  96847. return null;
  96848. }
  96849. var event = new PhysicsRadialExplosionEvent(this._scene);
  96850. impostors.forEach(function (impostor) {
  96851. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96852. if (!impostorForceAndContactPoint) {
  96853. return;
  96854. }
  96855. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96856. });
  96857. event.dispose(false);
  96858. return event;
  96859. };
  96860. /**
  96861. * Applies a radial explosion force
  96862. * @param origin the origin of the explosion
  96863. * @param radius the explosion radius
  96864. * @param strength the explosion strength
  96865. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96866. * @returns A physics radial explosion event, or null
  96867. */
  96868. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  96869. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96870. if (!this._physicsEngine) {
  96871. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96872. return null;
  96873. }
  96874. var impostors = this._physicsEngine.getImpostors();
  96875. if (impostors.length === 0) {
  96876. return null;
  96877. }
  96878. var event = new PhysicsRadialExplosionEvent(this._scene);
  96879. impostors.forEach(function (impostor) {
  96880. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  96881. if (!impostorForceAndContactPoint) {
  96882. return;
  96883. }
  96884. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  96885. });
  96886. event.dispose(false);
  96887. return event;
  96888. };
  96889. /**
  96890. * Creates a gravitational field
  96891. * @param origin the origin of the explosion
  96892. * @param radius the explosion radius
  96893. * @param strength the explosion strength
  96894. * @param falloff possible options: Constant & Linear. Defaults to Constant
  96895. * @returns A physics gravitational field event, or null
  96896. */
  96897. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  96898. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  96899. if (!this._physicsEngine) {
  96900. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96901. return null;
  96902. }
  96903. var impostors = this._physicsEngine.getImpostors();
  96904. if (impostors.length === 0) {
  96905. return null;
  96906. }
  96907. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  96908. event.dispose(false);
  96909. return event;
  96910. };
  96911. /**
  96912. * Creates a physics updraft event
  96913. * @param origin the origin of the updraft
  96914. * @param radius the radius of the updraft
  96915. * @param strength the strength of the updraft
  96916. * @param height the height of the updraft
  96917. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  96918. * @returns A physics updraft event, or null
  96919. */
  96920. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  96921. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  96922. if (!this._physicsEngine) {
  96923. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96924. return null;
  96925. }
  96926. if (this._physicsEngine.getImpostors().length === 0) {
  96927. return null;
  96928. }
  96929. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  96930. event.dispose(false);
  96931. return event;
  96932. };
  96933. /**
  96934. * Creates a physics vortex event
  96935. * @param origin the of the vortex
  96936. * @param radius the radius of the vortex
  96937. * @param strength the strength of the vortex
  96938. * @param height the height of the vortex
  96939. * @returns a Physics vortex event, or null
  96940. * A physics vortex event or null
  96941. */
  96942. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  96943. if (!this._physicsEngine) {
  96944. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  96945. return null;
  96946. }
  96947. if (this._physicsEngine.getImpostors().length === 0) {
  96948. return null;
  96949. }
  96950. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  96951. event.dispose(false);
  96952. return event;
  96953. };
  96954. return PhysicsHelper;
  96955. }());
  96956. BABYLON.PhysicsHelper = PhysicsHelper;
  96957. /**
  96958. * Represents a physics radial explosion event
  96959. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96960. */
  96961. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  96962. /**
  96963. * Initializes a radial explosioin event
  96964. * @param scene BabylonJS scene
  96965. */
  96966. function PhysicsRadialExplosionEvent(scene) {
  96967. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  96968. this._rays = [];
  96969. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  96970. this._scene = scene;
  96971. }
  96972. /**
  96973. * Returns the data related to the radial explosion event (sphere & rays).
  96974. * @returns The radial explosion event data
  96975. */
  96976. PhysicsRadialExplosionEvent.prototype.getData = function () {
  96977. this._dataFetched = true;
  96978. return {
  96979. sphere: this._sphere,
  96980. rays: this._rays,
  96981. };
  96982. };
  96983. /**
  96984. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  96985. * @param impostor A physics imposter
  96986. * @param origin the origin of the explosion
  96987. * @param radius the explosion radius
  96988. * @param strength the explosion strength
  96989. * @param falloff possible options: Constant & Linear
  96990. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  96991. */
  96992. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  96993. if (impostor.mass === 0) {
  96994. return null;
  96995. }
  96996. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  96997. return null;
  96998. }
  96999. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97000. return null;
  97001. }
  97002. var impostorObjectCenter = impostor.getObjectCenter();
  97003. var direction = impostorObjectCenter.subtract(origin);
  97004. var ray = new BABYLON.Ray(origin, direction, radius);
  97005. this._rays.push(ray);
  97006. var hit = ray.intersectsMesh(impostor.object);
  97007. var contactPoint = hit.pickedPoint;
  97008. if (!contactPoint) {
  97009. return null;
  97010. }
  97011. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97012. if (distanceFromOrigin > radius) {
  97013. return null;
  97014. }
  97015. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97016. ? strength
  97017. : strength * (1 - (distanceFromOrigin / radius));
  97018. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97019. return { force: force, contactPoint: contactPoint };
  97020. };
  97021. /**
  97022. * Disposes the sphere.
  97023. * @param force Specifies if the sphere should be disposed by force
  97024. */
  97025. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97026. var _this = this;
  97027. if (force === void 0) { force = true; }
  97028. if (force) {
  97029. this._sphere.dispose();
  97030. }
  97031. else {
  97032. setTimeout(function () {
  97033. if (!_this._dataFetched) {
  97034. _this._sphere.dispose();
  97035. }
  97036. }, 0);
  97037. }
  97038. };
  97039. /*** Helpers ***/
  97040. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97041. if (!this._sphere) {
  97042. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97043. this._sphere.isVisible = false;
  97044. }
  97045. };
  97046. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97047. var impostorObject = impostor.object;
  97048. this._prepareSphere();
  97049. this._sphere.position = origin;
  97050. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97051. this._sphere._updateBoundingInfo();
  97052. this._sphere.computeWorldMatrix(true);
  97053. return this._sphere.intersectsMesh(impostorObject, true);
  97054. };
  97055. return PhysicsRadialExplosionEvent;
  97056. }());
  97057. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97058. /**
  97059. * Represents a gravitational field event
  97060. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97061. */
  97062. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97063. /**
  97064. * Initializes the physics gravitational field event
  97065. * @param physicsHelper A physics helper
  97066. * @param scene BabylonJS scene
  97067. * @param origin The origin position of the gravitational field event
  97068. * @param radius The radius of the gravitational field event
  97069. * @param strength The strength of the gravitational field event
  97070. * @param falloff The falloff for the gravitational field event
  97071. */
  97072. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97073. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97074. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97075. this._physicsHelper = physicsHelper;
  97076. this._scene = scene;
  97077. this._origin = origin;
  97078. this._radius = radius;
  97079. this._strength = strength;
  97080. this._falloff = falloff;
  97081. this._tickCallback = this._tick.bind(this);
  97082. }
  97083. /**
  97084. * Returns the data related to the gravitational field event (sphere).
  97085. * @returns A gravitational field event
  97086. */
  97087. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97088. this._dataFetched = true;
  97089. return {
  97090. sphere: this._sphere,
  97091. };
  97092. };
  97093. /**
  97094. * Enables the gravitational field.
  97095. */
  97096. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97097. this._tickCallback.call(this);
  97098. this._scene.registerBeforeRender(this._tickCallback);
  97099. };
  97100. /**
  97101. * Disables the gravitational field.
  97102. */
  97103. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97104. this._scene.unregisterBeforeRender(this._tickCallback);
  97105. };
  97106. /**
  97107. * Disposes the sphere.
  97108. * @param force The force to dispose from the gravitational field event
  97109. */
  97110. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97111. var _this = this;
  97112. if (force === void 0) { force = true; }
  97113. if (force) {
  97114. this._sphere.dispose();
  97115. }
  97116. else {
  97117. setTimeout(function () {
  97118. if (!_this._dataFetched) {
  97119. _this._sphere.dispose();
  97120. }
  97121. }, 0);
  97122. }
  97123. };
  97124. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97125. // Since the params won't change, we fetch the event only once
  97126. if (this._sphere) {
  97127. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97128. }
  97129. else {
  97130. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97131. if (radialExplosionEvent) {
  97132. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97133. }
  97134. }
  97135. };
  97136. return PhysicsGravitationalFieldEvent;
  97137. }());
  97138. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97139. /**
  97140. * Represents a physics updraft event
  97141. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97142. */
  97143. var PhysicsUpdraftEvent = /** @class */ (function () {
  97144. /**
  97145. * Initializes the physics updraft event
  97146. * @param _scene BabylonJS scene
  97147. * @param _origin The origin position of the updraft
  97148. * @param _radius The radius of the updraft
  97149. * @param _strength The strength of the updraft
  97150. * @param _height The height of the updraft
  97151. * @param _updraftMode The mode of the updraft
  97152. */
  97153. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97154. this._scene = _scene;
  97155. this._origin = _origin;
  97156. this._radius = _radius;
  97157. this._strength = _strength;
  97158. this._height = _height;
  97159. this._updraftMode = _updraftMode;
  97160. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97161. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97162. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97163. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97164. this._physicsEngine = this._scene.getPhysicsEngine();
  97165. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97166. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97167. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97168. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97169. }
  97170. this._tickCallback = this._tick.bind(this);
  97171. }
  97172. /**
  97173. * Returns the data related to the updraft event (cylinder).
  97174. * @returns A physics updraft event
  97175. */
  97176. PhysicsUpdraftEvent.prototype.getData = function () {
  97177. this._dataFetched = true;
  97178. return {
  97179. cylinder: this._cylinder,
  97180. };
  97181. };
  97182. /**
  97183. * Enables the updraft.
  97184. */
  97185. PhysicsUpdraftEvent.prototype.enable = function () {
  97186. this._tickCallback.call(this);
  97187. this._scene.registerBeforeRender(this._tickCallback);
  97188. };
  97189. /**
  97190. * Disables the cortex.
  97191. */
  97192. PhysicsUpdraftEvent.prototype.disable = function () {
  97193. this._scene.unregisterBeforeRender(this._tickCallback);
  97194. };
  97195. /**
  97196. * Disposes the sphere.
  97197. * @param force Specifies if the updraft should be disposed by force
  97198. */
  97199. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97200. var _this = this;
  97201. if (force === void 0) { force = true; }
  97202. if (force) {
  97203. this._cylinder.dispose();
  97204. }
  97205. else {
  97206. setTimeout(function () {
  97207. if (!_this._dataFetched) {
  97208. _this._cylinder.dispose();
  97209. }
  97210. }, 0);
  97211. }
  97212. };
  97213. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97214. if (impostor.mass === 0) {
  97215. return null;
  97216. }
  97217. if (!this._intersectsWithCylinder(impostor)) {
  97218. return null;
  97219. }
  97220. var impostorObjectCenter = impostor.getObjectCenter();
  97221. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97222. var direction = this._originDirection;
  97223. }
  97224. else {
  97225. var direction = impostorObjectCenter.subtract(this._originTop);
  97226. }
  97227. var multiplier = this._strength * -1;
  97228. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97229. return { force: force, contactPoint: impostorObjectCenter };
  97230. };
  97231. PhysicsUpdraftEvent.prototype._tick = function () {
  97232. var _this = this;
  97233. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97234. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97235. if (!impostorForceAndContactPoint) {
  97236. return;
  97237. }
  97238. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97239. });
  97240. };
  97241. /*** Helpers ***/
  97242. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97243. if (!this._cylinder) {
  97244. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97245. height: this._height,
  97246. diameter: this._radius * 2,
  97247. }, this._scene);
  97248. this._cylinder.isVisible = false;
  97249. }
  97250. };
  97251. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97252. var impostorObject = impostor.object;
  97253. this._prepareCylinder();
  97254. this._cylinder.position = this._cylinderPosition;
  97255. return this._cylinder.intersectsMesh(impostorObject, true);
  97256. };
  97257. return PhysicsUpdraftEvent;
  97258. }());
  97259. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97260. /**
  97261. * Represents a physics vortex event
  97262. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97263. */
  97264. var PhysicsVortexEvent = /** @class */ (function () {
  97265. /**
  97266. * Initializes the physics vortex event
  97267. * @param _scene The BabylonJS scene
  97268. * @param _origin The origin position of the vortex
  97269. * @param _radius The radius of the vortex
  97270. * @param _strength The strength of the vortex
  97271. * @param _height The height of the vortex
  97272. */
  97273. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97274. this._scene = _scene;
  97275. this._origin = _origin;
  97276. this._radius = _radius;
  97277. this._strength = _strength;
  97278. this._height = _height;
  97279. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97280. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97281. this._updraftMultiplier = 0.02;
  97282. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97283. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97284. this._physicsEngine = this._scene.getPhysicsEngine();
  97285. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97286. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97287. this._tickCallback = this._tick.bind(this);
  97288. }
  97289. /**
  97290. * Returns the data related to the vortex event (cylinder).
  97291. * @returns The physics vortex event data
  97292. */
  97293. PhysicsVortexEvent.prototype.getData = function () {
  97294. this._dataFetched = true;
  97295. return {
  97296. cylinder: this._cylinder,
  97297. };
  97298. };
  97299. /**
  97300. * Enables the vortex.
  97301. */
  97302. PhysicsVortexEvent.prototype.enable = function () {
  97303. this._tickCallback.call(this);
  97304. this._scene.registerBeforeRender(this._tickCallback);
  97305. };
  97306. /**
  97307. * Disables the cortex.
  97308. */
  97309. PhysicsVortexEvent.prototype.disable = function () {
  97310. this._scene.unregisterBeforeRender(this._tickCallback);
  97311. };
  97312. /**
  97313. * Disposes the sphere.
  97314. * @param force
  97315. */
  97316. PhysicsVortexEvent.prototype.dispose = function (force) {
  97317. var _this = this;
  97318. if (force === void 0) { force = true; }
  97319. if (force) {
  97320. this._cylinder.dispose();
  97321. }
  97322. else {
  97323. setTimeout(function () {
  97324. if (!_this._dataFetched) {
  97325. _this._cylinder.dispose();
  97326. }
  97327. }, 0);
  97328. }
  97329. };
  97330. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97331. if (impostor.mass === 0) {
  97332. return null;
  97333. }
  97334. if (!this._intersectsWithCylinder(impostor)) {
  97335. return null;
  97336. }
  97337. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97338. return null;
  97339. }
  97340. var impostorObjectCenter = impostor.getObjectCenter();
  97341. 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)
  97342. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97343. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97344. var hit = ray.intersectsMesh(impostor.object);
  97345. var contactPoint = hit.pickedPoint;
  97346. if (!contactPoint) {
  97347. return null;
  97348. }
  97349. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97350. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97351. var directionToOrigin = contactPoint.normalize();
  97352. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97353. directionToOrigin = directionToOrigin.negate();
  97354. }
  97355. // TODO: find a more physically based solution
  97356. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97357. var forceX = directionToOrigin.x * this._strength / 8;
  97358. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97359. var forceZ = directionToOrigin.z * this._strength / 8;
  97360. }
  97361. else {
  97362. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97363. var forceY = this._originTop.y * this._updraftMultiplier;
  97364. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97365. }
  97366. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97367. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97368. return { force: force, contactPoint: impostorObjectCenter };
  97369. };
  97370. PhysicsVortexEvent.prototype._tick = function () {
  97371. var _this = this;
  97372. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97373. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97374. if (!impostorForceAndContactPoint) {
  97375. return;
  97376. }
  97377. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97378. });
  97379. };
  97380. /*** Helpers ***/
  97381. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97382. if (!this._cylinder) {
  97383. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97384. height: this._height,
  97385. diameter: this._radius * 2,
  97386. }, this._scene);
  97387. this._cylinder.isVisible = false;
  97388. }
  97389. };
  97390. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97391. var impostorObject = impostor.object;
  97392. this._prepareCylinder();
  97393. this._cylinder.position = this._cylinderPosition;
  97394. return this._cylinder.intersectsMesh(impostorObject, true);
  97395. };
  97396. return PhysicsVortexEvent;
  97397. }());
  97398. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97399. /**
  97400. * The strenght of the force in correspondence to the distance of the affected object
  97401. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97402. */
  97403. var PhysicsRadialImpulseFalloff;
  97404. (function (PhysicsRadialImpulseFalloff) {
  97405. /** Defines that impulse is constant in strength across it's whole radius */
  97406. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97407. /** DEfines that impulse gets weaker if it's further from the origin */
  97408. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97409. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97410. /**
  97411. * The strength of the force in correspondence to the distance of the affected object
  97412. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97413. */
  97414. var PhysicsUpdraftMode;
  97415. (function (PhysicsUpdraftMode) {
  97416. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97417. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97418. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97419. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97420. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97421. })(BABYLON || (BABYLON = {}));
  97422. //# sourceMappingURL=babylon.physicsHelper.js.map
  97423. var BABYLON;
  97424. (function (BABYLON) {
  97425. /** @hidden */
  97426. var CannonJSPlugin = /** @class */ (function () {
  97427. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97428. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97429. if (iterations === void 0) { iterations = 10; }
  97430. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97431. this.name = "CannonJSPlugin";
  97432. this._physicsMaterials = new Array();
  97433. this._fixedTimeStep = 1 / 60;
  97434. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97435. this.BJSCANNON = CANNON;
  97436. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97437. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97438. this._tmpPosition = BABYLON.Vector3.Zero();
  97439. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97440. this._tmpUnityRotation = new BABYLON.Quaternion();
  97441. if (!this.isSupported()) {
  97442. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97443. return;
  97444. }
  97445. this._extendNamespace();
  97446. this.world = new this.BJSCANNON.World();
  97447. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97448. this.world.solver.iterations = iterations;
  97449. }
  97450. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97451. this.world.gravity.copy(gravity);
  97452. };
  97453. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97454. this._fixedTimeStep = timeStep;
  97455. };
  97456. CannonJSPlugin.prototype.getTimeStep = function () {
  97457. return this._fixedTimeStep;
  97458. };
  97459. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97460. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97461. };
  97462. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97463. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97464. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97465. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97466. };
  97467. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97468. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97469. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97470. impostor.physicsBody.applyForce(impulse, worldPoint);
  97471. };
  97472. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97473. //parent-child relationship. Does this impostor has a parent impostor?
  97474. if (impostor.parent) {
  97475. if (impostor.physicsBody) {
  97476. this.removePhysicsBody(impostor);
  97477. //TODO is that needed?
  97478. impostor.forceUpdate();
  97479. }
  97480. return;
  97481. }
  97482. //should a new body be created for this impostor?
  97483. if (impostor.isBodyInitRequired()) {
  97484. var shape = this._createShape(impostor);
  97485. //unregister events, if body is being changed
  97486. var oldBody = impostor.physicsBody;
  97487. if (oldBody) {
  97488. this.removePhysicsBody(impostor);
  97489. }
  97490. //create the body and material
  97491. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97492. var bodyCreationObject = {
  97493. mass: impostor.getParam("mass"),
  97494. material: material
  97495. };
  97496. // A simple extend, in case native options were used.
  97497. var nativeOptions = impostor.getParam("nativeOptions");
  97498. for (var key in nativeOptions) {
  97499. if (nativeOptions.hasOwnProperty(key)) {
  97500. bodyCreationObject[key] = nativeOptions[key];
  97501. }
  97502. }
  97503. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97504. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97505. this.world.addEventListener("preStep", impostor.beforeStep);
  97506. this.world.addEventListener("postStep", impostor.afterStep);
  97507. impostor.physicsBody.addShape(shape);
  97508. this.world.add(impostor.physicsBody);
  97509. //try to keep the body moving in the right direction by taking old properties.
  97510. //Should be tested!
  97511. if (oldBody) {
  97512. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97513. impostor.physicsBody[param].copy(oldBody[param]);
  97514. });
  97515. }
  97516. this._processChildMeshes(impostor);
  97517. }
  97518. //now update the body's transformation
  97519. this._updatePhysicsBodyTransformation(impostor);
  97520. };
  97521. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97522. var _this = this;
  97523. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97524. var currentRotation = mainImpostor.object.rotationQuaternion;
  97525. if (meshChildren.length) {
  97526. var processMesh = function (localPosition, mesh) {
  97527. if (!currentRotation || !mesh.rotationQuaternion) {
  97528. return;
  97529. }
  97530. var childImpostor = mesh.getPhysicsImpostor();
  97531. if (childImpostor) {
  97532. var parent = childImpostor.parent;
  97533. if (parent !== mainImpostor) {
  97534. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97535. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97536. if (childImpostor.physicsBody) {
  97537. _this.removePhysicsBody(childImpostor);
  97538. childImpostor.physicsBody = null;
  97539. }
  97540. childImpostor.parent = mainImpostor;
  97541. childImpostor.resetUpdateFlags();
  97542. 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));
  97543. //Add the mass of the children.
  97544. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97545. }
  97546. }
  97547. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97548. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97549. };
  97550. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97551. }
  97552. };
  97553. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97554. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97555. this.world.removeEventListener("preStep", impostor.beforeStep);
  97556. this.world.removeEventListener("postStep", impostor.afterStep);
  97557. this.world.remove(impostor.physicsBody);
  97558. };
  97559. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97560. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97561. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97562. if (!mainBody || !connectedBody) {
  97563. return;
  97564. }
  97565. var constraint;
  97566. var jointData = impostorJoint.joint.jointData;
  97567. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97568. var constraintData = {
  97569. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97570. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97571. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97572. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97573. maxForce: jointData.nativeParams.maxForce,
  97574. collideConnected: !!jointData.collision
  97575. };
  97576. switch (impostorJoint.joint.type) {
  97577. case BABYLON.PhysicsJoint.HingeJoint:
  97578. case BABYLON.PhysicsJoint.Hinge2Joint:
  97579. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97580. break;
  97581. case BABYLON.PhysicsJoint.DistanceJoint:
  97582. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97583. break;
  97584. case BABYLON.PhysicsJoint.SpringJoint:
  97585. var springData = jointData;
  97586. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97587. restLength: springData.length,
  97588. stiffness: springData.stiffness,
  97589. damping: springData.damping,
  97590. localAnchorA: constraintData.pivotA,
  97591. localAnchorB: constraintData.pivotB
  97592. });
  97593. break;
  97594. case BABYLON.PhysicsJoint.LockJoint:
  97595. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97596. break;
  97597. case BABYLON.PhysicsJoint.PointToPointJoint:
  97598. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97599. default:
  97600. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97601. break;
  97602. }
  97603. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97604. constraint.collideConnected = !!jointData.collision;
  97605. impostorJoint.joint.physicsJoint = constraint;
  97606. //don't add spring as constraint, as it is not one.
  97607. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97608. this.world.addConstraint(constraint);
  97609. }
  97610. else {
  97611. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97612. constraint.applyForce();
  97613. };
  97614. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97615. }
  97616. };
  97617. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97618. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97619. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97620. }
  97621. else {
  97622. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97623. }
  97624. };
  97625. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97626. var index;
  97627. var mat;
  97628. for (index = 0; index < this._physicsMaterials.length; index++) {
  97629. mat = this._physicsMaterials[index];
  97630. if (mat.friction === friction && mat.restitution === restitution) {
  97631. return mat;
  97632. }
  97633. }
  97634. var currentMat = new this.BJSCANNON.Material(name);
  97635. currentMat.friction = friction;
  97636. currentMat.restitution = restitution;
  97637. this._physicsMaterials.push(currentMat);
  97638. return currentMat;
  97639. };
  97640. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97641. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97642. };
  97643. CannonJSPlugin.prototype._createShape = function (impostor) {
  97644. var object = impostor.object;
  97645. var returnValue;
  97646. var extendSize = impostor.getObjectExtendSize();
  97647. switch (impostor.type) {
  97648. case BABYLON.PhysicsImpostor.SphereImpostor:
  97649. var radiusX = extendSize.x;
  97650. var radiusY = extendSize.y;
  97651. var radiusZ = extendSize.z;
  97652. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97653. break;
  97654. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97655. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97656. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97657. break;
  97658. case BABYLON.PhysicsImpostor.BoxImpostor:
  97659. var box = extendSize.scale(0.5);
  97660. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97661. break;
  97662. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97663. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  97664. returnValue = new this.BJSCANNON.Plane();
  97665. break;
  97666. case BABYLON.PhysicsImpostor.MeshImpostor:
  97667. // should transform the vertex data to world coordinates!!
  97668. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  97669. var rawFaces = object.getIndices ? object.getIndices() : [];
  97670. if (!rawVerts) {
  97671. return;
  97672. }
  97673. // get only scale! so the object could transform correctly.
  97674. var oldPosition = object.position.clone();
  97675. var oldRotation = object.rotation && object.rotation.clone();
  97676. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  97677. object.position.copyFromFloats(0, 0, 0);
  97678. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97679. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97680. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97681. var transform = object.computeWorldMatrix(true);
  97682. // convert rawVerts to object space
  97683. var temp = new Array();
  97684. var index;
  97685. for (index = 0; index < rawVerts.length; index += 3) {
  97686. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  97687. }
  97688. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  97689. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  97690. //now set back the transformation!
  97691. object.position.copyFrom(oldPosition);
  97692. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  97693. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  97694. break;
  97695. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  97696. var oldPosition2 = object.position.clone();
  97697. var oldRotation2 = object.rotation && object.rotation.clone();
  97698. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  97699. object.position.copyFromFloats(0, 0, 0);
  97700. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97701. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97702. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97703. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  97704. returnValue = this._createHeightmap(object);
  97705. object.position.copyFrom(oldPosition2);
  97706. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  97707. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  97708. object.computeWorldMatrix(true);
  97709. break;
  97710. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97711. returnValue = new this.BJSCANNON.Particle();
  97712. break;
  97713. }
  97714. return returnValue;
  97715. };
  97716. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  97717. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  97718. var transform = object.computeWorldMatrix(true);
  97719. // convert rawVerts to object space
  97720. var temp = new Array();
  97721. var index;
  97722. for (index = 0; index < pos.length; index += 3) {
  97723. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  97724. }
  97725. pos = temp;
  97726. var matrix = new Array();
  97727. //For now pointDepth will not be used and will be automatically calculated.
  97728. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  97729. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  97730. var boundingInfo = object.getBoundingInfo();
  97731. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  97732. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  97733. var elementSize = dim * 2 / arraySize;
  97734. for (var i = 0; i < pos.length; i = i + 3) {
  97735. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  97736. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  97737. var y = -pos[i + 2] + minY;
  97738. if (!matrix[x]) {
  97739. matrix[x] = [];
  97740. }
  97741. if (!matrix[x][z]) {
  97742. matrix[x][z] = y;
  97743. }
  97744. matrix[x][z] = Math.max(y, matrix[x][z]);
  97745. }
  97746. for (var x = 0; x <= arraySize; ++x) {
  97747. if (!matrix[x]) {
  97748. var loc = 1;
  97749. while (!matrix[(x + loc) % arraySize]) {
  97750. loc++;
  97751. }
  97752. matrix[x] = matrix[(x + loc) % arraySize].slice();
  97753. //console.log("missing x", x);
  97754. }
  97755. for (var z = 0; z <= arraySize; ++z) {
  97756. if (!matrix[x][z]) {
  97757. var loc = 1;
  97758. var newValue;
  97759. while (newValue === undefined) {
  97760. newValue = matrix[x][(z + loc++) % arraySize];
  97761. }
  97762. matrix[x][z] = newValue;
  97763. }
  97764. }
  97765. }
  97766. var shape = new this.BJSCANNON.Heightfield(matrix, {
  97767. elementSize: elementSize
  97768. });
  97769. //For future reference, needed for body transformation
  97770. shape.minY = minY;
  97771. return shape;
  97772. };
  97773. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  97774. var object = impostor.object;
  97775. //make sure it is updated...
  97776. object.computeWorldMatrix && object.computeWorldMatrix(true);
  97777. // The delta between the mesh position and the mesh bounding box center
  97778. var bInfo = object.getBoundingInfo();
  97779. if (!bInfo) {
  97780. return;
  97781. }
  97782. var center = impostor.getObjectCenter();
  97783. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  97784. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  97785. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  97786. this._tmpPosition.copyFrom(center);
  97787. var quaternion = object.rotationQuaternion;
  97788. if (!quaternion) {
  97789. return;
  97790. }
  97791. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  97792. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  97793. //-90 DEG in X, precalculated
  97794. quaternion = quaternion.multiply(this._minus90X);
  97795. //Invert! (Precalculated, 90 deg in X)
  97796. //No need to clone. this will never change.
  97797. impostor.setDeltaRotation(this._plus90X);
  97798. }
  97799. //If it is a heightfield, if should be centered.
  97800. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  97801. var mesh = object;
  97802. var boundingInfo = mesh.getBoundingInfo();
  97803. //calculate the correct body position:
  97804. var rotationQuaternion = mesh.rotationQuaternion;
  97805. mesh.rotationQuaternion = this._tmpUnityRotation;
  97806. mesh.computeWorldMatrix(true);
  97807. //get original center with no rotation
  97808. var c = center.clone();
  97809. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  97810. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  97811. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  97812. mesh.setPreTransformMatrix(p);
  97813. mesh.computeWorldMatrix(true);
  97814. //calculate the translation
  97815. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  97816. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  97817. //add it inverted to the delta
  97818. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  97819. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  97820. //rotation is back
  97821. mesh.rotationQuaternion = rotationQuaternion;
  97822. mesh.setPreTransformMatrix(oldPivot);
  97823. mesh.computeWorldMatrix(true);
  97824. }
  97825. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  97826. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  97827. //this._tmpPosition.copyFrom(object.position);
  97828. }
  97829. impostor.setDeltaPosition(this._tmpDeltaPosition);
  97830. //Now update the impostor object
  97831. impostor.physicsBody.position.copy(this._tmpPosition);
  97832. impostor.physicsBody.quaternion.copy(quaternion);
  97833. };
  97834. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  97835. impostor.object.position.copyFrom(impostor.physicsBody.position);
  97836. if (impostor.object.rotationQuaternion) {
  97837. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  97838. }
  97839. };
  97840. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  97841. impostor.physicsBody.position.copy(newPosition);
  97842. impostor.physicsBody.quaternion.copy(newRotation);
  97843. };
  97844. CannonJSPlugin.prototype.isSupported = function () {
  97845. return this.BJSCANNON !== undefined;
  97846. };
  97847. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  97848. impostor.physicsBody.velocity.copy(velocity);
  97849. };
  97850. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  97851. impostor.physicsBody.angularVelocity.copy(velocity);
  97852. };
  97853. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  97854. var v = impostor.physicsBody.velocity;
  97855. if (!v) {
  97856. return null;
  97857. }
  97858. return new BABYLON.Vector3(v.x, v.y, v.z);
  97859. };
  97860. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  97861. var v = impostor.physicsBody.angularVelocity;
  97862. if (!v) {
  97863. return null;
  97864. }
  97865. return new BABYLON.Vector3(v.x, v.y, v.z);
  97866. };
  97867. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  97868. impostor.physicsBody.mass = mass;
  97869. impostor.physicsBody.updateMassProperties();
  97870. };
  97871. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  97872. return impostor.physicsBody.mass;
  97873. };
  97874. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  97875. return impostor.physicsBody.material.friction;
  97876. };
  97877. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  97878. impostor.physicsBody.material.friction = friction;
  97879. };
  97880. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  97881. return impostor.physicsBody.material.restitution;
  97882. };
  97883. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  97884. impostor.physicsBody.material.restitution = restitution;
  97885. };
  97886. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  97887. impostor.physicsBody.sleep();
  97888. };
  97889. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  97890. impostor.physicsBody.wakeUp();
  97891. };
  97892. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  97893. joint.physicsJoint.distance = maxDistance;
  97894. };
  97895. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97896. // if (!motorIndex) {
  97897. // joint.physicsJoint.enableMotor();
  97898. // }
  97899. // }
  97900. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  97901. // if (!motorIndex) {
  97902. // joint.physicsJoint.disableMotor();
  97903. // }
  97904. // }
  97905. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  97906. if (!motorIndex) {
  97907. joint.physicsJoint.enableMotor();
  97908. joint.physicsJoint.setMotorSpeed(speed);
  97909. if (maxForce) {
  97910. this.setLimit(joint, maxForce);
  97911. }
  97912. }
  97913. };
  97914. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  97915. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  97916. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  97917. };
  97918. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  97919. var body = impostor.physicsBody;
  97920. mesh.position.x = body.position.x;
  97921. mesh.position.y = body.position.y;
  97922. mesh.position.z = body.position.z;
  97923. if (mesh.rotationQuaternion) {
  97924. mesh.rotationQuaternion.x = body.quaternion.x;
  97925. mesh.rotationQuaternion.y = body.quaternion.y;
  97926. mesh.rotationQuaternion.z = body.quaternion.z;
  97927. mesh.rotationQuaternion.w = body.quaternion.w;
  97928. }
  97929. };
  97930. CannonJSPlugin.prototype.getRadius = function (impostor) {
  97931. var shape = impostor.physicsBody.shapes[0];
  97932. return shape.boundingSphereRadius;
  97933. };
  97934. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  97935. var shape = impostor.physicsBody.shapes[0];
  97936. result.x = shape.halfExtents.x * 2;
  97937. result.y = shape.halfExtents.y * 2;
  97938. result.z = shape.halfExtents.z * 2;
  97939. };
  97940. CannonJSPlugin.prototype.dispose = function () {
  97941. };
  97942. CannonJSPlugin.prototype._extendNamespace = function () {
  97943. //this will force cannon to execute at least one step when using interpolation
  97944. var step_tmp1 = new this.BJSCANNON.Vec3();
  97945. var Engine = this.BJSCANNON;
  97946. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  97947. maxSubSteps = maxSubSteps || 10;
  97948. timeSinceLastCalled = timeSinceLastCalled || 0;
  97949. if (timeSinceLastCalled === 0) {
  97950. this.internalStep(dt);
  97951. this.time += dt;
  97952. }
  97953. else {
  97954. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  97955. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  97956. var t0 = performance.now();
  97957. for (var i = 0; i !== internalSteps; i++) {
  97958. this.internalStep(dt);
  97959. if (performance.now() - t0 > dt * 1000) {
  97960. break;
  97961. }
  97962. }
  97963. this.time += timeSinceLastCalled;
  97964. var h = this.time % dt;
  97965. var h_div_dt = h / dt;
  97966. var interpvelo = step_tmp1;
  97967. var bodies = this.bodies;
  97968. for (var j = 0; j !== bodies.length; j++) {
  97969. var b = bodies[j];
  97970. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  97971. b.position.vsub(b.previousPosition, interpvelo);
  97972. interpvelo.scale(h_div_dt, interpvelo);
  97973. b.position.vadd(interpvelo, b.interpolatedPosition);
  97974. }
  97975. else {
  97976. b.interpolatedPosition.copy(b.position);
  97977. b.interpolatedQuaternion.copy(b.quaternion);
  97978. }
  97979. }
  97980. }
  97981. };
  97982. };
  97983. return CannonJSPlugin;
  97984. }());
  97985. BABYLON.CannonJSPlugin = CannonJSPlugin;
  97986. })(BABYLON || (BABYLON = {}));
  97987. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  97988. var BABYLON;
  97989. (function (BABYLON) {
  97990. /** @hidden */
  97991. var OimoJSPlugin = /** @class */ (function () {
  97992. function OimoJSPlugin(iterations) {
  97993. this.name = "OimoJSPlugin";
  97994. this._tmpImpostorsArray = [];
  97995. this._tmpPositionVector = BABYLON.Vector3.Zero();
  97996. this.BJSOIMO = OIMO;
  97997. this.world = new this.BJSOIMO.World({
  97998. iterations: iterations
  97999. });
  98000. this.world.clear();
  98001. }
  98002. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98003. this.world.gravity.copy(gravity);
  98004. };
  98005. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98006. this.world.timeStep = timeStep;
  98007. };
  98008. OimoJSPlugin.prototype.getTimeStep = function () {
  98009. return this.world.timeStep;
  98010. };
  98011. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98012. var _this = this;
  98013. impostors.forEach(function (impostor) {
  98014. impostor.beforeStep();
  98015. });
  98016. this.world.step();
  98017. impostors.forEach(function (impostor) {
  98018. impostor.afterStep();
  98019. //update the ordered impostors array
  98020. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98021. });
  98022. //check for collisions
  98023. var contact = this.world.contacts;
  98024. while (contact !== null) {
  98025. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98026. contact = contact.next;
  98027. continue;
  98028. }
  98029. //is this body colliding with any other? get the impostor
  98030. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98031. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98032. if (!mainImpostor || !collidingImpostor) {
  98033. contact = contact.next;
  98034. continue;
  98035. }
  98036. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98037. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98038. contact = contact.next;
  98039. }
  98040. };
  98041. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98042. var mass = impostor.physicsBody.mass;
  98043. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98044. };
  98045. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98046. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98047. this.applyImpulse(impostor, force, contactPoint);
  98048. };
  98049. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98050. var _this = this;
  98051. //parent-child relationship. Does this impostor has a parent impostor?
  98052. if (impostor.parent) {
  98053. if (impostor.physicsBody) {
  98054. this.removePhysicsBody(impostor);
  98055. //TODO is that needed?
  98056. impostor.forceUpdate();
  98057. }
  98058. return;
  98059. }
  98060. if (impostor.isBodyInitRequired()) {
  98061. var bodyConfig = {
  98062. name: impostor.uniqueId,
  98063. //Oimo must have mass, also for static objects.
  98064. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98065. size: [],
  98066. type: [],
  98067. pos: [],
  98068. posShape: [],
  98069. rot: [],
  98070. rotShape: [],
  98071. move: impostor.getParam("mass") !== 0,
  98072. density: impostor.getParam("mass"),
  98073. friction: impostor.getParam("friction"),
  98074. restitution: impostor.getParam("restitution"),
  98075. //Supporting older versions of Oimo
  98076. world: this.world
  98077. };
  98078. var impostors = [impostor];
  98079. var addToArray = function (parent) {
  98080. if (!parent.getChildMeshes) {
  98081. return;
  98082. }
  98083. parent.getChildMeshes().forEach(function (m) {
  98084. if (m.physicsImpostor) {
  98085. impostors.push(m.physicsImpostor);
  98086. //m.physicsImpostor._init();
  98087. }
  98088. });
  98089. };
  98090. addToArray(impostor.object);
  98091. var checkWithEpsilon_1 = function (value) {
  98092. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98093. };
  98094. var globalQuaternion_1 = new BABYLON.Quaternion();
  98095. impostors.forEach(function (i) {
  98096. if (!i.object.rotationQuaternion) {
  98097. return;
  98098. }
  98099. //get the correct bounding box
  98100. var oldQuaternion = i.object.rotationQuaternion;
  98101. globalQuaternion_1 = oldQuaternion.clone();
  98102. var rot = oldQuaternion.toEulerAngles();
  98103. var extendSize = i.getObjectExtendSize();
  98104. var radToDeg = 57.295779513082320876;
  98105. if (i === impostor) {
  98106. var center = impostor.getObjectCenter();
  98107. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98108. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98109. //Can also use Array.prototype.push.apply
  98110. bodyConfig.pos.push(center.x);
  98111. bodyConfig.pos.push(center.y);
  98112. bodyConfig.pos.push(center.z);
  98113. bodyConfig.posShape.push(0, 0, 0);
  98114. //tmp solution
  98115. bodyConfig.rot.push(0);
  98116. bodyConfig.rot.push(0);
  98117. bodyConfig.rot.push(0);
  98118. bodyConfig.rotShape.push(0, 0, 0);
  98119. }
  98120. else {
  98121. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98122. bodyConfig.posShape.push(localPosition.x);
  98123. bodyConfig.posShape.push(localPosition.y);
  98124. bodyConfig.posShape.push(localPosition.z);
  98125. bodyConfig.pos.push(0, 0, 0);
  98126. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  98127. bodyConfig.rot.push(0);
  98128. bodyConfig.rot.push(0);
  98129. bodyConfig.rot.push(0);
  98130. bodyConfig.rotShape.push(rot.x * radToDeg);
  98131. bodyConfig.rotShape.push(rot.y * radToDeg);
  98132. bodyConfig.rotShape.push(rot.z * radToDeg);
  98133. }
  98134. // register mesh
  98135. switch (i.type) {
  98136. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98137. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98138. case BABYLON.PhysicsImpostor.SphereImpostor:
  98139. var radiusX = extendSize.x;
  98140. var radiusY = extendSize.y;
  98141. var radiusZ = extendSize.z;
  98142. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98143. bodyConfig.type.push('sphere');
  98144. //due to the way oimo works with compounds, add 3 times
  98145. bodyConfig.size.push(size);
  98146. bodyConfig.size.push(size);
  98147. bodyConfig.size.push(size);
  98148. break;
  98149. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98150. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98151. var sizeY = checkWithEpsilon_1(extendSize.y);
  98152. bodyConfig.type.push('cylinder');
  98153. bodyConfig.size.push(sizeX);
  98154. bodyConfig.size.push(sizeY);
  98155. //due to the way oimo works with compounds, add one more value.
  98156. bodyConfig.size.push(sizeY);
  98157. break;
  98158. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98159. case BABYLON.PhysicsImpostor.BoxImpostor:
  98160. default:
  98161. var sizeX = checkWithEpsilon_1(extendSize.x);
  98162. var sizeY = checkWithEpsilon_1(extendSize.y);
  98163. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98164. bodyConfig.type.push('box');
  98165. //if (i === impostor) {
  98166. bodyConfig.size.push(sizeX);
  98167. bodyConfig.size.push(sizeY);
  98168. bodyConfig.size.push(sizeZ);
  98169. //} else {
  98170. // bodyConfig.size.push(0,0,0);
  98171. //}
  98172. break;
  98173. }
  98174. //actually not needed, but hey...
  98175. i.object.rotationQuaternion = oldQuaternion;
  98176. });
  98177. impostor.physicsBody = this.world.add(bodyConfig);
  98178. // set the quaternion, ignoring the previously defined (euler) rotation
  98179. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98180. // update with delta 0, so the body will reveive the new rotation.
  98181. impostor.physicsBody.updatePosition(0);
  98182. }
  98183. else {
  98184. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98185. }
  98186. impostor.setDeltaPosition(this._tmpPositionVector);
  98187. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98188. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98189. };
  98190. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98191. //impostor.physicsBody.dispose();
  98192. //Same as : (older oimo versions)
  98193. this.world.removeRigidBody(impostor.physicsBody);
  98194. };
  98195. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98196. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98197. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98198. if (!mainBody || !connectedBody) {
  98199. return;
  98200. }
  98201. var jointData = impostorJoint.joint.jointData;
  98202. var options = jointData.nativeParams || {};
  98203. var type;
  98204. var nativeJointData = {
  98205. body1: mainBody,
  98206. body2: connectedBody,
  98207. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98208. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98209. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98210. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98211. min: options.min,
  98212. max: options.max,
  98213. collision: options.collision || jointData.collision,
  98214. spring: options.spring,
  98215. //supporting older version of Oimo
  98216. world: this.world
  98217. };
  98218. switch (impostorJoint.joint.type) {
  98219. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98220. type = "jointBall";
  98221. break;
  98222. case BABYLON.PhysicsJoint.SpringJoint:
  98223. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98224. var springData = jointData;
  98225. nativeJointData.min = springData.length || nativeJointData.min;
  98226. //Max should also be set, just make sure it is at least min
  98227. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98228. case BABYLON.PhysicsJoint.DistanceJoint:
  98229. type = "jointDistance";
  98230. nativeJointData.max = jointData.maxDistance;
  98231. break;
  98232. case BABYLON.PhysicsJoint.PrismaticJoint:
  98233. type = "jointPrisme";
  98234. break;
  98235. case BABYLON.PhysicsJoint.SliderJoint:
  98236. type = "jointSlide";
  98237. break;
  98238. case BABYLON.PhysicsJoint.WheelJoint:
  98239. type = "jointWheel";
  98240. break;
  98241. case BABYLON.PhysicsJoint.HingeJoint:
  98242. default:
  98243. type = "jointHinge";
  98244. break;
  98245. }
  98246. nativeJointData.type = type;
  98247. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98248. };
  98249. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98250. //Bug in Oimo prevents us from disposing a joint in the playground
  98251. //joint.joint.physicsJoint.dispose();
  98252. //So we will bruteforce it!
  98253. try {
  98254. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98255. }
  98256. catch (e) {
  98257. BABYLON.Tools.Warn(e);
  98258. }
  98259. };
  98260. OimoJSPlugin.prototype.isSupported = function () {
  98261. return this.BJSOIMO !== undefined;
  98262. };
  98263. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98264. if (!impostor.physicsBody.sleeping) {
  98265. //TODO check that
  98266. /*if (impostor.physicsBody.shapes.next) {
  98267. var parentShape = this._getLastShape(impostor.physicsBody);
  98268. impostor.object.position.copyFrom(parentShape.position);
  98269. console.log(parentShape.position);
  98270. } else {*/
  98271. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98272. //}
  98273. if (impostor.object.rotationQuaternion) {
  98274. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98275. }
  98276. }
  98277. };
  98278. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98279. var body = impostor.physicsBody;
  98280. body.position.copy(newPosition);
  98281. body.orientation.copy(newRotation);
  98282. body.syncShapes();
  98283. body.awake();
  98284. };
  98285. /*private _getLastShape(body: any): any {
  98286. var lastShape = body.shapes;
  98287. while (lastShape.next) {
  98288. lastShape = lastShape.next;
  98289. }
  98290. return lastShape;
  98291. }*/
  98292. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98293. impostor.physicsBody.linearVelocity.copy(velocity);
  98294. };
  98295. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98296. impostor.physicsBody.angularVelocity.copy(velocity);
  98297. };
  98298. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98299. var v = impostor.physicsBody.linearVelocity;
  98300. if (!v) {
  98301. return null;
  98302. }
  98303. return new BABYLON.Vector3(v.x, v.y, v.z);
  98304. };
  98305. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98306. var v = impostor.physicsBody.angularVelocity;
  98307. if (!v) {
  98308. return null;
  98309. }
  98310. return new BABYLON.Vector3(v.x, v.y, v.z);
  98311. };
  98312. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98313. var staticBody = mass === 0;
  98314. //this will actually set the body's density and not its mass.
  98315. //But this is how oimo treats the mass variable.
  98316. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98317. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98318. };
  98319. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98320. return impostor.physicsBody.shapes.density;
  98321. };
  98322. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98323. return impostor.physicsBody.shapes.friction;
  98324. };
  98325. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98326. impostor.physicsBody.shapes.friction = friction;
  98327. };
  98328. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98329. return impostor.physicsBody.shapes.restitution;
  98330. };
  98331. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98332. impostor.physicsBody.shapes.restitution = restitution;
  98333. };
  98334. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98335. impostor.physicsBody.sleep();
  98336. };
  98337. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98338. impostor.physicsBody.awake();
  98339. };
  98340. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98341. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98342. if (minDistance !== void 0) {
  98343. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98344. }
  98345. };
  98346. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98347. //TODO separate rotational and transational motors.
  98348. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98349. if (motor) {
  98350. motor.setMotor(speed, maxForce);
  98351. }
  98352. };
  98353. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98354. //TODO separate rotational and transational motors.
  98355. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98356. if (motor) {
  98357. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98358. }
  98359. };
  98360. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98361. var body = impostor.physicsBody;
  98362. mesh.position.x = body.position.x;
  98363. mesh.position.y = body.position.y;
  98364. mesh.position.z = body.position.z;
  98365. if (mesh.rotationQuaternion) {
  98366. mesh.rotationQuaternion.x = body.orientation.x;
  98367. mesh.rotationQuaternion.y = body.orientation.y;
  98368. mesh.rotationQuaternion.z = body.orientation.z;
  98369. mesh.rotationQuaternion.w = body.orientation.s;
  98370. }
  98371. };
  98372. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98373. return impostor.physicsBody.shapes.radius;
  98374. };
  98375. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98376. var shape = impostor.physicsBody.shapes;
  98377. result.x = shape.halfWidth * 2;
  98378. result.y = shape.halfHeight * 2;
  98379. result.z = shape.halfDepth * 2;
  98380. };
  98381. OimoJSPlugin.prototype.dispose = function () {
  98382. this.world.clear();
  98383. };
  98384. return OimoJSPlugin;
  98385. }());
  98386. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98387. })(BABYLON || (BABYLON = {}));
  98388. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98389. var BABYLON;
  98390. (function (BABYLON) {
  98391. /**
  98392. * Gets the current physics engine
  98393. * @returns a IPhysicsEngine or null if none attached
  98394. */
  98395. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98396. return this._physicsEngine;
  98397. };
  98398. /**
  98399. * Enables physics to the current scene
  98400. * @param gravity defines the scene's gravity for the physics engine
  98401. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98402. * @return a boolean indicating if the physics engine was initialized
  98403. */
  98404. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98405. if (gravity === void 0) { gravity = null; }
  98406. if (this._physicsEngine) {
  98407. return true;
  98408. }
  98409. // Register the component to the scene
  98410. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98411. if (!component) {
  98412. component = new PhysicsEngineSceneComponent(this);
  98413. this._addComponent(component);
  98414. }
  98415. try {
  98416. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98417. return true;
  98418. }
  98419. catch (e) {
  98420. BABYLON.Tools.Error(e.message);
  98421. return false;
  98422. }
  98423. };
  98424. /**
  98425. * Disables and disposes the physics engine associated with the scene
  98426. */
  98427. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98428. if (!this._physicsEngine) {
  98429. return;
  98430. }
  98431. this._physicsEngine.dispose();
  98432. this._physicsEngine = null;
  98433. };
  98434. /**
  98435. * Gets a boolean indicating if there is an active physics engine
  98436. * @returns a boolean indicating if there is an active physics engine
  98437. */
  98438. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98439. return this._physicsEngine !== undefined;
  98440. };
  98441. /**
  98442. * Deletes a physics compound impostor
  98443. * @param compound defines the compound to delete
  98444. */
  98445. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98446. var mesh = compound.parts[0].mesh;
  98447. if (mesh.physicsImpostor) {
  98448. mesh.physicsImpostor.dispose( /*true*/);
  98449. mesh.physicsImpostor = null;
  98450. }
  98451. };
  98452. /** @hidden */
  98453. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98454. if (this._physicsEngine) {
  98455. this.onBeforePhysicsObservable.notifyObservers(this);
  98456. this._physicsEngine._step(step / 1000);
  98457. this.onAfterPhysicsObservable.notifyObservers(this);
  98458. }
  98459. };
  98460. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98461. get: function () {
  98462. return this._physicsImpostor;
  98463. },
  98464. set: function (value) {
  98465. var _this = this;
  98466. if (this._physicsImpostor === value) {
  98467. return;
  98468. }
  98469. if (this._disposePhysicsObserver) {
  98470. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98471. }
  98472. this._physicsImpostor = value;
  98473. if (value) {
  98474. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98475. // Physics
  98476. if (_this.physicsImpostor) {
  98477. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98478. _this.physicsImpostor = null;
  98479. }
  98480. });
  98481. }
  98482. },
  98483. enumerable: true,
  98484. configurable: true
  98485. });
  98486. /**
  98487. * Gets the current physics impostor
  98488. * @see http://doc.babylonjs.com/features/physics_engine
  98489. * @returns a physics impostor or null
  98490. */
  98491. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98492. return this.physicsImpostor;
  98493. };
  98494. /**
  98495. * Apply a physic impulse to the mesh
  98496. * @param force defines the force to apply
  98497. * @param contactPoint defines where to apply the force
  98498. * @returns the current mesh
  98499. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98500. */
  98501. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98502. if (!this.physicsImpostor) {
  98503. return this;
  98504. }
  98505. this.physicsImpostor.applyImpulse(force, contactPoint);
  98506. return this;
  98507. };
  98508. /**
  98509. * Creates a physic joint between two meshes
  98510. * @param otherMesh defines the other mesh to use
  98511. * @param pivot1 defines the pivot to use on this mesh
  98512. * @param pivot2 defines the pivot to use on the other mesh
  98513. * @param options defines additional options (can be plugin dependent)
  98514. * @returns the current mesh
  98515. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98516. */
  98517. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98518. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98519. return this;
  98520. }
  98521. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98522. mainPivot: pivot1,
  98523. connectedPivot: pivot2,
  98524. nativeParams: options
  98525. });
  98526. return this;
  98527. };
  98528. /**
  98529. * Defines the physics engine scene component responsible to manage a physics engine
  98530. */
  98531. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98532. /**
  98533. * Creates a new instance of the component for the given scene
  98534. * @param scene Defines the scene to register the component in
  98535. */
  98536. function PhysicsEngineSceneComponent(scene) {
  98537. var _this = this;
  98538. /**
  98539. * The component name helpful to identify the component in the list of scene components.
  98540. */
  98541. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98542. this.scene = scene;
  98543. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98544. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98545. // Replace the function used to get the deterministic frame time
  98546. this.scene.getDeterministicFrameTime = function () {
  98547. if (_this.scene._physicsEngine) {
  98548. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98549. }
  98550. return 1000.0 / 60.0;
  98551. };
  98552. }
  98553. /**
  98554. * Registers the component in a given scene
  98555. */
  98556. PhysicsEngineSceneComponent.prototype.register = function () {
  98557. };
  98558. /**
  98559. * Rebuilds the elements related to this component in case of
  98560. * context lost for instance.
  98561. */
  98562. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98563. // Nothing to do for this component
  98564. };
  98565. /**
  98566. * Disposes the component and the associated ressources
  98567. */
  98568. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98569. this.scene.onBeforePhysicsObservable.clear();
  98570. this.scene.onAfterPhysicsObservable.clear();
  98571. if (this.scene._physicsEngine) {
  98572. this.scene.disablePhysicsEngine();
  98573. }
  98574. };
  98575. return PhysicsEngineSceneComponent;
  98576. }());
  98577. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98578. })(BABYLON || (BABYLON = {}));
  98579. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98580. var BABYLON;
  98581. (function (BABYLON) {
  98582. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98583. // All values and structures referenced from:
  98584. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98585. var DDS_MAGIC = 0x20534444;
  98586. var
  98587. //DDSD_CAPS = 0x1,
  98588. //DDSD_HEIGHT = 0x2,
  98589. //DDSD_WIDTH = 0x4,
  98590. //DDSD_PITCH = 0x8,
  98591. //DDSD_PIXELFORMAT = 0x1000,
  98592. DDSD_MIPMAPCOUNT = 0x20000;
  98593. //DDSD_LINEARSIZE = 0x80000,
  98594. //DDSD_DEPTH = 0x800000;
  98595. // var DDSCAPS_COMPLEX = 0x8,
  98596. // DDSCAPS_MIPMAP = 0x400000,
  98597. // DDSCAPS_TEXTURE = 0x1000;
  98598. var DDSCAPS2_CUBEMAP = 0x200;
  98599. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98600. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98601. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98602. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98603. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98604. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98605. // DDSCAPS2_VOLUME = 0x200000;
  98606. var
  98607. //DDPF_ALPHAPIXELS = 0x1,
  98608. //DDPF_ALPHA = 0x2,
  98609. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98610. //DDPF_YUV = 0x200,
  98611. DDPF_LUMINANCE = 0x20000;
  98612. function FourCCToInt32(value) {
  98613. return value.charCodeAt(0) +
  98614. (value.charCodeAt(1) << 8) +
  98615. (value.charCodeAt(2) << 16) +
  98616. (value.charCodeAt(3) << 24);
  98617. }
  98618. function Int32ToFourCC(value) {
  98619. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98620. }
  98621. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98622. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98623. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98624. var FOURCC_DX10 = FourCCToInt32("DX10");
  98625. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98626. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98627. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98628. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98629. var headerLengthInt = 31; // The header length in 32 bit ints
  98630. // Offsets into the header array
  98631. var off_magic = 0;
  98632. var off_size = 1;
  98633. var off_flags = 2;
  98634. var off_height = 3;
  98635. var off_width = 4;
  98636. var off_mipmapCount = 7;
  98637. var off_pfFlags = 20;
  98638. var off_pfFourCC = 21;
  98639. var off_RGBbpp = 22;
  98640. var off_RMask = 23;
  98641. var off_GMask = 24;
  98642. var off_BMask = 25;
  98643. var off_AMask = 26;
  98644. // var off_caps1 = 27;
  98645. var off_caps2 = 28;
  98646. // var off_caps3 = 29;
  98647. // var off_caps4 = 30;
  98648. var off_dxgiFormat = 32;
  98649. /**
  98650. * Class used to provide DDS decompression tools
  98651. */
  98652. var DDSTools = /** @class */ (function () {
  98653. function DDSTools() {
  98654. }
  98655. /**
  98656. * Gets DDS information from an array buffer
  98657. * @param arrayBuffer defines the array buffer to read data from
  98658. * @returns the DDS information
  98659. */
  98660. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98661. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98662. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  98663. var mipmapCount = 1;
  98664. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  98665. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98666. }
  98667. var fourCC = header[off_pfFourCC];
  98668. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  98669. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98670. switch (fourCC) {
  98671. case FOURCC_D3DFMT_R16G16B16A16F:
  98672. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98673. break;
  98674. case FOURCC_D3DFMT_R32G32B32A32F:
  98675. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98676. break;
  98677. case FOURCC_DX10:
  98678. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  98679. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98680. break;
  98681. }
  98682. }
  98683. return {
  98684. width: header[off_width],
  98685. height: header[off_height],
  98686. mipmapCount: mipmapCount,
  98687. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  98688. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  98689. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  98690. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  98691. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  98692. dxgiFormat: dxgiFormat,
  98693. textureType: textureType
  98694. };
  98695. };
  98696. DDSTools._ToHalfFloat = function (value) {
  98697. if (!DDSTools._FloatView) {
  98698. DDSTools._FloatView = new Float32Array(1);
  98699. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  98700. }
  98701. DDSTools._FloatView[0] = value;
  98702. var x = DDSTools._Int32View[0];
  98703. var bits = (x >> 16) & 0x8000; /* Get the sign */
  98704. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  98705. var e = (x >> 23) & 0xff; /* Using int is faster here */
  98706. /* If zero, or denormal, or exponent underflows too much for a denormal
  98707. * half, return signed zero. */
  98708. if (e < 103) {
  98709. return bits;
  98710. }
  98711. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  98712. if (e > 142) {
  98713. bits |= 0x7c00;
  98714. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  98715. * not Inf, so make sure we set one mantissa bit too. */
  98716. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  98717. return bits;
  98718. }
  98719. /* If exponent underflows but not too much, return a denormal */
  98720. if (e < 113) {
  98721. m |= 0x0800;
  98722. /* Extra rounding may overflow and set mantissa to 0 and exponent
  98723. * to 1, which is OK. */
  98724. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  98725. return bits;
  98726. }
  98727. bits |= ((e - 112) << 10) | (m >> 1);
  98728. bits += m & 1;
  98729. return bits;
  98730. };
  98731. DDSTools._FromHalfFloat = function (value) {
  98732. var s = (value & 0x8000) >> 15;
  98733. var e = (value & 0x7C00) >> 10;
  98734. var f = value & 0x03FF;
  98735. if (e === 0) {
  98736. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  98737. }
  98738. else if (e == 0x1F) {
  98739. return f ? NaN : ((s ? -1 : 1) * Infinity);
  98740. }
  98741. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  98742. };
  98743. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98744. var destArray = new Float32Array(dataLength);
  98745. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98746. var index = 0;
  98747. for (var y = 0; y < height; y++) {
  98748. for (var x = 0; x < width; x++) {
  98749. var srcPos = (x + y * width) * 4;
  98750. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  98751. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  98752. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  98753. if (DDSTools.StoreLODInAlphaChannel) {
  98754. destArray[index + 3] = lod;
  98755. }
  98756. else {
  98757. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  98758. }
  98759. index += 4;
  98760. }
  98761. }
  98762. return destArray;
  98763. };
  98764. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98765. if (DDSTools.StoreLODInAlphaChannel) {
  98766. var destArray = new Uint16Array(dataLength);
  98767. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98768. var index = 0;
  98769. for (var y = 0; y < height; y++) {
  98770. for (var x = 0; x < width; x++) {
  98771. var srcPos = (x + y * width) * 4;
  98772. destArray[index] = srcData[srcPos];
  98773. destArray[index + 1] = srcData[srcPos + 1];
  98774. destArray[index + 2] = srcData[srcPos + 2];
  98775. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  98776. index += 4;
  98777. }
  98778. }
  98779. return destArray;
  98780. }
  98781. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  98782. };
  98783. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98784. if (DDSTools.StoreLODInAlphaChannel) {
  98785. var destArray = new Float32Array(dataLength);
  98786. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98787. var index = 0;
  98788. for (var y = 0; y < height; y++) {
  98789. for (var x = 0; x < width; x++) {
  98790. var srcPos = (x + y * width) * 4;
  98791. destArray[index] = srcData[srcPos];
  98792. destArray[index + 1] = srcData[srcPos + 1];
  98793. destArray[index + 2] = srcData[srcPos + 2];
  98794. destArray[index + 3] = lod;
  98795. index += 4;
  98796. }
  98797. }
  98798. return destArray;
  98799. }
  98800. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  98801. };
  98802. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98803. var destArray = new Uint8Array(dataLength);
  98804. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98805. var index = 0;
  98806. for (var y = 0; y < height; y++) {
  98807. for (var x = 0; x < width; x++) {
  98808. var srcPos = (x + y * width) * 4;
  98809. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  98810. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  98811. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  98812. if (DDSTools.StoreLODInAlphaChannel) {
  98813. destArray[index + 3] = lod;
  98814. }
  98815. else {
  98816. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  98817. }
  98818. index += 4;
  98819. }
  98820. }
  98821. return destArray;
  98822. };
  98823. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98824. var destArray = new Uint8Array(dataLength);
  98825. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98826. var index = 0;
  98827. for (var y = 0; y < height; y++) {
  98828. for (var x = 0; x < width; x++) {
  98829. var srcPos = (x + y * width) * 4;
  98830. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  98831. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  98832. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  98833. if (DDSTools.StoreLODInAlphaChannel) {
  98834. destArray[index + 3] = lod;
  98835. }
  98836. else {
  98837. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  98838. }
  98839. index += 4;
  98840. }
  98841. }
  98842. return destArray;
  98843. };
  98844. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  98845. var byteArray = new Uint8Array(dataLength);
  98846. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98847. var index = 0;
  98848. for (var y = 0; y < height; y++) {
  98849. for (var x = 0; x < width; x++) {
  98850. var srcPos = (x + y * width) * 4;
  98851. byteArray[index] = srcData[srcPos + rOffset];
  98852. byteArray[index + 1] = srcData[srcPos + gOffset];
  98853. byteArray[index + 2] = srcData[srcPos + bOffset];
  98854. byteArray[index + 3] = srcData[srcPos + aOffset];
  98855. index += 4;
  98856. }
  98857. }
  98858. return byteArray;
  98859. };
  98860. DDSTools._ExtractLongWordOrder = function (value) {
  98861. if (value === 0 || value === 255 || value === -16777216) {
  98862. return 0;
  98863. }
  98864. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  98865. };
  98866. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  98867. var byteArray = new Uint8Array(dataLength);
  98868. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98869. var index = 0;
  98870. for (var y = 0; y < height; y++) {
  98871. for (var x = 0; x < width; x++) {
  98872. var srcPos = (x + y * width) * 3;
  98873. byteArray[index] = srcData[srcPos + rOffset];
  98874. byteArray[index + 1] = srcData[srcPos + gOffset];
  98875. byteArray[index + 2] = srcData[srcPos + bOffset];
  98876. index += 3;
  98877. }
  98878. }
  98879. return byteArray;
  98880. };
  98881. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  98882. var byteArray = new Uint8Array(dataLength);
  98883. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  98884. var index = 0;
  98885. for (var y = 0; y < height; y++) {
  98886. for (var x = 0; x < width; x++) {
  98887. var srcPos = (x + y * width);
  98888. byteArray[index] = srcData[srcPos];
  98889. index++;
  98890. }
  98891. }
  98892. return byteArray;
  98893. };
  98894. /**
  98895. * Uploads DDS Levels to a Babylon Texture
  98896. * @hidden
  98897. */
  98898. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  98899. if (lodIndex === void 0) { lodIndex = -1; }
  98900. var sphericalPolynomialFaces = null;
  98901. if (info.sphericalPolynomial) {
  98902. sphericalPolynomialFaces = new Array();
  98903. }
  98904. var ext = engine.getCaps().s3tc;
  98905. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98906. var fourCC, width, height, dataLength = 0, dataOffset;
  98907. var byteArray, mipmapCount, mip;
  98908. var internalCompressedFormat = 0;
  98909. var blockBytes = 1;
  98910. if (header[off_magic] !== DDS_MAGIC) {
  98911. BABYLON.Tools.Error("Invalid magic number in DDS header");
  98912. return;
  98913. }
  98914. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  98915. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  98916. return;
  98917. }
  98918. if (info.isCompressed && !ext) {
  98919. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  98920. return;
  98921. }
  98922. var bpp = header[off_RGBbpp];
  98923. dataOffset = header[off_size] + 4;
  98924. var computeFormats = false;
  98925. if (info.isFourCC) {
  98926. fourCC = header[off_pfFourCC];
  98927. switch (fourCC) {
  98928. case FOURCC_DXT1:
  98929. blockBytes = 8;
  98930. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  98931. break;
  98932. case FOURCC_DXT3:
  98933. blockBytes = 16;
  98934. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  98935. break;
  98936. case FOURCC_DXT5:
  98937. blockBytes = 16;
  98938. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  98939. break;
  98940. case FOURCC_D3DFMT_R16G16B16A16F:
  98941. computeFormats = true;
  98942. break;
  98943. case FOURCC_D3DFMT_R32G32B32A32F:
  98944. computeFormats = true;
  98945. break;
  98946. case FOURCC_DX10:
  98947. // There is an additionnal header so dataOffset need to be changed
  98948. dataOffset += 5 * 4; // 5 uints
  98949. var supported = false;
  98950. switch (info.dxgiFormat) {
  98951. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  98952. computeFormats = true;
  98953. supported = true;
  98954. break;
  98955. case DXGI_FORMAT_B8G8R8X8_UNORM:
  98956. info.isRGB = true;
  98957. info.isFourCC = false;
  98958. bpp = 32;
  98959. supported = true;
  98960. break;
  98961. }
  98962. if (supported) {
  98963. break;
  98964. }
  98965. default:
  98966. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  98967. return;
  98968. }
  98969. }
  98970. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  98971. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  98972. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  98973. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  98974. if (computeFormats) {
  98975. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  98976. }
  98977. mipmapCount = 1;
  98978. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  98979. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98980. }
  98981. for (var face = 0; face < faces; face++) {
  98982. width = header[off_width];
  98983. height = header[off_height];
  98984. for (mip = 0; mip < mipmapCount; ++mip) {
  98985. if (lodIndex === -1 || lodIndex === mip) {
  98986. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  98987. var i = (lodIndex === -1) ? mip : 0;
  98988. if (!info.isCompressed && info.isFourCC) {
  98989. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  98990. dataLength = width * height * 4;
  98991. var floatArray = null;
  98992. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  98993. if (bpp === 128) {
  98994. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  98995. if (sphericalPolynomialFaces && i == 0) {
  98996. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  98997. }
  98998. }
  98999. else if (bpp === 64) {
  99000. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99001. if (sphericalPolynomialFaces && i == 0) {
  99002. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99003. }
  99004. }
  99005. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99006. }
  99007. else {
  99008. if (bpp === 128) {
  99009. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99010. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99011. if (sphericalPolynomialFaces && i == 0) {
  99012. sphericalPolynomialFaces.push(floatArray);
  99013. }
  99014. }
  99015. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99016. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99017. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99018. if (sphericalPolynomialFaces && i == 0) {
  99019. sphericalPolynomialFaces.push(floatArray);
  99020. }
  99021. }
  99022. else { // 64
  99023. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99024. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99025. if (sphericalPolynomialFaces && i == 0) {
  99026. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99027. }
  99028. }
  99029. }
  99030. if (floatArray) {
  99031. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99032. }
  99033. }
  99034. else if (info.isRGB) {
  99035. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99036. if (bpp === 24) {
  99037. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99038. dataLength = width * height * 3;
  99039. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99040. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99041. }
  99042. else { // 32
  99043. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99044. dataLength = width * height * 4;
  99045. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99046. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99047. }
  99048. }
  99049. else if (info.isLuminance) {
  99050. var unpackAlignment = engine._getUnpackAlignement();
  99051. var unpaddedRowSize = width;
  99052. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99053. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99054. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99055. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99056. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99057. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99058. }
  99059. else {
  99060. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99061. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99062. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99063. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99064. }
  99065. }
  99066. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99067. width *= 0.5;
  99068. height *= 0.5;
  99069. width = Math.max(1.0, width);
  99070. height = Math.max(1.0, height);
  99071. }
  99072. if (currentFace !== undefined) {
  99073. // Loading a single face
  99074. break;
  99075. }
  99076. }
  99077. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99078. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99079. size: header[off_width],
  99080. right: sphericalPolynomialFaces[0],
  99081. left: sphericalPolynomialFaces[1],
  99082. up: sphericalPolynomialFaces[2],
  99083. down: sphericalPolynomialFaces[3],
  99084. front: sphericalPolynomialFaces[4],
  99085. back: sphericalPolynomialFaces[5],
  99086. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99087. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99088. gammaSpace: false,
  99089. });
  99090. }
  99091. else {
  99092. info.sphericalPolynomial = undefined;
  99093. }
  99094. };
  99095. /**
  99096. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99097. */
  99098. DDSTools.StoreLODInAlphaChannel = false;
  99099. return DDSTools;
  99100. }());
  99101. BABYLON.DDSTools = DDSTools;
  99102. })(BABYLON || (BABYLON = {}));
  99103. //# sourceMappingURL=babylon.dds.js.map
  99104. var BABYLON;
  99105. (function (BABYLON) {
  99106. /**
  99107. * Implementation of the DDS Texture Loader.
  99108. */
  99109. var DDSTextureLoader = /** @class */ (function () {
  99110. function DDSTextureLoader() {
  99111. /**
  99112. * Defines wether the loader supports cascade loading the different faces.
  99113. */
  99114. this.supportCascades = true;
  99115. }
  99116. /**
  99117. * This returns if the loader support the current file information.
  99118. * @param extension defines the file extension of the file being loaded
  99119. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99120. * @param fallback defines the fallback internal texture if any
  99121. * @param isBase64 defines whether the texture is encoded as a base64
  99122. * @param isBuffer defines whether the texture data are stored as a buffer
  99123. * @returns true if the loader can load the specified file
  99124. */
  99125. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99126. return extension.indexOf(".dds") === 0;
  99127. };
  99128. /**
  99129. * Transform the url before loading if required.
  99130. * @param rootUrl the url of the texture
  99131. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99132. * @returns the transformed texture
  99133. */
  99134. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99135. return rootUrl;
  99136. };
  99137. /**
  99138. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99139. * @param rootUrl the url of the texture
  99140. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99141. * @returns the fallback texture
  99142. */
  99143. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99144. return null;
  99145. };
  99146. /**
  99147. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99148. * @param data contains the texture data
  99149. * @param texture defines the BabylonJS internal texture
  99150. * @param createPolynomials will be true if polynomials have been requested
  99151. * @param onLoad defines the callback to trigger once the texture is ready
  99152. * @param onError defines the callback to trigger in case of error
  99153. */
  99154. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99155. var engine = texture.getEngine();
  99156. var info;
  99157. var loadMipmap = false;
  99158. if (Array.isArray(imgs)) {
  99159. for (var index = 0; index < imgs.length; index++) {
  99160. var data_1 = imgs[index];
  99161. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99162. texture.width = info.width;
  99163. texture.height = info.height;
  99164. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99165. engine._unpackFlipY(info.isCompressed);
  99166. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99167. if (!info.isFourCC && info.mipmapCount === 1) {
  99168. engine.generateMipMapsForCubemap(texture);
  99169. }
  99170. }
  99171. }
  99172. else {
  99173. var data = imgs;
  99174. info = BABYLON.DDSTools.GetDDSInfo(data);
  99175. texture.width = info.width;
  99176. texture.height = info.height;
  99177. if (createPolynomials) {
  99178. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99179. }
  99180. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99181. engine._unpackFlipY(info.isCompressed);
  99182. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99183. if (!info.isFourCC && info.mipmapCount === 1) {
  99184. engine.generateMipMapsForCubemap(texture);
  99185. }
  99186. }
  99187. engine._setCubeMapTextureParams(loadMipmap);
  99188. texture.isReady = true;
  99189. if (onLoad) {
  99190. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99191. }
  99192. };
  99193. /**
  99194. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99195. * @param data contains the texture data
  99196. * @param texture defines the BabylonJS internal texture
  99197. * @param callback defines the method to call once ready to upload
  99198. */
  99199. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99200. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99201. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99202. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99203. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99204. });
  99205. };
  99206. return DDSTextureLoader;
  99207. }());
  99208. // Register the loader.
  99209. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99210. })(BABYLON || (BABYLON = {}));
  99211. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99212. var BABYLON;
  99213. (function (BABYLON) {
  99214. /**
  99215. * Based on jsTGALoader - Javascript loader for TGA file
  99216. * By Vincent Thibault
  99217. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99218. */
  99219. var TGATools = /** @class */ (function () {
  99220. function TGATools() {
  99221. }
  99222. /**
  99223. * Gets the header of a TGA file
  99224. * @param data defines the TGA data
  99225. * @returns the header
  99226. */
  99227. TGATools.GetTGAHeader = function (data) {
  99228. var offset = 0;
  99229. var header = {
  99230. id_length: data[offset++],
  99231. colormap_type: data[offset++],
  99232. image_type: data[offset++],
  99233. colormap_index: data[offset++] | data[offset++] << 8,
  99234. colormap_length: data[offset++] | data[offset++] << 8,
  99235. colormap_size: data[offset++],
  99236. origin: [
  99237. data[offset++] | data[offset++] << 8,
  99238. data[offset++] | data[offset++] << 8
  99239. ],
  99240. width: data[offset++] | data[offset++] << 8,
  99241. height: data[offset++] | data[offset++] << 8,
  99242. pixel_size: data[offset++],
  99243. flags: data[offset++]
  99244. };
  99245. return header;
  99246. };
  99247. /**
  99248. * Uploads TGA content to a Babylon Texture
  99249. * @hidden
  99250. */
  99251. TGATools.UploadContent = function (texture, data) {
  99252. // Not enough data to contain header ?
  99253. if (data.length < 19) {
  99254. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99255. return;
  99256. }
  99257. // Read Header
  99258. var offset = 18;
  99259. var header = TGATools.GetTGAHeader(data);
  99260. // Assume it's a valid Targa file.
  99261. if (header.id_length + offset > data.length) {
  99262. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99263. return;
  99264. }
  99265. // Skip not needed data
  99266. offset += header.id_length;
  99267. var use_rle = false;
  99268. var use_pal = false;
  99269. var use_grey = false;
  99270. // Get some informations.
  99271. switch (header.image_type) {
  99272. case TGATools._TYPE_RLE_INDEXED:
  99273. use_rle = true;
  99274. case TGATools._TYPE_INDEXED:
  99275. use_pal = true;
  99276. break;
  99277. case TGATools._TYPE_RLE_RGB:
  99278. use_rle = true;
  99279. case TGATools._TYPE_RGB:
  99280. // use_rgb = true;
  99281. break;
  99282. case TGATools._TYPE_RLE_GREY:
  99283. use_rle = true;
  99284. case TGATools._TYPE_GREY:
  99285. use_grey = true;
  99286. break;
  99287. }
  99288. var pixel_data;
  99289. // var numAlphaBits = header.flags & 0xf;
  99290. var pixel_size = header.pixel_size >> 3;
  99291. var pixel_total = header.width * header.height * pixel_size;
  99292. // Read palettes
  99293. var palettes;
  99294. if (use_pal) {
  99295. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99296. }
  99297. // Read LRE
  99298. if (use_rle) {
  99299. pixel_data = new Uint8Array(pixel_total);
  99300. var c, count, i;
  99301. var localOffset = 0;
  99302. var pixels = new Uint8Array(pixel_size);
  99303. while (offset < pixel_total && localOffset < pixel_total) {
  99304. c = data[offset++];
  99305. count = (c & 0x7f) + 1;
  99306. // RLE pixels
  99307. if (c & 0x80) {
  99308. // Bind pixel tmp array
  99309. for (i = 0; i < pixel_size; ++i) {
  99310. pixels[i] = data[offset++];
  99311. }
  99312. // Copy pixel array
  99313. for (i = 0; i < count; ++i) {
  99314. pixel_data.set(pixels, localOffset + i * pixel_size);
  99315. }
  99316. localOffset += pixel_size * count;
  99317. }
  99318. // Raw pixels
  99319. else {
  99320. count *= pixel_size;
  99321. for (i = 0; i < count; ++i) {
  99322. pixel_data[localOffset + i] = data[offset++];
  99323. }
  99324. localOffset += count;
  99325. }
  99326. }
  99327. }
  99328. // RAW Pixels
  99329. else {
  99330. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99331. }
  99332. // Load to texture
  99333. var x_start, y_start, x_step, y_step, y_end, x_end;
  99334. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99335. default:
  99336. case TGATools._ORIGIN_UL:
  99337. x_start = 0;
  99338. x_step = 1;
  99339. x_end = header.width;
  99340. y_start = 0;
  99341. y_step = 1;
  99342. y_end = header.height;
  99343. break;
  99344. case TGATools._ORIGIN_BL:
  99345. x_start = 0;
  99346. x_step = 1;
  99347. x_end = header.width;
  99348. y_start = header.height - 1;
  99349. y_step = -1;
  99350. y_end = -1;
  99351. break;
  99352. case TGATools._ORIGIN_UR:
  99353. x_start = header.width - 1;
  99354. x_step = -1;
  99355. x_end = -1;
  99356. y_start = 0;
  99357. y_step = 1;
  99358. y_end = header.height;
  99359. break;
  99360. case TGATools._ORIGIN_BR:
  99361. x_start = header.width - 1;
  99362. x_step = -1;
  99363. x_end = -1;
  99364. y_start = header.height - 1;
  99365. y_step = -1;
  99366. y_end = -1;
  99367. break;
  99368. }
  99369. // Load the specify method
  99370. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99371. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99372. var engine = texture.getEngine();
  99373. engine._uploadDataToTextureDirectly(texture, imageData);
  99374. };
  99375. /** @hidden */
  99376. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99377. var image = pixel_data, colormap = palettes;
  99378. var width = header.width, height = header.height;
  99379. var color, i = 0, x, y;
  99380. var imageData = new Uint8Array(width * height * 4);
  99381. for (y = y_start; y !== y_end; y += y_step) {
  99382. for (x = x_start; x !== x_end; x += x_step, i++) {
  99383. color = image[i];
  99384. imageData[(x + width * y) * 4 + 3] = 255;
  99385. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99386. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99387. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99388. }
  99389. }
  99390. return imageData;
  99391. };
  99392. /** @hidden */
  99393. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99394. var image = pixel_data;
  99395. var width = header.width, height = header.height;
  99396. var color, i = 0, x, y;
  99397. var imageData = new Uint8Array(width * height * 4);
  99398. for (y = y_start; y !== y_end; y += y_step) {
  99399. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99400. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99401. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99402. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99403. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99404. imageData[(x + width * y) * 4 + 0] = r;
  99405. imageData[(x + width * y) * 4 + 1] = g;
  99406. imageData[(x + width * y) * 4 + 2] = b;
  99407. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99408. }
  99409. }
  99410. return imageData;
  99411. };
  99412. /** @hidden */
  99413. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99414. var image = pixel_data;
  99415. var width = header.width, height = header.height;
  99416. var i = 0, x, y;
  99417. var imageData = new Uint8Array(width * height * 4);
  99418. for (y = y_start; y !== y_end; y += y_step) {
  99419. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99420. imageData[(x + width * y) * 4 + 3] = 255;
  99421. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99422. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99423. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99424. }
  99425. }
  99426. return imageData;
  99427. };
  99428. /** @hidden */
  99429. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99430. var image = pixel_data;
  99431. var width = header.width, height = header.height;
  99432. var i = 0, x, y;
  99433. var imageData = new Uint8Array(width * height * 4);
  99434. for (y = y_start; y !== y_end; y += y_step) {
  99435. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99436. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99437. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99438. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99439. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99440. }
  99441. }
  99442. return imageData;
  99443. };
  99444. /** @hidden */
  99445. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99446. var image = pixel_data;
  99447. var width = header.width, height = header.height;
  99448. var color, i = 0, x, y;
  99449. var imageData = new Uint8Array(width * height * 4);
  99450. for (y = y_start; y !== y_end; y += y_step) {
  99451. for (x = x_start; x !== x_end; x += x_step, i++) {
  99452. color = image[i];
  99453. imageData[(x + width * y) * 4 + 0] = color;
  99454. imageData[(x + width * y) * 4 + 1] = color;
  99455. imageData[(x + width * y) * 4 + 2] = color;
  99456. imageData[(x + width * y) * 4 + 3] = 255;
  99457. }
  99458. }
  99459. return imageData;
  99460. };
  99461. /** @hidden */
  99462. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99463. var image = pixel_data;
  99464. var width = header.width, height = header.height;
  99465. var i = 0, x, y;
  99466. var imageData = new Uint8Array(width * height * 4);
  99467. for (y = y_start; y !== y_end; y += y_step) {
  99468. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99469. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99470. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99471. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99472. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99473. }
  99474. }
  99475. return imageData;
  99476. };
  99477. //private static _TYPE_NO_DATA = 0;
  99478. TGATools._TYPE_INDEXED = 1;
  99479. TGATools._TYPE_RGB = 2;
  99480. TGATools._TYPE_GREY = 3;
  99481. TGATools._TYPE_RLE_INDEXED = 9;
  99482. TGATools._TYPE_RLE_RGB = 10;
  99483. TGATools._TYPE_RLE_GREY = 11;
  99484. TGATools._ORIGIN_MASK = 0x30;
  99485. TGATools._ORIGIN_SHIFT = 0x04;
  99486. TGATools._ORIGIN_BL = 0x00;
  99487. TGATools._ORIGIN_BR = 0x01;
  99488. TGATools._ORIGIN_UL = 0x02;
  99489. TGATools._ORIGIN_UR = 0x03;
  99490. return TGATools;
  99491. }());
  99492. BABYLON.TGATools = TGATools;
  99493. })(BABYLON || (BABYLON = {}));
  99494. //# sourceMappingURL=babylon.tga.js.map
  99495. var BABYLON;
  99496. (function (BABYLON) {
  99497. /**
  99498. * Implementation of the TGA Texture Loader.
  99499. */
  99500. var TGATextureLoader = /** @class */ (function () {
  99501. function TGATextureLoader() {
  99502. /**
  99503. * Defines wether the loader supports cascade loading the different faces.
  99504. */
  99505. this.supportCascades = false;
  99506. }
  99507. /**
  99508. * This returns if the loader support the current file information.
  99509. * @param extension defines the file extension of the file being loaded
  99510. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99511. * @param fallback defines the fallback internal texture if any
  99512. * @param isBase64 defines whether the texture is encoded as a base64
  99513. * @param isBuffer defines whether the texture data are stored as a buffer
  99514. * @returns true if the loader can load the specified file
  99515. */
  99516. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99517. return extension.indexOf(".tga") === 0;
  99518. };
  99519. /**
  99520. * Transform the url before loading if required.
  99521. * @param rootUrl the url of the texture
  99522. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99523. * @returns the transformed texture
  99524. */
  99525. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99526. return rootUrl;
  99527. };
  99528. /**
  99529. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99530. * @param rootUrl the url of the texture
  99531. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99532. * @returns the fallback texture
  99533. */
  99534. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99535. return null;
  99536. };
  99537. /**
  99538. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99539. * @param data contains the texture data
  99540. * @param texture defines the BabylonJS internal texture
  99541. * @param createPolynomials will be true if polynomials have been requested
  99542. * @param onLoad defines the callback to trigger once the texture is ready
  99543. * @param onError defines the callback to trigger in case of error
  99544. */
  99545. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99546. throw ".env not supported in Cube.";
  99547. };
  99548. /**
  99549. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99550. * @param data contains the texture data
  99551. * @param texture defines the BabylonJS internal texture
  99552. * @param callback defines the method to call once ready to upload
  99553. */
  99554. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99555. var uintData = new Uint8Array(data);
  99556. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99557. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99558. BABYLON.TGATools.UploadContent(texture, uintData);
  99559. });
  99560. };
  99561. return TGATextureLoader;
  99562. }());
  99563. // Register the loader.
  99564. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99565. })(BABYLON || (BABYLON = {}));
  99566. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99567. var BABYLON;
  99568. (function (BABYLON) {
  99569. /**
  99570. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99571. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99572. */
  99573. var KhronosTextureContainer = /** @class */ (function () {
  99574. /**
  99575. * Creates a new KhronosTextureContainer
  99576. * @param arrayBuffer contents of the KTX container file
  99577. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99578. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99579. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99580. */
  99581. function KhronosTextureContainer(
  99582. /** contents of the KTX container file */
  99583. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99584. this.arrayBuffer = arrayBuffer;
  99585. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99586. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99587. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99588. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99589. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99590. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99591. BABYLON.Tools.Error("texture missing KTX identifier");
  99592. return;
  99593. }
  99594. // load the reset of the header in native 32 bit int
  99595. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99596. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99597. var oppositeEndianess = header[0] === 0x01020304;
  99598. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99599. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99600. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99601. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99602. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99603. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99604. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99605. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99606. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99607. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99608. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99609. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99610. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99611. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99612. if (this.glType !== 0) {
  99613. BABYLON.Tools.Error("only compressed formats currently supported");
  99614. return;
  99615. }
  99616. else {
  99617. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99618. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99619. }
  99620. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99621. BABYLON.Tools.Error("only 2D textures currently supported");
  99622. return;
  99623. }
  99624. if (this.numberOfArrayElements !== 0) {
  99625. BABYLON.Tools.Error("texture arrays not currently supported");
  99626. return;
  99627. }
  99628. if (this.numberOfFaces !== facesExpected) {
  99629. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99630. return;
  99631. }
  99632. // we now have a completely validated file, so could use existence of loadType as success
  99633. // would need to make this more elaborate & adjust checks above to support more than one load type
  99634. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99635. }
  99636. //
  99637. /**
  99638. * Revert the endianness of a value.
  99639. * Not as fast hardware based, but will probably never need to use
  99640. * @param val defines the value to convert
  99641. * @returns the new value
  99642. */
  99643. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99644. return ((val & 0xFF) << 24)
  99645. | ((val & 0xFF00) << 8)
  99646. | ((val >> 8) & 0xFF00)
  99647. | ((val >> 24) & 0xFF);
  99648. };
  99649. /**
  99650. * Uploads KTX content to a Babylon Texture.
  99651. * It is assumed that the texture has already been created & is currently bound
  99652. * @hidden
  99653. */
  99654. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99655. switch (this.loadType) {
  99656. case KhronosTextureContainer.COMPRESSED_2D:
  99657. this._upload2DCompressedLevels(texture, loadMipmaps);
  99658. break;
  99659. case KhronosTextureContainer.TEX_2D:
  99660. case KhronosTextureContainer.COMPRESSED_3D:
  99661. case KhronosTextureContainer.TEX_3D:
  99662. }
  99663. };
  99664. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  99665. // initialize width & height for level 1
  99666. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  99667. var width = this.pixelWidth;
  99668. var height = this.pixelHeight;
  99669. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  99670. for (var level = 0; level < mipmapCount; level++) {
  99671. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  99672. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  99673. for (var face = 0; face < this.numberOfFaces; face++) {
  99674. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  99675. var engine = texture.getEngine();
  99676. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  99677. dataOffset += imageSize; // add size of the image for the next face/mipmap
  99678. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  99679. }
  99680. width = Math.max(1.0, width * 0.5);
  99681. height = Math.max(1.0, height * 0.5);
  99682. }
  99683. };
  99684. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  99685. // load types
  99686. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  99687. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  99688. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  99689. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  99690. return KhronosTextureContainer;
  99691. }());
  99692. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  99693. })(BABYLON || (BABYLON = {}));
  99694. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  99695. var BABYLON;
  99696. (function (BABYLON) {
  99697. /**
  99698. * Implementation of the KTX Texture Loader.
  99699. */
  99700. var KTXTextureLoader = /** @class */ (function () {
  99701. function KTXTextureLoader() {
  99702. /**
  99703. * Defines wether the loader supports cascade loading the different faces.
  99704. */
  99705. this.supportCascades = false;
  99706. }
  99707. /**
  99708. * This returns if the loader support the current file information.
  99709. * @param extension defines the file extension of the file being loaded
  99710. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99711. * @param fallback defines the fallback internal texture if any
  99712. * @param isBase64 defines whether the texture is encoded as a base64
  99713. * @param isBuffer defines whether the texture data are stored as a buffer
  99714. * @returns true if the loader can load the specified file
  99715. */
  99716. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99717. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  99718. return true;
  99719. }
  99720. return false;
  99721. };
  99722. /**
  99723. * Transform the url before loading if required.
  99724. * @param rootUrl the url of the texture
  99725. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99726. * @returns the transformed texture
  99727. */
  99728. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99729. var lastDot = rootUrl.lastIndexOf('.');
  99730. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  99731. };
  99732. /**
  99733. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99734. * @param rootUrl the url of the texture
  99735. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99736. * @returns the fallback texture
  99737. */
  99738. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99739. // remove the format appended to the rootUrl in the original createCubeTexture call.
  99740. var exp = new RegExp("" + textureFormatInUse + "$");
  99741. return rootUrl.replace(exp, "");
  99742. };
  99743. /**
  99744. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99745. * @param data contains the texture data
  99746. * @param texture defines the BabylonJS internal texture
  99747. * @param createPolynomials will be true if polynomials have been requested
  99748. * @param onLoad defines the callback to trigger once the texture is ready
  99749. * @param onError defines the callback to trigger in case of error
  99750. */
  99751. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99752. if (Array.isArray(data)) {
  99753. return;
  99754. }
  99755. var engine = texture.getEngine();
  99756. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  99757. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  99758. engine._unpackFlipY(true);
  99759. ktx.uploadLevels(texture, texture.generateMipMaps);
  99760. texture.width = ktx.pixelWidth;
  99761. texture.height = ktx.pixelHeight;
  99762. engine._setCubeMapTextureParams(loadMipmap);
  99763. texture.isReady = true;
  99764. };
  99765. /**
  99766. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99767. * @param data contains the texture data
  99768. * @param texture defines the BabylonJS internal texture
  99769. * @param callback defines the method to call once ready to upload
  99770. */
  99771. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  99772. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  99773. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  99774. ktx.uploadLevels(texture, texture.generateMipMaps);
  99775. });
  99776. };
  99777. return KTXTextureLoader;
  99778. }());
  99779. // Register the loader.
  99780. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  99781. })(BABYLON || (BABYLON = {}));
  99782. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  99783. var BABYLON;
  99784. (function (BABYLON) {
  99785. /**
  99786. * Sets of helpers addressing the serialization and deserialization of environment texture
  99787. * stored in a BabylonJS env file.
  99788. * Those files are usually stored as .env files.
  99789. */
  99790. var EnvironmentTextureTools = /** @class */ (function () {
  99791. function EnvironmentTextureTools() {
  99792. }
  99793. /**
  99794. * Gets the environment info from an env file.
  99795. * @param data The array buffer containing the .env bytes.
  99796. * @returns the environment file info (the json header) if successfully parsed.
  99797. */
  99798. EnvironmentTextureTools.GetEnvInfo = function (data) {
  99799. var dataView = new DataView(data);
  99800. var pos = 0;
  99801. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99802. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  99803. BABYLON.Tools.Error('Not a babylon environment map');
  99804. return null;
  99805. }
  99806. }
  99807. // Read json manifest - collect characters up to null terminator
  99808. var manifestString = '';
  99809. var charCode = 0x00;
  99810. while ((charCode = dataView.getUint8(pos++))) {
  99811. manifestString += String.fromCharCode(charCode);
  99812. }
  99813. var manifest = JSON.parse(manifestString);
  99814. if (manifest.specular) {
  99815. // Extend the header with the position of the payload.
  99816. manifest.specular.specularDataPosition = pos;
  99817. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  99818. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  99819. }
  99820. return manifest;
  99821. };
  99822. /**
  99823. * Creates an environment texture from a loaded cube texture.
  99824. * @param texture defines the cube texture to convert in env file
  99825. * @return a promise containing the environment data if succesfull.
  99826. */
  99827. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  99828. var _this = this;
  99829. var internalTexture = texture.getInternalTexture();
  99830. if (!internalTexture) {
  99831. return Promise.reject("The cube texture is invalid.");
  99832. }
  99833. if (!texture._prefiltered) {
  99834. return Promise.reject("The cube texture is invalid (not prefiltered).");
  99835. }
  99836. var engine = internalTexture.getEngine();
  99837. if (engine && engine.premultipliedAlpha) {
  99838. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  99839. }
  99840. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  99841. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  99842. }
  99843. var canvas = engine.getRenderingCanvas();
  99844. if (!canvas) {
  99845. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  99846. }
  99847. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99848. if (!engine.getCaps().textureFloatRender) {
  99849. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99850. if (!engine.getCaps().textureHalfFloatRender) {
  99851. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  99852. }
  99853. }
  99854. var cubeWidth = internalTexture.width;
  99855. var hostingScene = new BABYLON.Scene(engine);
  99856. var specularTextures = {};
  99857. var promises = [];
  99858. // Read and collect all mipmaps data from the cube.
  99859. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  99860. mipmapsCount = Math.round(mipmapsCount);
  99861. var _loop_1 = function (i) {
  99862. var faceWidth = Math.pow(2, mipmapsCount - i);
  99863. var _loop_2 = function (face) {
  99864. var data = texture.readPixels(face, i);
  99865. // Creates a temp texture with the face data.
  99866. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  99867. // And rgbdEncode them.
  99868. var promise = new Promise(function (resolve, reject) {
  99869. 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);
  99870. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  99871. rgbdPostProcess.onApply = function (effect) {
  99872. effect._bindTexture("textureSampler", tempTexture);
  99873. };
  99874. // As the process needs to happen on the main canvas, keep track of the current size
  99875. var currentW = engine.getRenderWidth();
  99876. var currentH = engine.getRenderHeight();
  99877. // Set the desired size for the texture
  99878. engine.setSize(faceWidth, faceWidth);
  99879. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  99880. // Reading datas from WebGL
  99881. BABYLON.Tools.ToBlob(canvas, function (blob) {
  99882. var fileReader = new FileReader();
  99883. fileReader.onload = function (event) {
  99884. var arrayBuffer = event.target.result;
  99885. specularTextures[i * 6 + face] = arrayBuffer;
  99886. resolve();
  99887. };
  99888. fileReader.readAsArrayBuffer(blob);
  99889. });
  99890. // Reapply the previous canvas size
  99891. engine.setSize(currentW, currentH);
  99892. });
  99893. });
  99894. promises.push(promise);
  99895. };
  99896. // All faces of the cube.
  99897. for (var face = 0; face < 6; face++) {
  99898. _loop_2(face);
  99899. }
  99900. };
  99901. for (var i = 0; i <= mipmapsCount; i++) {
  99902. _loop_1(i);
  99903. }
  99904. // Once all the textures haves been collected as RGBD stored in PNGs
  99905. return Promise.all(promises).then(function () {
  99906. // We can delete the hosting scene keeping track of all the creation objects
  99907. hostingScene.dispose();
  99908. // Creates the json header for the env texture
  99909. var info = {
  99910. version: 1,
  99911. width: cubeWidth,
  99912. irradiance: _this._CreateEnvTextureIrradiance(texture),
  99913. specular: {
  99914. mipmaps: [],
  99915. lodGenerationScale: texture.lodGenerationScale
  99916. }
  99917. };
  99918. // Sets the specular image data information
  99919. var position = 0;
  99920. for (var i = 0; i <= mipmapsCount; i++) {
  99921. for (var face = 0; face < 6; face++) {
  99922. var byteLength = specularTextures[i * 6 + face].byteLength;
  99923. info.specular.mipmaps.push({
  99924. length: byteLength,
  99925. position: position
  99926. });
  99927. position += byteLength;
  99928. }
  99929. }
  99930. // Encode the JSON as an array buffer
  99931. var infoString = JSON.stringify(info);
  99932. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  99933. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  99934. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  99935. infoView[i] = infoString.charCodeAt(i);
  99936. }
  99937. // Ends up with a null terminator for easier parsing
  99938. infoView[infoString.length] = 0x00;
  99939. // Computes the final required size and creates the storage
  99940. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  99941. var finalBuffer = new ArrayBuffer(totalSize);
  99942. var finalBufferView = new Uint8Array(finalBuffer);
  99943. var dataView = new DataView(finalBuffer);
  99944. // Copy the magic bytes identifying the file in
  99945. var pos = 0;
  99946. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99947. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  99948. }
  99949. // Add the json info
  99950. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  99951. pos += infoBuffer.byteLength;
  99952. // Finally inserts the texture data
  99953. for (var i = 0; i <= mipmapsCount; i++) {
  99954. for (var face = 0; face < 6; face++) {
  99955. var dataBuffer = specularTextures[i * 6 + face];
  99956. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  99957. pos += dataBuffer.byteLength;
  99958. }
  99959. }
  99960. // Voila
  99961. return finalBuffer;
  99962. });
  99963. };
  99964. /**
  99965. * Creates a JSON representation of the spherical data.
  99966. * @param texture defines the texture containing the polynomials
  99967. * @return the JSON representation of the spherical info
  99968. */
  99969. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  99970. var polynmials = texture.sphericalPolynomial;
  99971. if (polynmials == null) {
  99972. return null;
  99973. }
  99974. return {
  99975. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  99976. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  99977. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  99978. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  99979. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  99980. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  99981. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  99982. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  99983. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  99984. };
  99985. };
  99986. /**
  99987. * Uploads the texture info contained in the env file to the GPU.
  99988. * @param texture defines the internal texture to upload to
  99989. * @param arrayBuffer defines the buffer cotaining the data to load
  99990. * @param info defines the texture info retrieved through the GetEnvInfo method
  99991. * @returns a promise
  99992. */
  99993. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  99994. if (info.version !== 1) {
  99995. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  99996. }
  99997. var specularInfo = info.specular;
  99998. if (!specularInfo) {
  99999. // Nothing else parsed so far
  100000. return Promise.resolve();
  100001. }
  100002. // Double checks the enclosed info
  100003. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100004. mipmapsCount = Math.round(mipmapsCount) + 1;
  100005. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100006. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100007. }
  100008. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100009. var imageData = new Array(mipmapsCount);
  100010. for (var i = 0; i < mipmapsCount; i++) {
  100011. imageData[i] = new Array(6);
  100012. for (var face = 0; face < 6; face++) {
  100013. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100014. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100015. }
  100016. }
  100017. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100018. };
  100019. /**
  100020. * Uploads the levels of image data to the GPU.
  100021. * @param texture defines the internal texture to upload to
  100022. * @param imageData defines the array buffer views of image data [mipmap][face]
  100023. * @returns a promise
  100024. */
  100025. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100026. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100027. throw new Error("Texture size must be a power of two");
  100028. }
  100029. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100030. // Gets everything ready.
  100031. var engine = texture.getEngine();
  100032. var expandTexture = false;
  100033. var generateNonLODTextures = false;
  100034. var rgbdPostProcess = null;
  100035. var cubeRtt = null;
  100036. var lodTextures = null;
  100037. var caps = engine.getCaps();
  100038. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100039. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100040. texture.generateMipMaps = true;
  100041. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100042. // Add extra process if texture lod is not supported
  100043. if (!caps.textureLOD) {
  100044. expandTexture = false;
  100045. generateNonLODTextures = true;
  100046. lodTextures = {};
  100047. }
  100048. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100049. else if (engine.webGLVersion < 2) {
  100050. expandTexture = false;
  100051. }
  100052. // If half float available we can uncompress the texture
  100053. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100054. expandTexture = true;
  100055. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100056. }
  100057. // If full float available we can uncompress the texture
  100058. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100059. expandTexture = true;
  100060. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100061. }
  100062. // Expand the texture if possible
  100063. if (expandTexture) {
  100064. // Simply run through the decode PP
  100065. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100066. texture._isRGBD = false;
  100067. texture.invertY = false;
  100068. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100069. generateDepthBuffer: false,
  100070. generateMipMaps: true,
  100071. generateStencilBuffer: false,
  100072. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100073. type: texture.type,
  100074. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100075. });
  100076. }
  100077. else {
  100078. texture._isRGBD = true;
  100079. texture.invertY = true;
  100080. // In case of missing support, applies the same patch than DDS files.
  100081. if (generateNonLODTextures) {
  100082. var mipSlices = 3;
  100083. var scale = texture._lodGenerationScale;
  100084. var offset = texture._lodGenerationOffset;
  100085. for (var i = 0; i < mipSlices; i++) {
  100086. //compute LOD from even spacing in smoothness (matching shader calculation)
  100087. var smoothness = i / (mipSlices - 1);
  100088. var roughness = 1 - smoothness;
  100089. var minLODIndex = offset; // roughness = 0
  100090. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100091. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100092. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100093. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100094. glTextureFromLod.isCube = true;
  100095. glTextureFromLod.invertY = true;
  100096. glTextureFromLod.generateMipMaps = false;
  100097. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100098. // Wrap in a base texture for easy binding.
  100099. var lodTexture = new BABYLON.BaseTexture(null);
  100100. lodTexture.isCube = true;
  100101. lodTexture._texture = glTextureFromLod;
  100102. lodTextures[mipmapIndex] = lodTexture;
  100103. switch (i) {
  100104. case 0:
  100105. texture._lodTextureLow = lodTexture;
  100106. break;
  100107. case 1:
  100108. texture._lodTextureMid = lodTexture;
  100109. break;
  100110. case 2:
  100111. texture._lodTextureHigh = lodTexture;
  100112. break;
  100113. }
  100114. }
  100115. }
  100116. }
  100117. var promises = [];
  100118. var _loop_3 = function (i) {
  100119. var _loop_4 = function (face) {
  100120. // Constructs an image element from image data
  100121. var bytes = imageData[i][face];
  100122. var blob = new Blob([bytes], { type: 'image/png' });
  100123. var url = URL.createObjectURL(blob);
  100124. var image = new Image();
  100125. image.src = url;
  100126. // Enqueue promise to upload to the texture.
  100127. var promise = new Promise(function (resolve, reject) {
  100128. image.onload = function () {
  100129. if (expandTexture) {
  100130. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100131. reject(message);
  100132. }, image);
  100133. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100134. // Uncompress the data to a RTT
  100135. rgbdPostProcess.onApply = function (effect) {
  100136. effect._bindTexture("textureSampler", tempTexture_1);
  100137. effect.setFloat2("scale", 1, 1);
  100138. };
  100139. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100140. // Cleanup
  100141. engine.restoreDefaultFramebuffer();
  100142. tempTexture_1.dispose();
  100143. window.URL.revokeObjectURL(url);
  100144. resolve();
  100145. });
  100146. }
  100147. else {
  100148. engine._uploadImageToTexture(texture, image, face, i);
  100149. // Upload the face to the non lod texture support
  100150. if (generateNonLODTextures) {
  100151. var lodTexture = lodTextures[i];
  100152. if (lodTexture) {
  100153. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100154. }
  100155. }
  100156. resolve();
  100157. }
  100158. };
  100159. image.onerror = function (error) {
  100160. reject(error);
  100161. };
  100162. });
  100163. promises.push(promise);
  100164. };
  100165. // All faces
  100166. for (var face = 0; face < 6; face++) {
  100167. _loop_4(face);
  100168. }
  100169. };
  100170. // All mipmaps up to provided number of images
  100171. for (var i = 0; i < imageData.length; i++) {
  100172. _loop_3(i);
  100173. }
  100174. // Fill remaining mipmaps with black textures.
  100175. if (imageData.length < mipmapsCount) {
  100176. var data = void 0;
  100177. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100178. var dataLength = size * size * 4;
  100179. switch (texture.type) {
  100180. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100181. data = new Uint8Array(dataLength);
  100182. break;
  100183. }
  100184. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100185. data = new Uint16Array(dataLength);
  100186. break;
  100187. }
  100188. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100189. data = new Float32Array(dataLength);
  100190. break;
  100191. }
  100192. }
  100193. for (var i = imageData.length; i < mipmapsCount; i++) {
  100194. for (var face = 0; face < 6; face++) {
  100195. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100196. }
  100197. }
  100198. }
  100199. // Once all done, finishes the cleanup and return
  100200. return Promise.all(promises).then(function () {
  100201. // Release temp RTT.
  100202. if (cubeRtt) {
  100203. engine._releaseFramebufferObjects(cubeRtt);
  100204. cubeRtt._swapAndDie(texture);
  100205. }
  100206. // Release temp Post Process.
  100207. if (rgbdPostProcess) {
  100208. rgbdPostProcess.dispose();
  100209. }
  100210. // Flag internal texture as ready in case they are in use.
  100211. if (generateNonLODTextures) {
  100212. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100213. texture._lodTextureHigh._texture.isReady = true;
  100214. }
  100215. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100216. texture._lodTextureMid._texture.isReady = true;
  100217. }
  100218. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100219. texture._lodTextureLow._texture.isReady = true;
  100220. }
  100221. }
  100222. });
  100223. };
  100224. /**
  100225. * Uploads spherical polynomials information to the texture.
  100226. * @param texture defines the texture we are trying to upload the information to
  100227. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100228. */
  100229. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100230. if (info.version !== 1) {
  100231. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100232. }
  100233. var irradianceInfo = info.irradiance;
  100234. if (!irradianceInfo) {
  100235. return;
  100236. }
  100237. var sp = new BABYLON.SphericalPolynomial();
  100238. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100239. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100240. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100241. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100242. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100243. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100244. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100245. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100246. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100247. texture._sphericalPolynomial = sp;
  100248. };
  100249. /**
  100250. * Magic number identifying the env file.
  100251. */
  100252. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100253. return EnvironmentTextureTools;
  100254. }());
  100255. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100256. })(BABYLON || (BABYLON = {}));
  100257. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100258. var BABYLON;
  100259. (function (BABYLON) {
  100260. /**
  100261. * Implementation of the ENV Texture Loader.
  100262. */
  100263. var ENVTextureLoader = /** @class */ (function () {
  100264. function ENVTextureLoader() {
  100265. /**
  100266. * Defines wether the loader supports cascade loading the different faces.
  100267. */
  100268. this.supportCascades = false;
  100269. }
  100270. /**
  100271. * This returns if the loader support the current file information.
  100272. * @param extension defines the file extension of the file being loaded
  100273. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100274. * @param fallback defines the fallback internal texture if any
  100275. * @param isBase64 defines whether the texture is encoded as a base64
  100276. * @param isBuffer defines whether the texture data are stored as a buffer
  100277. * @returns true if the loader can load the specified file
  100278. */
  100279. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100280. return extension.indexOf(".env") === 0;
  100281. };
  100282. /**
  100283. * Transform the url before loading if required.
  100284. * @param rootUrl the url of the texture
  100285. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100286. * @returns the transformed texture
  100287. */
  100288. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100289. return rootUrl;
  100290. };
  100291. /**
  100292. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100293. * @param rootUrl the url of the texture
  100294. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100295. * @returns the fallback texture
  100296. */
  100297. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100298. return null;
  100299. };
  100300. /**
  100301. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100302. * @param data contains the texture data
  100303. * @param texture defines the BabylonJS internal texture
  100304. * @param createPolynomials will be true if polynomials have been requested
  100305. * @param onLoad defines the callback to trigger once the texture is ready
  100306. * @param onError defines the callback to trigger in case of error
  100307. */
  100308. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100309. if (Array.isArray(data)) {
  100310. return;
  100311. }
  100312. data = data;
  100313. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100314. if (info) {
  100315. texture.width = info.width;
  100316. texture.height = info.width;
  100317. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100318. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100319. texture.isReady = true;
  100320. if (onLoad) {
  100321. onLoad();
  100322. }
  100323. });
  100324. }
  100325. else if (onError) {
  100326. onError("Can not parse the environment file", null);
  100327. }
  100328. };
  100329. /**
  100330. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100331. * @param data contains the texture data
  100332. * @param texture defines the BabylonJS internal texture
  100333. * @param callback defines the method to call once ready to upload
  100334. */
  100335. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100336. throw ".env not supported in 2d.";
  100337. };
  100338. return ENVTextureLoader;
  100339. }());
  100340. // Register the loader.
  100341. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100342. })(BABYLON || (BABYLON = {}));
  100343. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100344. var BABYLON;
  100345. (function (BABYLON) {
  100346. /**
  100347. * Renders a layer on top of an existing scene
  100348. */
  100349. var UtilityLayerRenderer = /** @class */ (function () {
  100350. /**
  100351. * Instantiates a UtilityLayerRenderer
  100352. * @param originalScene the original scene that will be rendered on top of
  100353. */
  100354. function UtilityLayerRenderer(
  100355. /** the original scene that will be rendered on top of */
  100356. originalScene) {
  100357. var _this = this;
  100358. this.originalScene = originalScene;
  100359. this._pointerCaptures = {};
  100360. this._lastPointerEvents = {};
  100361. /**
  100362. * If the utility layer should automatically be rendered on top of existing scene
  100363. */
  100364. this.shouldRender = true;
  100365. /**
  100366. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100367. */
  100368. this.onlyCheckPointerDownEvents = true;
  100369. /**
  100370. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100371. */
  100372. this.processAllEvents = false;
  100373. /**
  100374. * Observable raised when the pointer move from the utility layer scene to the main scene
  100375. */
  100376. this.onPointerOutObservable = new BABYLON.Observable();
  100377. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100378. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100379. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100380. this.utilityLayerScene._allowPostProcessClearColor = false;
  100381. originalScene.getEngine().scenes.pop();
  100382. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100383. this.utilityLayerScene.detachControl();
  100384. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100385. if (!_this.processAllEvents) {
  100386. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100387. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100388. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100389. return;
  100390. }
  100391. }
  100392. var pointerEvent = (prePointerInfo.event);
  100393. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100394. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100395. return;
  100396. }
  100397. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100398. if (!prePointerInfo.ray && utilityScenePick) {
  100399. prePointerInfo.ray = utilityScenePick.ray;
  100400. }
  100401. // always fire the prepointer oversvable
  100402. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100403. // allow every non pointer down event to flow to the utility layer
  100404. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100405. if (!prePointerInfo.skipOnPointerObservable) {
  100406. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100407. }
  100408. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100409. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100410. }
  100411. return;
  100412. }
  100413. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100414. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100415. if (utilityScenePick && utilityScenePick.hit) {
  100416. if (!prePointerInfo.skipOnPointerObservable) {
  100417. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100418. }
  100419. prePointerInfo.skipOnPointerObservable = true;
  100420. }
  100421. }
  100422. else {
  100423. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100424. var pointerEvent_1 = (prePointerInfo.event);
  100425. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100426. if (originalScenePick && utilityScenePick) {
  100427. // No pick in utility scene
  100428. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100429. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100430. // We touched an utility mesh present in the main scene
  100431. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100432. prePointerInfo.skipOnPointerObservable = true;
  100433. }
  100434. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100435. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100436. }
  100437. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100438. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100439. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100440. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100441. }
  100442. }
  100443. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100444. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100445. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100446. // If a previous utility layer set this, do not unset this
  100447. if (!prePointerInfo.skipOnPointerObservable) {
  100448. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100449. }
  100450. }
  100451. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100452. // We have a pick in both scenes but main is closer than utility
  100453. // We touched an utility mesh present in the main scene
  100454. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100455. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100456. prePointerInfo.skipOnPointerObservable = true;
  100457. }
  100458. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100459. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100460. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100461. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100462. }
  100463. }
  100464. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100465. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100466. }
  100467. }
  100468. }
  100469. });
  100470. // Render directly on top of existing scene without clearing
  100471. this.utilityLayerScene.autoClear = false;
  100472. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100473. if (_this.shouldRender) {
  100474. _this.render();
  100475. }
  100476. });
  100477. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100478. _this.dispose();
  100479. });
  100480. this._updateCamera();
  100481. }
  100482. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100483. /**
  100484. * 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)
  100485. */
  100486. get: function () {
  100487. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100488. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100489. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100490. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100491. });
  100492. }
  100493. return UtilityLayerRenderer._DefaultUtilityLayer;
  100494. },
  100495. enumerable: true,
  100496. configurable: true
  100497. });
  100498. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100499. /**
  100500. * 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)
  100501. */
  100502. get: function () {
  100503. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100504. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100505. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100506. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100507. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100508. });
  100509. }
  100510. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100511. },
  100512. enumerable: true,
  100513. configurable: true
  100514. });
  100515. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100516. if (!prePointerInfo.skipOnPointerObservable) {
  100517. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100518. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100519. }
  100520. };
  100521. /**
  100522. * Renders the utility layers scene on top of the original scene
  100523. */
  100524. UtilityLayerRenderer.prototype.render = function () {
  100525. this._updateCamera();
  100526. if (this.utilityLayerScene.activeCamera) {
  100527. // Set the camera's scene to utility layers scene
  100528. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100529. var camera = this.utilityLayerScene.activeCamera;
  100530. camera._scene = this.utilityLayerScene;
  100531. if (camera.leftCamera) {
  100532. camera.leftCamera._scene = this.utilityLayerScene;
  100533. }
  100534. if (camera.rightCamera) {
  100535. camera.rightCamera._scene = this.utilityLayerScene;
  100536. }
  100537. this.utilityLayerScene.render(false);
  100538. // Reset camera's scene back to original
  100539. camera._scene = oldScene;
  100540. if (camera.leftCamera) {
  100541. camera.leftCamera._scene = oldScene;
  100542. }
  100543. if (camera.rightCamera) {
  100544. camera.rightCamera._scene = oldScene;
  100545. }
  100546. }
  100547. };
  100548. /**
  100549. * Disposes of the renderer
  100550. */
  100551. UtilityLayerRenderer.prototype.dispose = function () {
  100552. this.onPointerOutObservable.clear();
  100553. if (this._afterRenderObserver) {
  100554. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100555. }
  100556. if (this._sceneDisposeObserver) {
  100557. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100558. }
  100559. if (this._originalPointerObserver) {
  100560. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100561. }
  100562. this.utilityLayerScene.dispose();
  100563. };
  100564. UtilityLayerRenderer.prototype._updateCamera = function () {
  100565. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100566. };
  100567. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100568. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100569. return UtilityLayerRenderer;
  100570. }());
  100571. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100572. })(BABYLON || (BABYLON = {}));
  100573. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100574. //# sourceMappingURL=babylon.behavior.js.map
  100575. var BABYLON;
  100576. (function (BABYLON) {
  100577. /**
  100578. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100579. */
  100580. var PointerDragBehavior = /** @class */ (function () {
  100581. /**
  100582. * Creates a pointer drag behavior that can be attached to a mesh
  100583. * @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)
  100584. */
  100585. function PointerDragBehavior(options) {
  100586. /**
  100587. * 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)
  100588. */
  100589. this.maxDragAngle = 0;
  100590. /**
  100591. * @hidden
  100592. */
  100593. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100594. /**
  100595. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100596. */
  100597. this.currentDraggingPointerID = -1;
  100598. /**
  100599. * If the behavior is currently in a dragging state
  100600. */
  100601. this.dragging = false;
  100602. /**
  100603. * 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)
  100604. */
  100605. this.dragDeltaRatio = 0.2;
  100606. /**
  100607. * If the drag plane orientation should be updated during the dragging (Default: true)
  100608. */
  100609. this.updateDragPlane = true;
  100610. // Debug mode will display drag planes to help visualize behavior
  100611. this._debugMode = false;
  100612. this._moving = false;
  100613. /**
  100614. * Fires each time the attached mesh is dragged with the pointer
  100615. * * delta between last drag position and current drag position in world space
  100616. * * dragDistance along the drag axis
  100617. * * dragPlaneNormal normal of the current drag plane used during the drag
  100618. * * dragPlanePoint in world space where the drag intersects the drag plane
  100619. */
  100620. this.onDragObservable = new BABYLON.Observable();
  100621. /**
  100622. * Fires each time a drag begins (eg. mouse down on mesh)
  100623. */
  100624. this.onDragStartObservable = new BABYLON.Observable();
  100625. /**
  100626. * Fires each time a drag ends (eg. mouse release after drag)
  100627. */
  100628. this.onDragEndObservable = new BABYLON.Observable();
  100629. /**
  100630. * If the attached mesh should be moved when dragged
  100631. */
  100632. this.moveAttached = true;
  100633. /**
  100634. * If the drag behavior will react to drag events (Default: true)
  100635. */
  100636. this.enabled = true;
  100637. /**
  100638. * If camera controls should be detached during the drag
  100639. */
  100640. this.detachCameraControls = true;
  100641. /**
  100642. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100643. */
  100644. this.useObjectOrienationForDragging = true;
  100645. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100646. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100647. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100648. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100649. this._attachedElement = null;
  100650. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100651. this._lastPointerRay = {};
  100652. this._dragDelta = new BABYLON.Vector3();
  100653. // Variables to avoid instantiation in the below method
  100654. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100655. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100656. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100657. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100658. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100659. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100660. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100661. this._options = options ? options : {};
  100662. var optionCount = 0;
  100663. if (this._options.dragAxis) {
  100664. optionCount++;
  100665. }
  100666. if (this._options.dragPlaneNormal) {
  100667. optionCount++;
  100668. }
  100669. if (optionCount > 1) {
  100670. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  100671. }
  100672. }
  100673. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  100674. /**
  100675. * The name of the behavior
  100676. */
  100677. get: function () {
  100678. return "PointerDrag";
  100679. },
  100680. enumerable: true,
  100681. configurable: true
  100682. });
  100683. /**
  100684. * Initializes the behavior
  100685. */
  100686. PointerDragBehavior.prototype.init = function () { };
  100687. /**
  100688. * Attaches the drag behavior the passed in mesh
  100689. * @param ownerNode The mesh that will be dragged around once attached
  100690. */
  100691. PointerDragBehavior.prototype.attach = function (ownerNode) {
  100692. var _this = this;
  100693. this._scene = ownerNode.getScene();
  100694. this._attachedNode = ownerNode;
  100695. // Initialize drag plane to not interfere with existing scene
  100696. if (!PointerDragBehavior._planeScene) {
  100697. if (this._debugMode) {
  100698. PointerDragBehavior._planeScene = this._scene;
  100699. }
  100700. else {
  100701. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  100702. PointerDragBehavior._planeScene.detachControl();
  100703. this._scene.getEngine().scenes.pop();
  100704. this._scene.onDisposeObservable.addOnce(function () {
  100705. PointerDragBehavior._planeScene.dispose();
  100706. PointerDragBehavior._planeScene = null;
  100707. });
  100708. }
  100709. }
  100710. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  100711. // State of the drag
  100712. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  100713. var pickPredicate = function (m) {
  100714. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  100715. };
  100716. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100717. if (!_this.enabled) {
  100718. return;
  100719. }
  100720. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100721. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100722. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  100723. }
  100724. }
  100725. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100726. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100727. _this.releaseDrag();
  100728. }
  100729. }
  100730. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100731. var pointerId = pointerInfo.event.pointerId;
  100732. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  100733. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  100734. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  100735. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  100736. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  100737. }
  100738. _this.currentDraggingPointerID = pointerId;
  100739. }
  100740. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  100741. if (!_this._lastPointerRay[pointerId]) {
  100742. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100743. }
  100744. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  100745. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  100746. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  100747. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  100748. _this._moveDrag(pointerInfo.pickInfo.ray);
  100749. }
  100750. }
  100751. }
  100752. });
  100753. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  100754. if (_this._moving && _this.moveAttached) {
  100755. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  100756. // Slowly move mesh to avoid jitter
  100757. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  100758. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  100759. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  100760. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  100761. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  100762. }
  100763. });
  100764. };
  100765. /**
  100766. * Force relase the drag action by code.
  100767. */
  100768. PointerDragBehavior.prototype.releaseDrag = function () {
  100769. this.dragging = false;
  100770. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  100771. this.currentDraggingPointerID = -1;
  100772. this._moving = false;
  100773. // Reattach camera controls
  100774. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100775. this._scene.activeCamera.attachControl(this._attachedElement, true);
  100776. }
  100777. };
  100778. /**
  100779. * Simulates the start of a pointer drag event on the behavior
  100780. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100781. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100782. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100783. */
  100784. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  100785. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  100786. this._startDrag(pointerId, fromRay, startPickedPoint);
  100787. var lastRay = this._lastPointerRay[pointerId];
  100788. if (pointerId === PointerDragBehavior._AnyMouseID) {
  100789. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  100790. }
  100791. if (lastRay) {
  100792. // if there was a last pointer ray drag the object there
  100793. this._moveDrag(lastRay);
  100794. }
  100795. };
  100796. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  100797. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  100798. return;
  100799. }
  100800. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  100801. // Create start ray from the camera to the object
  100802. if (fromRay) {
  100803. this._startDragRay.direction.copyFrom(fromRay.direction);
  100804. this._startDragRay.origin.copyFrom(fromRay.origin);
  100805. }
  100806. else {
  100807. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  100808. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  100809. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  100810. }
  100811. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  100812. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  100813. if (pickedPoint) {
  100814. this.dragging = true;
  100815. this.currentDraggingPointerID = pointerId;
  100816. this.lastDragPosition.copyFrom(pickedPoint);
  100817. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  100818. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  100819. // Detatch camera controls
  100820. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100821. if (this._scene.activeCamera.inputs.attachedElement) {
  100822. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  100823. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  100824. }
  100825. else {
  100826. this._attachedElement = null;
  100827. }
  100828. }
  100829. }
  100830. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  100831. };
  100832. PointerDragBehavior.prototype._moveDrag = function (ray) {
  100833. this._moving = true;
  100834. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  100835. if (pickedPoint) {
  100836. if (this.updateDragPlane) {
  100837. this._updateDragPlanePosition(ray, pickedPoint);
  100838. }
  100839. var dragLength = 0;
  100840. // depending on the drag mode option drag accordingly
  100841. if (this._options.dragAxis) {
  100842. // Convert local drag axis to world
  100843. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  100844. // Project delta drag from the drag plane onto the drag axis
  100845. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  100846. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  100847. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  100848. }
  100849. else {
  100850. dragLength = this._dragDelta.length();
  100851. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  100852. }
  100853. this._targetPosition.addInPlace(this._dragDelta);
  100854. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  100855. this.lastDragPosition.copyFrom(pickedPoint);
  100856. }
  100857. };
  100858. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  100859. var _this = this;
  100860. if (!ray) {
  100861. return null;
  100862. }
  100863. // Calculate angle between plane normal and ray
  100864. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  100865. // Correct if ray is casted from oposite side
  100866. if (angle > Math.PI / 2) {
  100867. angle = Math.PI - angle;
  100868. }
  100869. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  100870. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  100871. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  100872. // Invert ray direction along the towards object axis
  100873. this._tmpVector.copyFrom(ray.direction);
  100874. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  100875. this._alternatePickedPoint.normalize();
  100876. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  100877. this._tmpVector.addInPlace(this._alternatePickedPoint);
  100878. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  100879. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  100880. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  100881. this._alternatePickedPoint.addInPlace(this._tmpVector);
  100882. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  100883. return this._alternatePickedPoint;
  100884. }
  100885. else {
  100886. return null;
  100887. }
  100888. }
  100889. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  100890. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  100891. return pickResult.pickedPoint;
  100892. }
  100893. else {
  100894. return null;
  100895. }
  100896. };
  100897. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  100898. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  100899. this._pointA.copyFrom(dragPlanePosition);
  100900. if (this._options.dragAxis) {
  100901. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  100902. // Calculate plane normal in direction of camera but perpendicular to drag axis
  100903. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  100904. ray.origin.subtractToRef(this._pointA, this._pointC);
  100905. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  100906. // Get perpendicular line from direction to camera and drag axis
  100907. this._pointB.subtractToRef(this._pointA, this._lineA);
  100908. this._pointC.subtractToRef(this._pointA, this._lineB);
  100909. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  100910. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  100911. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  100912. this._lookAt.normalize();
  100913. this._dragPlane.position.copyFrom(this._pointA);
  100914. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  100915. this._dragPlane.lookAt(this._lookAt);
  100916. }
  100917. else if (this._options.dragPlaneNormal) {
  100918. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  100919. this._dragPlane.position.copyFrom(this._pointA);
  100920. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  100921. this._dragPlane.lookAt(this._lookAt);
  100922. }
  100923. else {
  100924. this._dragPlane.position.copyFrom(this._pointA);
  100925. this._dragPlane.lookAt(ray.origin);
  100926. }
  100927. this._dragPlane.computeWorldMatrix(true);
  100928. };
  100929. /**
  100930. * Detaches the behavior from the mesh
  100931. */
  100932. PointerDragBehavior.prototype.detach = function () {
  100933. if (this._pointerObserver) {
  100934. this._scene.onPointerObservable.remove(this._pointerObserver);
  100935. }
  100936. if (this._beforeRenderObserver) {
  100937. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  100938. }
  100939. };
  100940. PointerDragBehavior._AnyMouseID = -2;
  100941. return PointerDragBehavior;
  100942. }());
  100943. BABYLON.PointerDragBehavior = PointerDragBehavior;
  100944. })(BABYLON || (BABYLON = {}));
  100945. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  100946. var BABYLON;
  100947. (function (BABYLON) {
  100948. /**
  100949. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100950. */
  100951. var MultiPointerScaleBehavior = /** @class */ (function () {
  100952. /**
  100953. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100954. */
  100955. function MultiPointerScaleBehavior() {
  100956. this._startDistance = 0;
  100957. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  100958. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  100959. this._sceneRenderObserver = null;
  100960. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  100961. this._dragBehaviorA.moveAttached = false;
  100962. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  100963. this._dragBehaviorB.moveAttached = false;
  100964. }
  100965. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  100966. /**
  100967. * The name of the behavior
  100968. */
  100969. get: function () {
  100970. return "MultiPointerScale";
  100971. },
  100972. enumerable: true,
  100973. configurable: true
  100974. });
  100975. /**
  100976. * Initializes the behavior
  100977. */
  100978. MultiPointerScaleBehavior.prototype.init = function () { };
  100979. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  100980. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  100981. };
  100982. /**
  100983. * Attaches the scale behavior the passed in mesh
  100984. * @param ownerNode The mesh that will be scaled around once attached
  100985. */
  100986. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  100987. var _this = this;
  100988. this._ownerNode = ownerNode;
  100989. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  100990. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  100991. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  100992. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  100993. _this._dragBehaviorA.releaseDrag();
  100994. }
  100995. else {
  100996. _this._initialScale.copyFrom(ownerNode.scaling);
  100997. _this._startDistance = _this._getCurrentDistance();
  100998. }
  100999. }
  101000. });
  101001. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101002. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101003. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101004. _this._dragBehaviorB.releaseDrag();
  101005. }
  101006. else {
  101007. _this._initialScale.copyFrom(ownerNode.scaling);
  101008. _this._startDistance = _this._getCurrentDistance();
  101009. }
  101010. }
  101011. });
  101012. // Once both drag behaviors are active scale based on the distance between the two pointers
  101013. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101014. behavior.onDragObservable.add(function () {
  101015. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101016. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101017. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101018. }
  101019. });
  101020. });
  101021. ownerNode.addBehavior(this._dragBehaviorA);
  101022. ownerNode.addBehavior(this._dragBehaviorB);
  101023. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101024. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101025. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101026. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101027. if (change.length() > 0.01) {
  101028. ownerNode.scaling.addInPlace(change);
  101029. }
  101030. }
  101031. });
  101032. };
  101033. /**
  101034. * Detaches the behavior from the mesh
  101035. */
  101036. MultiPointerScaleBehavior.prototype.detach = function () {
  101037. var _this = this;
  101038. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101039. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101040. behavior.onDragStartObservable.clear();
  101041. behavior.onDragObservable.clear();
  101042. _this._ownerNode.removeBehavior(behavior);
  101043. });
  101044. };
  101045. return MultiPointerScaleBehavior;
  101046. }());
  101047. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101048. })(BABYLON || (BABYLON = {}));
  101049. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101050. var BABYLON;
  101051. (function (BABYLON) {
  101052. /**
  101053. * 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
  101054. */
  101055. var SixDofDragBehavior = /** @class */ (function () {
  101056. /**
  101057. * 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
  101058. */
  101059. function SixDofDragBehavior() {
  101060. this._sceneRenderObserver = null;
  101061. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101062. this._moving = false;
  101063. this._startingOrientation = new BABYLON.Quaternion();
  101064. /**
  101065. * 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)
  101066. */
  101067. this.zDragFactor = 3;
  101068. /**
  101069. * If the behavior is currently in a dragging state
  101070. */
  101071. this.dragging = false;
  101072. /**
  101073. * 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)
  101074. */
  101075. this.dragDeltaRatio = 0.2;
  101076. /**
  101077. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101078. */
  101079. this.currentDraggingPointerID = -1;
  101080. /**
  101081. * If camera controls should be detached during the drag
  101082. */
  101083. this.detachCameraControls = true;
  101084. /**
  101085. * Fires each time a drag starts
  101086. */
  101087. this.onDragStartObservable = new BABYLON.Observable();
  101088. /**
  101089. * Fires each time a drag ends (eg. mouse release after drag)
  101090. */
  101091. this.onDragEndObservable = new BABYLON.Observable();
  101092. }
  101093. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101094. /**
  101095. * The name of the behavior
  101096. */
  101097. get: function () {
  101098. return "SixDofDrag";
  101099. },
  101100. enumerable: true,
  101101. configurable: true
  101102. });
  101103. /**
  101104. * Initializes the behavior
  101105. */
  101106. SixDofDragBehavior.prototype.init = function () { };
  101107. /**
  101108. * Attaches the scale behavior the passed in mesh
  101109. * @param ownerNode The mesh that will be scaled around once attached
  101110. */
  101111. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101112. var _this = this;
  101113. this._ownerNode = ownerNode;
  101114. this._scene = this._ownerNode.getScene();
  101115. if (!SixDofDragBehavior._virtualScene) {
  101116. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101117. SixDofDragBehavior._virtualScene.detachControl();
  101118. this._scene.getEngine().scenes.pop();
  101119. }
  101120. var pickedMesh = null;
  101121. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101122. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101123. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101124. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101125. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101126. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101127. var pickPredicate = function (m) {
  101128. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101129. };
  101130. var attachedElement = null;
  101131. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101132. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101133. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101134. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101135. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101136. }
  101137. pickedMesh = _this._ownerNode;
  101138. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101139. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101140. // Set position and orientation of the controller
  101141. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101142. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101143. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101144. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101145. pickedMesh.computeWorldMatrix();
  101146. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101147. if (!pickedMesh.rotationQuaternion) {
  101148. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101149. }
  101150. var oldParent = pickedMesh.parent;
  101151. pickedMesh.setParent(null);
  101152. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101153. pickedMesh.setParent(oldParent);
  101154. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101155. // Update state
  101156. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101157. _this.dragging = true;
  101158. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101159. // Detatch camera controls
  101160. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101161. if (_this._scene.activeCamera.inputs.attachedElement) {
  101162. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101163. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101164. }
  101165. else {
  101166. attachedElement = null;
  101167. }
  101168. }
  101169. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101170. _this.onDragStartObservable.notifyObservers({});
  101171. }
  101172. }
  101173. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101174. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101175. _this.dragging = false;
  101176. _this._moving = false;
  101177. _this.currentDraggingPointerID = -1;
  101178. pickedMesh = null;
  101179. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101180. // Reattach camera controls
  101181. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101182. _this._scene.activeCamera.attachControl(attachedElement, true);
  101183. }
  101184. _this.onDragEndObservable.notifyObservers({});
  101185. }
  101186. }
  101187. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101188. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101189. var zDragFactor = _this.zDragFactor;
  101190. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101191. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101192. zDragFactor = 0;
  101193. }
  101194. // Calculate controller drag distance in controller space
  101195. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101196. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101197. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101198. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101199. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101200. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101201. if (_this._virtualDragMesh.position.z < 0) {
  101202. _this._virtualDragMesh.position.z = 0;
  101203. }
  101204. // Update the controller position
  101205. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101206. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101207. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101208. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101209. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101210. if (pickedMesh.parent) {
  101211. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101212. }
  101213. if (!_this._moving) {
  101214. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101215. }
  101216. _this._moving = true;
  101217. }
  101218. }
  101219. });
  101220. var tmpQuaternion = new BABYLON.Quaternion();
  101221. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101222. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101223. if (_this.dragging && _this._moving && pickedMesh) {
  101224. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101225. // Slowly move mesh to avoid jitter
  101226. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101227. // Get change in rotation
  101228. tmpQuaternion.copyFrom(_this._startingOrientation);
  101229. tmpQuaternion.x = -tmpQuaternion.x;
  101230. tmpQuaternion.y = -tmpQuaternion.y;
  101231. tmpQuaternion.z = -tmpQuaternion.z;
  101232. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101233. // Convert change in rotation to only y axis rotation
  101234. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101235. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101236. // Slowly move mesh to avoid jitter
  101237. var oldParent = pickedMesh.parent;
  101238. pickedMesh.setParent(null);
  101239. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101240. pickedMesh.setParent(oldParent);
  101241. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101242. }
  101243. });
  101244. };
  101245. /**
  101246. * Detaches the behavior from the mesh
  101247. */
  101248. SixDofDragBehavior.prototype.detach = function () {
  101249. if (this._scene) {
  101250. this._scene.onPointerObservable.remove(this._pointerObserver);
  101251. }
  101252. if (this._ownerNode) {
  101253. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101254. }
  101255. if (this._virtualOriginMesh) {
  101256. this._virtualOriginMesh.dispose();
  101257. }
  101258. if (this._virtualDragMesh) {
  101259. this._virtualDragMesh.dispose();
  101260. }
  101261. this.onDragEndObservable.clear();
  101262. this.onDragStartObservable.clear();
  101263. };
  101264. return SixDofDragBehavior;
  101265. }());
  101266. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101267. })(BABYLON || (BABYLON = {}));
  101268. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101269. var BABYLON;
  101270. (function (BABYLON) {
  101271. /**
  101272. * @hidden
  101273. */
  101274. var FaceDirectionInfo = /** @class */ (function () {
  101275. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101276. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101277. if (diff === void 0) { diff = 0; }
  101278. if (ignore === void 0) { ignore = false; }
  101279. this.direction = direction;
  101280. this.rotatedDirection = rotatedDirection;
  101281. this.diff = diff;
  101282. this.ignore = ignore;
  101283. }
  101284. return FaceDirectionInfo;
  101285. }());
  101286. /**
  101287. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101288. */
  101289. var AttachToBoxBehavior = /** @class */ (function () {
  101290. /**
  101291. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101292. * @param ui The transform node that should be attched to the mesh
  101293. */
  101294. function AttachToBoxBehavior(ui) {
  101295. this.ui = ui;
  101296. /**
  101297. * The name of the behavior
  101298. */
  101299. this.name = "AttachToBoxBehavior";
  101300. /**
  101301. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101302. */
  101303. this.distanceAwayFromFace = 0.15;
  101304. /**
  101305. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101306. */
  101307. this.distanceAwayFromBottomOfFace = 0.15;
  101308. 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))];
  101309. this._tmpMatrix = new BABYLON.Matrix();
  101310. this._tmpVector = new BABYLON.Vector3();
  101311. this._zeroVector = BABYLON.Vector3.Zero();
  101312. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101313. /* Does nothing */
  101314. }
  101315. /**
  101316. * Initializes the behavior
  101317. */
  101318. AttachToBoxBehavior.prototype.init = function () {
  101319. /* Does nothing */
  101320. };
  101321. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101322. var _this = this;
  101323. // Go over each face and calculate the angle between the face's normal and targetDirection
  101324. this._faceVectors.forEach(function (v) {
  101325. if (!_this._target.rotationQuaternion) {
  101326. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101327. }
  101328. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101329. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101330. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101331. });
  101332. // Return the face information of the one with the normal closeset to target direction
  101333. return this._faceVectors.reduce(function (min, p) {
  101334. if (min.ignore) {
  101335. return p;
  101336. }
  101337. else if (p.ignore) {
  101338. return min;
  101339. }
  101340. else {
  101341. return min.diff < p.diff ? min : p;
  101342. }
  101343. }, this._faceVectors[0]);
  101344. };
  101345. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101346. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101347. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101348. this._lookAtTmpMatrix.invert();
  101349. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101350. };
  101351. /**
  101352. * Attaches the AttachToBoxBehavior to the passed in mesh
  101353. * @param target The mesh that the specified node will be attached to
  101354. */
  101355. AttachToBoxBehavior.prototype.attach = function (target) {
  101356. var _this = this;
  101357. this._target = target;
  101358. this._scene = this._target.getScene();
  101359. // Every frame, update the app bars position
  101360. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101361. if (!_this._scene.activeCamera) {
  101362. return;
  101363. }
  101364. // Find the face closest to the cameras position
  101365. var cameraPos = _this._scene.activeCamera.position;
  101366. if (_this._scene.activeCamera.devicePosition) {
  101367. cameraPos = _this._scene.activeCamera.devicePosition;
  101368. }
  101369. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101370. if (_this._scene.activeCamera.leftCamera) {
  101371. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101372. }
  101373. else {
  101374. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101375. }
  101376. // Get camera up direction
  101377. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101378. // Ignore faces to not select a parrelel face for the up vector of the UI
  101379. _this._faceVectors.forEach(function (v) {
  101380. if (facing.direction.x && v.direction.x) {
  101381. v.ignore = true;
  101382. }
  101383. if (facing.direction.y && v.direction.y) {
  101384. v.ignore = true;
  101385. }
  101386. if (facing.direction.z && v.direction.z) {
  101387. v.ignore = true;
  101388. }
  101389. });
  101390. var facingUp = _this._closestFace(_this._tmpVector);
  101391. // Unignore faces
  101392. _this._faceVectors.forEach(function (v) {
  101393. v.ignore = false;
  101394. });
  101395. // Position the app bar on that face
  101396. _this.ui.position.copyFrom(target.position);
  101397. if (facing.direction.x) {
  101398. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101399. _this.ui.position.addInPlace(_this._tmpVector);
  101400. }
  101401. if (facing.direction.y) {
  101402. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101403. _this.ui.position.addInPlace(_this._tmpVector);
  101404. }
  101405. if (facing.direction.z) {
  101406. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101407. _this.ui.position.addInPlace(_this._tmpVector);
  101408. }
  101409. // Rotate to be oriented properly to the camera
  101410. if (!_this.ui.rotationQuaternion) {
  101411. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101412. }
  101413. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101414. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101415. // Place ui the correct distance from the bottom of the mesh
  101416. if (facingUp.direction.x) {
  101417. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101418. }
  101419. if (facingUp.direction.y) {
  101420. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101421. }
  101422. if (facingUp.direction.z) {
  101423. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101424. }
  101425. _this.ui.position.addInPlace(_this._tmpVector);
  101426. });
  101427. };
  101428. /**
  101429. * Detaches the behavior from the mesh
  101430. */
  101431. AttachToBoxBehavior.prototype.detach = function () {
  101432. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101433. };
  101434. return AttachToBoxBehavior;
  101435. }());
  101436. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101437. })(BABYLON || (BABYLON = {}));
  101438. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101439. var BABYLON;
  101440. (function (BABYLON) {
  101441. /**
  101442. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101443. */
  101444. var FadeInOutBehavior = /** @class */ (function () {
  101445. /**
  101446. * Instatiates the FadeInOutBehavior
  101447. */
  101448. function FadeInOutBehavior() {
  101449. var _this = this;
  101450. /**
  101451. * Time in milliseconds to delay before fading in (Default: 0)
  101452. */
  101453. this.delay = 0;
  101454. /**
  101455. * Time in milliseconds for the mesh to fade in (Default: 300)
  101456. */
  101457. this.fadeInTime = 300;
  101458. this._millisecondsPerFrame = 1000 / 60;
  101459. this._hovered = false;
  101460. this._hoverValue = 0;
  101461. this._ownerNode = null;
  101462. this._update = function () {
  101463. if (_this._ownerNode) {
  101464. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101465. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101466. if (_this._ownerNode.visibility > 1) {
  101467. _this._setAllVisibility(_this._ownerNode, 1);
  101468. _this._hoverValue = _this.fadeInTime + _this.delay;
  101469. return;
  101470. }
  101471. else if (_this._ownerNode.visibility < 0) {
  101472. _this._setAllVisibility(_this._ownerNode, 0);
  101473. if (_this._hoverValue < 0) {
  101474. _this._hoverValue = 0;
  101475. return;
  101476. }
  101477. }
  101478. setTimeout(_this._update, _this._millisecondsPerFrame);
  101479. }
  101480. };
  101481. }
  101482. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101483. /**
  101484. * The name of the behavior
  101485. */
  101486. get: function () {
  101487. return "FadeInOut";
  101488. },
  101489. enumerable: true,
  101490. configurable: true
  101491. });
  101492. /**
  101493. * Initializes the behavior
  101494. */
  101495. FadeInOutBehavior.prototype.init = function () {
  101496. };
  101497. /**
  101498. * Attaches the fade behavior on the passed in mesh
  101499. * @param ownerNode The mesh that will be faded in/out once attached
  101500. */
  101501. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101502. this._ownerNode = ownerNode;
  101503. this._setAllVisibility(this._ownerNode, 0);
  101504. };
  101505. /**
  101506. * Detaches the behavior from the mesh
  101507. */
  101508. FadeInOutBehavior.prototype.detach = function () {
  101509. this._ownerNode = null;
  101510. };
  101511. /**
  101512. * Triggers the mesh to begin fading in or out
  101513. * @param value if the object should fade in or out (true to fade in)
  101514. */
  101515. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101516. this._hovered = value;
  101517. this._update();
  101518. };
  101519. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101520. var _this = this;
  101521. mesh.visibility = value;
  101522. mesh.getChildMeshes().forEach(function (c) {
  101523. _this._setAllVisibility(c, value);
  101524. });
  101525. };
  101526. return FadeInOutBehavior;
  101527. }());
  101528. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101529. })(BABYLON || (BABYLON = {}));
  101530. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101531. var BABYLON;
  101532. (function (BABYLON) {
  101533. /**
  101534. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101535. */
  101536. var Gizmo = /** @class */ (function () {
  101537. /**
  101538. * Creates a gizmo
  101539. * @param gizmoLayer The utility layer the gizmo will be added to
  101540. */
  101541. function Gizmo(
  101542. /** The utility layer the gizmo will be added to */
  101543. gizmoLayer) {
  101544. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101545. var _this = this;
  101546. this.gizmoLayer = gizmoLayer;
  101547. /**
  101548. * Ratio for the scale of the gizmo (Default: 1)
  101549. */
  101550. this.scaleRatio = 1;
  101551. this._tmpMatrix = new BABYLON.Matrix();
  101552. /**
  101553. * If a custom mesh has been set (Default: false)
  101554. */
  101555. this._customMeshSet = false;
  101556. /**
  101557. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101558. */
  101559. this.updateGizmoRotationToMatchAttachedMesh = true;
  101560. /**
  101561. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101562. */
  101563. this.updateGizmoPositionToMatchAttachedMesh = true;
  101564. /**
  101565. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101566. */
  101567. this._updateScale = true;
  101568. this._interactionsEnabled = true;
  101569. this._tempVector = new BABYLON.Vector3();
  101570. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101571. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101572. _this._update();
  101573. });
  101574. this.attachedMesh = null;
  101575. }
  101576. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101577. /**
  101578. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101579. * * When set, interactions will be enabled
  101580. */
  101581. get: function () {
  101582. return this._attachedMesh;
  101583. },
  101584. set: function (value) {
  101585. this._attachedMesh = value;
  101586. this._rootMesh.setEnabled(value ? true : false);
  101587. this._attachedMeshChanged(value);
  101588. },
  101589. enumerable: true,
  101590. configurable: true
  101591. });
  101592. /**
  101593. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101594. * @param mesh The mesh to replace the default mesh of the gizmo
  101595. */
  101596. Gizmo.prototype.setCustomMesh = function (mesh) {
  101597. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101598. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101599. }
  101600. this._rootMesh.getChildMeshes().forEach(function (c) {
  101601. c.dispose();
  101602. });
  101603. mesh.parent = this._rootMesh;
  101604. this._customMeshSet = true;
  101605. };
  101606. Gizmo.prototype._attachedMeshChanged = function (value) {
  101607. };
  101608. /**
  101609. * @hidden
  101610. * Updates the gizmo to match the attached mesh's position/rotation
  101611. */
  101612. Gizmo.prototype._update = function () {
  101613. if (this.attachedMesh) {
  101614. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101615. if (!this._rootMesh.rotationQuaternion) {
  101616. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101617. }
  101618. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101619. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101620. if (this.attachedMesh.scaling.x < 0) {
  101621. this.attachedMesh.scaling.x *= -1;
  101622. }
  101623. if (this.attachedMesh.scaling.y < 0) {
  101624. this.attachedMesh.scaling.y *= -1;
  101625. }
  101626. if (this.attachedMesh.scaling.z < 0) {
  101627. this.attachedMesh.scaling.z *= -1;
  101628. }
  101629. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101630. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101631. this.attachedMesh.computeWorldMatrix();
  101632. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101633. }
  101634. else if (this._rootMesh.rotationQuaternion) {
  101635. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101636. }
  101637. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101638. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101639. }
  101640. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101641. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101642. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101643. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101644. }
  101645. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101646. var dist = this._tempVector.length() * this.scaleRatio;
  101647. this._rootMesh.scaling.set(dist, dist, dist);
  101648. }
  101649. }
  101650. };
  101651. /**
  101652. * Disposes of the gizmo
  101653. */
  101654. Gizmo.prototype.dispose = function () {
  101655. this._rootMesh.dispose();
  101656. if (this._beforeRenderObserver) {
  101657. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101658. }
  101659. };
  101660. return Gizmo;
  101661. }());
  101662. BABYLON.Gizmo = Gizmo;
  101663. })(BABYLON || (BABYLON = {}));
  101664. //# sourceMappingURL=babylon.gizmo.js.map
  101665. var BABYLON;
  101666. (function (BABYLON) {
  101667. /**
  101668. * Single axis drag gizmo
  101669. */
  101670. var AxisDragGizmo = /** @class */ (function (_super) {
  101671. __extends(AxisDragGizmo, _super);
  101672. /**
  101673. * Creates an AxisDragGizmo
  101674. * @param gizmoLayer The utility layer the gizmo will be added to
  101675. * @param dragAxis The axis which the gizmo will be able to drag on
  101676. * @param color The color of the gizmo
  101677. */
  101678. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  101679. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101680. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101681. var _this = _super.call(this, gizmoLayer) || this;
  101682. _this._pointerObserver = null;
  101683. /**
  101684. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101685. */
  101686. _this.snapDistance = 0;
  101687. /**
  101688. * Event that fires each time the gizmo snaps to a new location.
  101689. * * snapDistance is the the change in distance
  101690. */
  101691. _this.onSnapObservable = new BABYLON.Observable();
  101692. // Create Material
  101693. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101694. coloredMaterial.disableLighting = true;
  101695. coloredMaterial.emissiveColor = color;
  101696. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101697. hoverMaterial.disableLighting = true;
  101698. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101699. // Build mesh on root node
  101700. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101701. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  101702. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101703. arrowTail.color = coloredMaterial.emissiveColor;
  101704. arrow.addChild(arrowMesh);
  101705. arrow.addChild(arrowTail);
  101706. // Position arrow pointing in its drag axis
  101707. arrowMesh.scaling.scaleInPlace(0.05);
  101708. arrowMesh.material = coloredMaterial;
  101709. arrowMesh.rotation.x = Math.PI / 2;
  101710. arrowMesh.position.z += 0.3;
  101711. arrowTail.scaling.scaleInPlace(0.26);
  101712. arrowTail.rotation.x = Math.PI / 2;
  101713. arrowTail.material = coloredMaterial;
  101714. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101715. arrow.scaling.scaleInPlace(1 / 3);
  101716. _this._rootMesh.addChild(arrow);
  101717. var currentSnapDragDistance = 0;
  101718. var tmpVector = new BABYLON.Vector3();
  101719. var tmpSnapEvent = { snapDistance: 0 };
  101720. // Add drag behavior to handle events when the gizmo is dragged
  101721. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101722. _this.dragBehavior.moveAttached = false;
  101723. _this._rootMesh.addBehavior(_this.dragBehavior);
  101724. var localDelta = new BABYLON.Vector3();
  101725. var tmpMatrix = new BABYLON.Matrix();
  101726. _this.dragBehavior.onDragObservable.add(function (event) {
  101727. if (_this.attachedMesh) {
  101728. // Convert delta to local translation if it has a parent
  101729. if (_this.attachedMesh.parent) {
  101730. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101731. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  101732. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  101733. }
  101734. else {
  101735. localDelta.copyFrom(event.delta);
  101736. }
  101737. // Snapping logic
  101738. if (_this.snapDistance == 0) {
  101739. _this.attachedMesh.position.addInPlace(localDelta);
  101740. }
  101741. else {
  101742. currentSnapDragDistance += event.dragDistance;
  101743. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101744. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  101745. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101746. localDelta.normalizeToRef(tmpVector);
  101747. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  101748. _this.attachedMesh.position.addInPlace(tmpVector);
  101749. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101750. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101751. }
  101752. }
  101753. }
  101754. });
  101755. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101756. if (_this._customMeshSet) {
  101757. return;
  101758. }
  101759. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101760. var material = isHovered ? hoverMaterial : coloredMaterial;
  101761. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101762. m.material = material;
  101763. if (m.color) {
  101764. m.color = material.emissiveColor;
  101765. }
  101766. });
  101767. });
  101768. return _this;
  101769. }
  101770. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  101771. if (this.dragBehavior) {
  101772. this.dragBehavior.enabled = value ? true : false;
  101773. }
  101774. };
  101775. /**
  101776. * Disposes of the gizmo
  101777. */
  101778. AxisDragGizmo.prototype.dispose = function () {
  101779. this.onSnapObservable.clear();
  101780. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101781. this.dragBehavior.detach();
  101782. _super.prototype.dispose.call(this);
  101783. };
  101784. return AxisDragGizmo;
  101785. }(BABYLON.Gizmo));
  101786. BABYLON.AxisDragGizmo = AxisDragGizmo;
  101787. })(BABYLON || (BABYLON = {}));
  101788. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  101789. var BABYLON;
  101790. (function (BABYLON) {
  101791. /**
  101792. * Single axis scale gizmo
  101793. */
  101794. var AxisScaleGizmo = /** @class */ (function (_super) {
  101795. __extends(AxisScaleGizmo, _super);
  101796. /**
  101797. * Creates an AxisScaleGizmo
  101798. * @param gizmoLayer The utility layer the gizmo will be added to
  101799. * @param dragAxis The axis which the gizmo will be able to scale on
  101800. * @param color The color of the gizmo
  101801. */
  101802. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  101803. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101804. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101805. var _this = _super.call(this, gizmoLayer) || this;
  101806. _this._pointerObserver = null;
  101807. /**
  101808. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101809. */
  101810. _this.snapDistance = 0;
  101811. /**
  101812. * Event that fires each time the gizmo snaps to a new location.
  101813. * * snapDistance is the the change in distance
  101814. */
  101815. _this.onSnapObservable = new BABYLON.Observable();
  101816. /**
  101817. * If the scaling operation should be done on all axis (default: false)
  101818. */
  101819. _this.uniformScaling = false;
  101820. // Create Material
  101821. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101822. _this._coloredMaterial.disableLighting = true;
  101823. _this._coloredMaterial.emissiveColor = color;
  101824. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101825. hoverMaterial.disableLighting = true;
  101826. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101827. // Build mesh on root node
  101828. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101829. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  101830. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101831. arrowTail.color = _this._coloredMaterial.emissiveColor;
  101832. arrow.addChild(arrowMesh);
  101833. arrow.addChild(arrowTail);
  101834. // Position arrow pointing in its drag axis
  101835. arrowMesh.scaling.scaleInPlace(0.1);
  101836. arrowMesh.material = _this._coloredMaterial;
  101837. arrowMesh.rotation.x = Math.PI / 2;
  101838. arrowMesh.position.z += 0.3;
  101839. arrowTail.scaling.scaleInPlace(0.26);
  101840. arrowTail.rotation.x = Math.PI / 2;
  101841. arrowTail.material = _this._coloredMaterial;
  101842. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101843. _this._rootMesh.addChild(arrow);
  101844. arrow.scaling.scaleInPlace(1 / 3);
  101845. // Add drag behavior to handle events when the gizmo is dragged
  101846. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101847. _this.dragBehavior.moveAttached = false;
  101848. _this._rootMesh.addBehavior(_this.dragBehavior);
  101849. var currentSnapDragDistance = 0;
  101850. var tmpVector = new BABYLON.Vector3();
  101851. var tmpSnapEvent = { snapDistance: 0 };
  101852. _this.dragBehavior.onDragObservable.add(function (event) {
  101853. if (_this.attachedMesh) {
  101854. // Snapping logic
  101855. var snapped = false;
  101856. var dragSteps = 0;
  101857. if (_this.uniformScaling) {
  101858. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  101859. if (tmpVector.y < 0) {
  101860. tmpVector.scaleInPlace(-1);
  101861. }
  101862. }
  101863. else {
  101864. tmpVector.copyFrom(dragAxis);
  101865. }
  101866. if (_this.snapDistance == 0) {
  101867. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  101868. }
  101869. else {
  101870. currentSnapDragDistance += event.dragDistance;
  101871. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101872. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  101873. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101874. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  101875. snapped = true;
  101876. }
  101877. else {
  101878. tmpVector.scaleInPlace(0);
  101879. }
  101880. }
  101881. _this.attachedMesh.scaling.addInPlace(tmpVector);
  101882. if (snapped) {
  101883. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101884. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101885. }
  101886. }
  101887. });
  101888. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101889. if (_this._customMeshSet) {
  101890. return;
  101891. }
  101892. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101893. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  101894. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101895. m.material = material;
  101896. if (m.color) {
  101897. m.color = material.emissiveColor;
  101898. }
  101899. });
  101900. });
  101901. return _this;
  101902. }
  101903. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  101904. if (this.dragBehavior) {
  101905. this.dragBehavior.enabled = value ? true : false;
  101906. }
  101907. };
  101908. /**
  101909. * Disposes of the gizmo
  101910. */
  101911. AxisScaleGizmo.prototype.dispose = function () {
  101912. this.onSnapObservable.clear();
  101913. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101914. this.dragBehavior.detach();
  101915. _super.prototype.dispose.call(this);
  101916. };
  101917. /**
  101918. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101919. * @param mesh The mesh to replace the default mesh of the gizmo
  101920. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  101921. */
  101922. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  101923. var _this = this;
  101924. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  101925. _super.prototype.setCustomMesh.call(this, mesh);
  101926. if (useGizmoMaterial) {
  101927. this._rootMesh.getChildMeshes().forEach(function (m) {
  101928. m.material = _this._coloredMaterial;
  101929. if (m.color) {
  101930. m.color = _this._coloredMaterial.emissiveColor;
  101931. }
  101932. });
  101933. this._customMeshSet = false;
  101934. }
  101935. };
  101936. return AxisScaleGizmo;
  101937. }(BABYLON.Gizmo));
  101938. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  101939. })(BABYLON || (BABYLON = {}));
  101940. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  101941. var BABYLON;
  101942. (function (BABYLON) {
  101943. /**
  101944. * Single plane rotation gizmo
  101945. */
  101946. var PlaneRotationGizmo = /** @class */ (function (_super) {
  101947. __extends(PlaneRotationGizmo, _super);
  101948. /**
  101949. * Creates a PlaneRotationGizmo
  101950. * @param gizmoLayer The utility layer the gizmo will be added to
  101951. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  101952. * @param color The color of the gizmo
  101953. * @param tessellation Amount of tessellation to be used when creating rotation circles
  101954. */
  101955. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  101956. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101957. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101958. if (tessellation === void 0) { tessellation = 32; }
  101959. var _this = _super.call(this, gizmoLayer) || this;
  101960. _this._pointerObserver = null;
  101961. /**
  101962. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  101963. */
  101964. _this.snapDistance = 0;
  101965. /**
  101966. * Event that fires each time the gizmo snaps to a new location.
  101967. * * snapDistance is the the change in distance
  101968. */
  101969. _this.onSnapObservable = new BABYLON.Observable();
  101970. // Create Material
  101971. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101972. coloredMaterial.disableLighting = true;
  101973. coloredMaterial.emissiveColor = color;
  101974. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101975. hoverMaterial.disableLighting = true;
  101976. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101977. // Build mesh on root node
  101978. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101979. // Create circle out of lines
  101980. var radius = 0.8;
  101981. var points = new Array();
  101982. for (var i = 0; i < tessellation; i++) {
  101983. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  101984. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  101985. }
  101986. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  101987. rotationMesh.color = coloredMaterial.emissiveColor;
  101988. // Position arrow pointing in its drag axis
  101989. rotationMesh.scaling.scaleInPlace(0.26);
  101990. rotationMesh.material = coloredMaterial;
  101991. rotationMesh.rotation.x = Math.PI / 2;
  101992. parentMesh.addChild(rotationMesh);
  101993. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  101994. _this._rootMesh.addChild(parentMesh);
  101995. parentMesh.scaling.scaleInPlace(1 / 3);
  101996. // Add drag behavior to handle events when the gizmo is dragged
  101997. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  101998. _this.dragBehavior.moveAttached = false;
  101999. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102000. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102001. _this._rootMesh.addBehavior(_this.dragBehavior);
  102002. var lastDragPosition = new BABYLON.Vector3();
  102003. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102004. if (_this.attachedMesh) {
  102005. lastDragPosition.copyFrom(e.dragPlanePoint);
  102006. }
  102007. });
  102008. var rotationMatrix = new BABYLON.Matrix();
  102009. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102010. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102011. var tmpSnapEvent = { snapDistance: 0 };
  102012. var currentSnapDragDistance = 0;
  102013. var tmpMatrix = new BABYLON.Matrix();
  102014. var tmpVector = new BABYLON.Vector3();
  102015. var amountToRotate = new BABYLON.Quaternion();
  102016. _this.dragBehavior.onDragObservable.add(function (event) {
  102017. if (_this.attachedMesh) {
  102018. if (!_this.attachedMesh.rotationQuaternion) {
  102019. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102020. }
  102021. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102022. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102023. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102024. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102025. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102026. var angle = Math.atan2(cross.length(), dot);
  102027. planeNormalTowardsCamera.copyFrom(planeNormal);
  102028. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102029. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102030. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102031. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102032. }
  102033. // Flip up vector depending on which side the camera is on
  102034. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102035. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102036. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102037. planeNormalTowardsCamera.scaleInPlace(-1);
  102038. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102039. }
  102040. }
  102041. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102042. if (halfCircleSide) {
  102043. angle = -angle;
  102044. }
  102045. // Snapping logic
  102046. var snapped = false;
  102047. if (_this.snapDistance != 0) {
  102048. currentSnapDragDistance += angle;
  102049. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102050. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102051. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102052. angle = _this.snapDistance * dragSteps;
  102053. snapped = true;
  102054. }
  102055. else {
  102056. angle = 0;
  102057. }
  102058. }
  102059. // If the mesh has a parent, convert needed world rotation to local rotation
  102060. tmpMatrix.reset();
  102061. if (_this.attachedMesh.parent) {
  102062. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102063. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102064. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102065. }
  102066. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102067. var quaternionCoefficient = Math.sin(angle / 2);
  102068. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102069. // 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
  102070. if (tmpMatrix.determinant() > 0) {
  102071. amountToRotate.toEulerAnglesToRef(tmpVector);
  102072. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102073. }
  102074. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102075. // Rotate selected mesh quaternion over fixed axis
  102076. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102077. }
  102078. else {
  102079. // Rotate selected mesh quaternion over rotated axis
  102080. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102081. }
  102082. lastDragPosition.copyFrom(event.dragPlanePoint);
  102083. if (snapped) {
  102084. tmpSnapEvent.snapDistance = angle;
  102085. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102086. }
  102087. }
  102088. });
  102089. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102090. if (_this._customMeshSet) {
  102091. return;
  102092. }
  102093. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102094. var material = isHovered ? hoverMaterial : coloredMaterial;
  102095. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102096. m.material = material;
  102097. if (m.color) {
  102098. m.color = material.emissiveColor;
  102099. }
  102100. });
  102101. });
  102102. return _this;
  102103. }
  102104. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102105. if (this.dragBehavior) {
  102106. this.dragBehavior.enabled = value ? true : false;
  102107. }
  102108. };
  102109. /**
  102110. * Disposes of the gizmo
  102111. */
  102112. PlaneRotationGizmo.prototype.dispose = function () {
  102113. this.onSnapObservable.clear();
  102114. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102115. this.dragBehavior.detach();
  102116. _super.prototype.dispose.call(this);
  102117. };
  102118. return PlaneRotationGizmo;
  102119. }(BABYLON.Gizmo));
  102120. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102121. })(BABYLON || (BABYLON = {}));
  102122. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102123. var BABYLON;
  102124. (function (BABYLON) {
  102125. /**
  102126. * Gizmo that enables dragging a mesh along 3 axis
  102127. */
  102128. var PositionGizmo = /** @class */ (function (_super) {
  102129. __extends(PositionGizmo, _super);
  102130. /**
  102131. * Creates a PositionGizmo
  102132. * @param gizmoLayer The utility layer the gizmo will be added to
  102133. */
  102134. function PositionGizmo(gizmoLayer) {
  102135. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102136. var _this = _super.call(this, gizmoLayer) || this;
  102137. /** Fires an event when any of it's sub gizmos are dragged */
  102138. _this.onDragStartObservable = new BABYLON.Observable();
  102139. /** Fires an event when any of it's sub gizmos are released from dragging */
  102140. _this.onDragEndObservable = new BABYLON.Observable();
  102141. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102142. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102143. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102144. // Relay drag events
  102145. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102146. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102147. _this.onDragStartObservable.notifyObservers({});
  102148. });
  102149. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102150. _this.onDragEndObservable.notifyObservers({});
  102151. });
  102152. });
  102153. _this.attachedMesh = null;
  102154. return _this;
  102155. }
  102156. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102157. set: function (mesh) {
  102158. if (this.xGizmo) {
  102159. this.xGizmo.attachedMesh = mesh;
  102160. this.yGizmo.attachedMesh = mesh;
  102161. this.zGizmo.attachedMesh = mesh;
  102162. }
  102163. },
  102164. enumerable: true,
  102165. configurable: true
  102166. });
  102167. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102168. get: function () {
  102169. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102170. },
  102171. set: function (value) {
  102172. if (this.xGizmo) {
  102173. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102174. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102175. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102176. }
  102177. },
  102178. enumerable: true,
  102179. configurable: true
  102180. });
  102181. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102182. get: function () {
  102183. return this.xGizmo.snapDistance;
  102184. },
  102185. /**
  102186. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102187. */
  102188. set: function (value) {
  102189. if (this.xGizmo) {
  102190. this.xGizmo.snapDistance = value;
  102191. this.yGizmo.snapDistance = value;
  102192. this.zGizmo.snapDistance = value;
  102193. }
  102194. },
  102195. enumerable: true,
  102196. configurable: true
  102197. });
  102198. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102199. get: function () {
  102200. return this.xGizmo.scaleRatio;
  102201. },
  102202. /**
  102203. * Ratio for the scale of the gizmo (Default: 1)
  102204. */
  102205. set: function (value) {
  102206. if (this.xGizmo) {
  102207. this.xGizmo.scaleRatio = value;
  102208. this.yGizmo.scaleRatio = value;
  102209. this.zGizmo.scaleRatio = value;
  102210. }
  102211. },
  102212. enumerable: true,
  102213. configurable: true
  102214. });
  102215. /**
  102216. * Disposes of the gizmo
  102217. */
  102218. PositionGizmo.prototype.dispose = function () {
  102219. this.xGizmo.dispose();
  102220. this.yGizmo.dispose();
  102221. this.zGizmo.dispose();
  102222. this.onDragStartObservable.clear();
  102223. this.onDragEndObservable.clear();
  102224. };
  102225. /**
  102226. * CustomMeshes are not supported by this gizmo
  102227. * @param mesh The mesh to replace the default mesh of the gizmo
  102228. */
  102229. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102230. 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)");
  102231. };
  102232. return PositionGizmo;
  102233. }(BABYLON.Gizmo));
  102234. BABYLON.PositionGizmo = PositionGizmo;
  102235. })(BABYLON || (BABYLON = {}));
  102236. //# sourceMappingURL=babylon.positionGizmo.js.map
  102237. var BABYLON;
  102238. (function (BABYLON) {
  102239. /**
  102240. * Gizmo that enables rotating a mesh along 3 axis
  102241. */
  102242. var RotationGizmo = /** @class */ (function (_super) {
  102243. __extends(RotationGizmo, _super);
  102244. /**
  102245. * Creates a RotationGizmo
  102246. * @param gizmoLayer The utility layer the gizmo will be added to
  102247. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102248. */
  102249. function RotationGizmo(gizmoLayer, tessellation) {
  102250. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102251. if (tessellation === void 0) { tessellation = 32; }
  102252. var _this = _super.call(this, gizmoLayer) || this;
  102253. /** Fires an event when any of it's sub gizmos are dragged */
  102254. _this.onDragStartObservable = new BABYLON.Observable();
  102255. /** Fires an event when any of it's sub gizmos are released from dragging */
  102256. _this.onDragEndObservable = new BABYLON.Observable();
  102257. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102258. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102259. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102260. // Relay drag events
  102261. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102262. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102263. _this.onDragStartObservable.notifyObservers({});
  102264. });
  102265. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102266. _this.onDragEndObservable.notifyObservers({});
  102267. });
  102268. });
  102269. _this.attachedMesh = null;
  102270. return _this;
  102271. }
  102272. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102273. set: function (mesh) {
  102274. if (this.xGizmo) {
  102275. this.xGizmo.attachedMesh = mesh;
  102276. this.yGizmo.attachedMesh = mesh;
  102277. this.zGizmo.attachedMesh = mesh;
  102278. }
  102279. },
  102280. enumerable: true,
  102281. configurable: true
  102282. });
  102283. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102284. get: function () {
  102285. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102286. },
  102287. set: function (value) {
  102288. if (this.xGizmo) {
  102289. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102290. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102291. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102292. }
  102293. },
  102294. enumerable: true,
  102295. configurable: true
  102296. });
  102297. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102298. get: function () {
  102299. return this.xGizmo.snapDistance;
  102300. },
  102301. /**
  102302. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102303. */
  102304. set: function (value) {
  102305. if (this.xGizmo) {
  102306. this.xGizmo.snapDistance = value;
  102307. this.yGizmo.snapDistance = value;
  102308. this.zGizmo.snapDistance = value;
  102309. }
  102310. },
  102311. enumerable: true,
  102312. configurable: true
  102313. });
  102314. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102315. get: function () {
  102316. return this.xGizmo.scaleRatio;
  102317. },
  102318. /**
  102319. * Ratio for the scale of the gizmo (Default: 1)
  102320. */
  102321. set: function (value) {
  102322. if (this.xGizmo) {
  102323. this.xGizmo.scaleRatio = value;
  102324. this.yGizmo.scaleRatio = value;
  102325. this.zGizmo.scaleRatio = value;
  102326. }
  102327. },
  102328. enumerable: true,
  102329. configurable: true
  102330. });
  102331. /**
  102332. * Disposes of the gizmo
  102333. */
  102334. RotationGizmo.prototype.dispose = function () {
  102335. this.xGizmo.dispose();
  102336. this.yGizmo.dispose();
  102337. this.zGizmo.dispose();
  102338. this.onDragStartObservable.clear();
  102339. this.onDragEndObservable.clear();
  102340. };
  102341. /**
  102342. * CustomMeshes are not supported by this gizmo
  102343. * @param mesh The mesh to replace the default mesh of the gizmo
  102344. */
  102345. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102346. 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)");
  102347. };
  102348. return RotationGizmo;
  102349. }(BABYLON.Gizmo));
  102350. BABYLON.RotationGizmo = RotationGizmo;
  102351. })(BABYLON || (BABYLON = {}));
  102352. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102353. var BABYLON;
  102354. (function (BABYLON) {
  102355. /**
  102356. * Gizmo that enables scaling a mesh along 3 axis
  102357. */
  102358. var ScaleGizmo = /** @class */ (function (_super) {
  102359. __extends(ScaleGizmo, _super);
  102360. /**
  102361. * Creates a ScaleGizmo
  102362. * @param gizmoLayer The utility layer the gizmo will be added to
  102363. */
  102364. function ScaleGizmo(gizmoLayer) {
  102365. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102366. var _this = _super.call(this, gizmoLayer) || this;
  102367. /** Fires an event when any of it's sub gizmos are dragged */
  102368. _this.onDragStartObservable = new BABYLON.Observable();
  102369. /** Fires an event when any of it's sub gizmos are released from dragging */
  102370. _this.onDragEndObservable = new BABYLON.Observable();
  102371. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102372. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102373. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102374. // Create uniform scale gizmo
  102375. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102376. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102377. _this.uniformScaleGizmo.uniformScaling = true;
  102378. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102379. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102380. uniformScalingMesh.visibility = 0;
  102381. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102382. octahedron.scaling.scaleInPlace(0.007);
  102383. uniformScalingMesh.addChild(octahedron);
  102384. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102385. // Relay drag events
  102386. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102387. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102388. _this.onDragStartObservable.notifyObservers({});
  102389. });
  102390. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102391. _this.onDragEndObservable.notifyObservers({});
  102392. });
  102393. });
  102394. _this.attachedMesh = null;
  102395. return _this;
  102396. }
  102397. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102398. set: function (mesh) {
  102399. if (this.xGizmo) {
  102400. this.xGizmo.attachedMesh = mesh;
  102401. this.yGizmo.attachedMesh = mesh;
  102402. this.zGizmo.attachedMesh = mesh;
  102403. this.uniformScaleGizmo.attachedMesh = mesh;
  102404. }
  102405. },
  102406. enumerable: true,
  102407. configurable: true
  102408. });
  102409. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102410. get: function () {
  102411. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102412. },
  102413. set: function (value) {
  102414. if (!value) {
  102415. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102416. }
  102417. if (this.xGizmo) {
  102418. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102419. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102420. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102421. }
  102422. },
  102423. enumerable: true,
  102424. configurable: true
  102425. });
  102426. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102427. get: function () {
  102428. return this.xGizmo.snapDistance;
  102429. },
  102430. /**
  102431. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102432. */
  102433. set: function (value) {
  102434. if (this.xGizmo) {
  102435. this.xGizmo.snapDistance = value;
  102436. this.yGizmo.snapDistance = value;
  102437. this.zGizmo.snapDistance = value;
  102438. this.uniformScaleGizmo.snapDistance = value;
  102439. }
  102440. },
  102441. enumerable: true,
  102442. configurable: true
  102443. });
  102444. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102445. get: function () {
  102446. return this.xGizmo.scaleRatio;
  102447. },
  102448. /**
  102449. * Ratio for the scale of the gizmo (Default: 1)
  102450. */
  102451. set: function (value) {
  102452. if (this.xGizmo) {
  102453. this.xGizmo.scaleRatio = value;
  102454. this.yGizmo.scaleRatio = value;
  102455. this.zGizmo.scaleRatio = value;
  102456. this.uniformScaleGizmo.scaleRatio = value;
  102457. }
  102458. },
  102459. enumerable: true,
  102460. configurable: true
  102461. });
  102462. /**
  102463. * Disposes of the gizmo
  102464. */
  102465. ScaleGizmo.prototype.dispose = function () {
  102466. this.xGizmo.dispose();
  102467. this.yGizmo.dispose();
  102468. this.zGizmo.dispose();
  102469. this.uniformScaleGizmo.dispose();
  102470. this.onDragStartObservable.clear();
  102471. this.onDragEndObservable.clear();
  102472. };
  102473. return ScaleGizmo;
  102474. }(BABYLON.Gizmo));
  102475. BABYLON.ScaleGizmo = ScaleGizmo;
  102476. })(BABYLON || (BABYLON = {}));
  102477. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102478. var BABYLON;
  102479. (function (BABYLON) {
  102480. /**
  102481. * Bounding box gizmo
  102482. */
  102483. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102484. __extends(BoundingBoxGizmo, _super);
  102485. /**
  102486. * Creates an BoundingBoxGizmo
  102487. * @param gizmoLayer The utility layer the gizmo will be added to
  102488. * @param color The color of the gizmo
  102489. */
  102490. function BoundingBoxGizmo(color, gizmoLayer) {
  102491. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102492. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102493. var _this = _super.call(this, gizmoLayer) || this;
  102494. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102495. _this._renderObserver = null;
  102496. _this._pointerObserver = null;
  102497. _this._scaleDragSpeed = 0.2;
  102498. _this._tmpQuaternion = new BABYLON.Quaternion();
  102499. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102500. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102501. /**
  102502. * 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)
  102503. */
  102504. _this.ignoreChildren = false;
  102505. /**
  102506. * 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)
  102507. */
  102508. _this.includeChildPredicate = null;
  102509. /**
  102510. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102511. */
  102512. _this.rotationSphereSize = 0.1;
  102513. /**
  102514. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102515. */
  102516. _this.scaleBoxSize = 0.1;
  102517. /**
  102518. * 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)
  102519. */
  102520. _this.fixedDragMeshScreenSize = false;
  102521. /**
  102522. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102523. */
  102524. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102525. /**
  102526. * Fired when a rotation sphere or scale box is dragged
  102527. */
  102528. _this.onDragStartObservable = new BABYLON.Observable();
  102529. /**
  102530. * Fired when a scale box is dragged
  102531. */
  102532. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102533. /**
  102534. * Fired when a scale box drag is ended
  102535. */
  102536. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102537. /**
  102538. * Fired when a rotation sphere is dragged
  102539. */
  102540. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102541. /**
  102542. * Fired when a rotation sphere drag is ended
  102543. */
  102544. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102545. /**
  102546. * 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)
  102547. */
  102548. _this.scalePivot = null;
  102549. _this._existingMeshScale = new BABYLON.Vector3();
  102550. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102551. _this._updateScale = false;
  102552. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102553. // Create Materials
  102554. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102555. coloredMaterial.disableLighting = true;
  102556. coloredMaterial.emissiveColor = color;
  102557. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102558. hoverColoredMaterial.disableLighting = true;
  102559. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102560. // Build bounding box out of lines
  102561. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102562. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102563. var lines = [];
  102564. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102565. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102566. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102567. 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));
  102568. 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));
  102569. 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));
  102570. 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));
  102571. 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));
  102572. 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));
  102573. 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));
  102574. 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));
  102575. 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));
  102576. lines.forEach(function (l) {
  102577. l.color = color;
  102578. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102579. l.isPickable = false;
  102580. _this._lineBoundingBox.addChild(l);
  102581. });
  102582. _this._rootMesh.addChild(_this._lineBoundingBox);
  102583. // Create rotation spheres
  102584. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102585. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102586. var _loop_1 = function (i_1) {
  102587. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102588. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102589. sphere.material = coloredMaterial;
  102590. // Drag behavior
  102591. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102592. _dragBehavior.moveAttached = false;
  102593. _dragBehavior.updateDragPlane = false;
  102594. sphere.addBehavior(_dragBehavior);
  102595. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102596. var totalTurnAmountOfDrag = 0;
  102597. _dragBehavior.onDragStartObservable.add(function (event) {
  102598. startingTurnDirection.copyFrom(sphere.forward);
  102599. totalTurnAmountOfDrag = 0;
  102600. });
  102601. _dragBehavior.onDragObservable.add(function (event) {
  102602. _this.onRotationSphereDragObservable.notifyObservers({});
  102603. if (_this.attachedMesh) {
  102604. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102605. var worldDragDirection = startingTurnDirection;
  102606. // Project the world right on to the drag plane
  102607. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102608. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102609. // project drag delta on to the resulting drag axis and rotate based on that
  102610. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102611. // Make rotation relative to size of mesh.
  102612. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102613. // Rotate based on axis
  102614. if (!_this.attachedMesh.rotationQuaternion) {
  102615. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102616. }
  102617. if (!_this._anchorMesh.rotationQuaternion) {
  102618. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102619. }
  102620. // Do not allow the object to turn more than a full circle
  102621. totalTurnAmountOfDrag += projectDist;
  102622. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102623. if (i_1 >= 8) {
  102624. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102625. }
  102626. else if (i_1 >= 4) {
  102627. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102628. }
  102629. else {
  102630. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102631. }
  102632. // Rotate around center of bounding box
  102633. _this._anchorMesh.addChild(_this.attachedMesh);
  102634. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102635. _this._anchorMesh.removeChild(_this.attachedMesh);
  102636. }
  102637. _this.updateBoundingBox();
  102638. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102639. }
  102640. });
  102641. // Selection/deselection
  102642. _dragBehavior.onDragStartObservable.add(function () {
  102643. _this.onDragStartObservable.notifyObservers({});
  102644. _this._selectNode(sphere);
  102645. });
  102646. _dragBehavior.onDragEndObservable.add(function () {
  102647. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102648. _this._selectNode(null);
  102649. });
  102650. this_1._rotateSpheresParent.addChild(sphere);
  102651. };
  102652. var this_1 = this, _dragBehavior;
  102653. for (var i_1 = 0; i_1 < 12; i_1++) {
  102654. _loop_1(i_1);
  102655. }
  102656. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102657. // Create scale cubes
  102658. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102659. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102660. for (var i = 0; i < 2; i++) {
  102661. for (var j = 0; j < 2; j++) {
  102662. var _loop_2 = function () {
  102663. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  102664. box.material = coloredMaterial;
  102665. // Dragging logic
  102666. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  102667. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102668. _dragBehavior.moveAttached = false;
  102669. box.addBehavior(_dragBehavior);
  102670. _dragBehavior.onDragObservable.add(function (event) {
  102671. _this.onScaleBoxDragObservable.notifyObservers({});
  102672. if (_this.attachedMesh) {
  102673. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102674. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102675. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  102676. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  102677. _this.updateBoundingBox();
  102678. if (_this.scalePivot) {
  102679. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  102680. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  102681. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  102682. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102683. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102684. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  102685. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102686. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  102687. }
  102688. else {
  102689. // Scale from the position of the opposite corner
  102690. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  102691. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102692. }
  102693. _this._anchorMesh.addChild(_this.attachedMesh);
  102694. _this._anchorMesh.scaling.addInPlace(deltaScale);
  102695. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  102696. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  102697. }
  102698. _this._anchorMesh.removeChild(_this.attachedMesh);
  102699. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102700. }
  102701. });
  102702. // Selection/deselection
  102703. _dragBehavior.onDragStartObservable.add(function () {
  102704. _this.onDragStartObservable.notifyObservers({});
  102705. _this._selectNode(box);
  102706. });
  102707. _dragBehavior.onDragEndObservable.add(function () {
  102708. _this.onScaleBoxDragEndObservable.notifyObservers({});
  102709. _this._selectNode(null);
  102710. });
  102711. this_2._scaleBoxesParent.addChild(box);
  102712. };
  102713. var this_2 = this, _dragBehavior;
  102714. for (var k = 0; k < 2; k++) {
  102715. _loop_2();
  102716. }
  102717. }
  102718. }
  102719. _this._rootMesh.addChild(_this._scaleBoxesParent);
  102720. // Hover color change
  102721. var pointerIds = new Array();
  102722. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102723. if (!pointerIds[pointerInfo.event.pointerId]) {
  102724. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  102725. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  102726. pointerIds[pointerInfo.event.pointerId] = mesh;
  102727. mesh.material = hoverColoredMaterial;
  102728. }
  102729. });
  102730. }
  102731. else {
  102732. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  102733. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  102734. delete pointerIds[pointerInfo.event.pointerId];
  102735. }
  102736. }
  102737. });
  102738. // Update bounding box positions
  102739. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  102740. // Only update the bouding box if scaling has changed
  102741. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  102742. _this.updateBoundingBox();
  102743. }
  102744. });
  102745. _this.updateBoundingBox();
  102746. return _this;
  102747. }
  102748. /** @hidden */
  102749. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  102750. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  102751. // Save old pivot and set pivot to 0,0,0
  102752. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  102753. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  102754. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  102755. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  102756. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102757. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102758. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102759. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  102760. }
  102761. }
  102762. BoundingBoxGizmo._PivotCached++;
  102763. };
  102764. /** @hidden */
  102765. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  102766. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  102767. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  102768. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102769. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102770. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102771. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  102772. }
  102773. this._PivotCached--;
  102774. };
  102775. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  102776. if (value) {
  102777. // Reset anchor mesh to match attached mesh's scale
  102778. // This is needed to avoid invalid box/sphere position on first drag
  102779. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  102780. this._anchorMesh.addChild(value);
  102781. this._anchorMesh.removeChild(value);
  102782. BoundingBoxGizmo._RestorePivotPoint(value);
  102783. this.updateBoundingBox();
  102784. }
  102785. };
  102786. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  102787. this._rotateSpheresParent.getChildMeshes()
  102788. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  102789. m.isVisible = (!selectedMesh || m == selectedMesh);
  102790. });
  102791. };
  102792. /**
  102793. * Updates the bounding box information for the Gizmo
  102794. */
  102795. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  102796. if (this.attachedMesh) {
  102797. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  102798. this._update();
  102799. // Rotate based on axis
  102800. if (!this.attachedMesh.rotationQuaternion) {
  102801. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  102802. }
  102803. if (!this._anchorMesh.rotationQuaternion) {
  102804. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  102805. }
  102806. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102807. // Store original position and reset mesh to origin before computing the bounding box
  102808. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102809. this._tmpVector.copyFrom(this.attachedMesh.position);
  102810. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  102811. this.attachedMesh.position.set(0, 0, 0);
  102812. // Update bounding dimensions/positions
  102813. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  102814. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  102815. // Update gizmo to match bounding box scaling and rotation
  102816. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  102817. 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);
  102818. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  102819. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  102820. this._lineBoundingBox.computeWorldMatrix();
  102821. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  102822. // restore position/rotation values
  102823. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  102824. this.attachedMesh.position.copyFrom(this._tmpVector);
  102825. }
  102826. // Update rotation sphere locations
  102827. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  102828. for (var i = 0; i < 3; i++) {
  102829. for (var j = 0; j < 2; j++) {
  102830. for (var k = 0; k < 2; k++) {
  102831. var index = ((i * 4) + (j * 2)) + k;
  102832. if (i == 0) {
  102833. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102834. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102835. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102836. }
  102837. if (i == 1) {
  102838. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  102839. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102840. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102841. }
  102842. if (i == 2) {
  102843. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  102844. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102845. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  102846. }
  102847. if (this.fixedDragMeshScreenSize) {
  102848. this._rootMesh.computeWorldMatrix();
  102849. this._rotateSpheresParent.computeWorldMatrix();
  102850. rotateSpheres[index].computeWorldMatrix();
  102851. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102852. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102853. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102854. }
  102855. else {
  102856. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  102857. }
  102858. }
  102859. }
  102860. }
  102861. // Update scale box locations
  102862. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  102863. for (var i = 0; i < 2; i++) {
  102864. for (var j = 0; j < 2; j++) {
  102865. for (var k = 0; k < 2; k++) {
  102866. var index = ((i * 4) + (j * 2)) + k;
  102867. if (scaleBoxes[index]) {
  102868. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  102869. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  102870. if (this.fixedDragMeshScreenSize) {
  102871. this._rootMesh.computeWorldMatrix();
  102872. this._scaleBoxesParent.computeWorldMatrix();
  102873. scaleBoxes[index].computeWorldMatrix();
  102874. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  102875. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  102876. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  102877. }
  102878. else {
  102879. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  102880. }
  102881. }
  102882. }
  102883. }
  102884. }
  102885. if (this.attachedMesh) {
  102886. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  102887. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  102888. }
  102889. };
  102890. /**
  102891. * Enables rotation on the specified axis and disables rotation on the others
  102892. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  102893. */
  102894. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  102895. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  102896. if (i < 4) {
  102897. m.setEnabled(axis.indexOf("x") != -1);
  102898. }
  102899. else if (i < 8) {
  102900. m.setEnabled(axis.indexOf("y") != -1);
  102901. }
  102902. else {
  102903. m.setEnabled(axis.indexOf("z") != -1);
  102904. }
  102905. });
  102906. };
  102907. /**
  102908. * Disposes of the gizmo
  102909. */
  102910. BoundingBoxGizmo.prototype.dispose = function () {
  102911. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102912. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  102913. this._lineBoundingBox.dispose();
  102914. this._rotateSpheresParent.dispose();
  102915. this._scaleBoxesParent.dispose();
  102916. _super.prototype.dispose.call(this);
  102917. };
  102918. /**
  102919. * 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)
  102920. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  102921. * @returns the bounding box mesh with the passed in mesh as a child
  102922. */
  102923. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  102924. var makeNotPickable = function (root) {
  102925. root.isPickable = false;
  102926. root.getChildMeshes().forEach(function (c) {
  102927. makeNotPickable(c);
  102928. });
  102929. };
  102930. makeNotPickable(mesh);
  102931. // Reset position to get boudning box from origin with no rotation
  102932. if (!mesh.rotationQuaternion) {
  102933. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  102934. }
  102935. var oldPos = mesh.position.clone();
  102936. var oldRot = mesh.rotationQuaternion.clone();
  102937. mesh.rotationQuaternion.set(0, 0, 0, 1);
  102938. mesh.position.set(0, 0, 0);
  102939. // Update bounding dimensions/positions
  102940. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  102941. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  102942. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  102943. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  102944. // Restore original positions
  102945. mesh.addChild(box);
  102946. mesh.rotationQuaternion.copyFrom(oldRot);
  102947. mesh.position.copyFrom(oldPos);
  102948. // Reverse parenting
  102949. mesh.removeChild(box);
  102950. box.addChild(mesh);
  102951. box.visibility = 0;
  102952. return box;
  102953. };
  102954. /**
  102955. * CustomMeshes are not supported by this gizmo
  102956. * @param mesh The mesh to replace the default mesh of the gizmo
  102957. */
  102958. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  102959. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  102960. };
  102961. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  102962. // store/remove pivot point should only be applied during their outermost calls
  102963. BoundingBoxGizmo._PivotCached = 0;
  102964. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  102965. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  102966. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  102967. return BoundingBoxGizmo;
  102968. }(BABYLON.Gizmo));
  102969. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  102970. })(BABYLON || (BABYLON = {}));
  102971. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  102972. var BABYLON;
  102973. (function (BABYLON) {
  102974. /**
  102975. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  102976. */
  102977. var GizmoManager = /** @class */ (function () {
  102978. /**
  102979. * Instatiates a gizmo manager
  102980. * @param scene the scene to overlay the gizmos on top of
  102981. */
  102982. function GizmoManager(scene) {
  102983. var _this = this;
  102984. this.scene = scene;
  102985. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  102986. this._pointerObserver = null;
  102987. this._attachedMesh = null;
  102988. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  102989. /**
  102990. * When bounding box gizmo is enabled, this can be used to track drag/end events
  102991. */
  102992. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  102993. /**
  102994. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  102995. */
  102996. this.attachableMeshes = null;
  102997. /**
  102998. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  102999. */
  103000. this.usePointerToAttachGizmos = true;
  103001. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103002. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103003. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103004. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103005. // Instatiate/dispose gizmos based on pointer actions
  103006. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103007. if (!_this.usePointerToAttachGizmos) {
  103008. return;
  103009. }
  103010. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103011. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103012. var node = pointerInfo.pickInfo.pickedMesh;
  103013. if (_this.attachableMeshes == null) {
  103014. // Attach to the most parent node
  103015. while (node && node.parent != null) {
  103016. node = node.parent;
  103017. }
  103018. }
  103019. else {
  103020. // Attach to the parent node that is an attachableMesh
  103021. var found = false;
  103022. _this.attachableMeshes.forEach(function (mesh) {
  103023. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103024. node = mesh;
  103025. found = true;
  103026. }
  103027. });
  103028. if (!found) {
  103029. node = null;
  103030. }
  103031. }
  103032. if (node instanceof BABYLON.AbstractMesh) {
  103033. if (_this._attachedMesh != node) {
  103034. _this.attachToMesh(node);
  103035. }
  103036. }
  103037. else {
  103038. _this.attachToMesh(null);
  103039. }
  103040. }
  103041. else {
  103042. _this.attachToMesh(null);
  103043. }
  103044. }
  103045. });
  103046. }
  103047. /**
  103048. * Attaches a set of gizmos to the specified mesh
  103049. * @param mesh The mesh the gizmo's should be attached to
  103050. */
  103051. GizmoManager.prototype.attachToMesh = function (mesh) {
  103052. if (this._attachedMesh) {
  103053. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103054. }
  103055. this._attachedMesh = mesh;
  103056. for (var key in this.gizmos) {
  103057. var gizmo = (this.gizmos[key]);
  103058. if (gizmo && this._gizmosEnabled[key]) {
  103059. gizmo.attachedMesh = mesh;
  103060. }
  103061. }
  103062. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103063. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103064. }
  103065. };
  103066. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103067. get: function () {
  103068. return this._gizmosEnabled.positionGizmo;
  103069. },
  103070. /**
  103071. * If the position gizmo is enabled
  103072. */
  103073. set: function (value) {
  103074. if (value) {
  103075. if (!this.gizmos.positionGizmo) {
  103076. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103077. }
  103078. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103079. }
  103080. else if (this.gizmos.positionGizmo) {
  103081. this.gizmos.positionGizmo.attachedMesh = null;
  103082. }
  103083. this._gizmosEnabled.positionGizmo = value;
  103084. },
  103085. enumerable: true,
  103086. configurable: true
  103087. });
  103088. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103089. get: function () {
  103090. return this._gizmosEnabled.rotationGizmo;
  103091. },
  103092. /**
  103093. * If the rotation gizmo is enabled
  103094. */
  103095. set: function (value) {
  103096. if (value) {
  103097. if (!this.gizmos.rotationGizmo) {
  103098. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103099. }
  103100. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103101. }
  103102. else if (this.gizmos.rotationGizmo) {
  103103. this.gizmos.rotationGizmo.attachedMesh = null;
  103104. }
  103105. this._gizmosEnabled.rotationGizmo = value;
  103106. },
  103107. enumerable: true,
  103108. configurable: true
  103109. });
  103110. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103111. get: function () {
  103112. return this._gizmosEnabled.scaleGizmo;
  103113. },
  103114. /**
  103115. * If the scale gizmo is enabled
  103116. */
  103117. set: function (value) {
  103118. if (value) {
  103119. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103120. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103121. }
  103122. else if (this.gizmos.scaleGizmo) {
  103123. this.gizmos.scaleGizmo.attachedMesh = null;
  103124. }
  103125. this._gizmosEnabled.scaleGizmo = value;
  103126. },
  103127. enumerable: true,
  103128. configurable: true
  103129. });
  103130. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103131. get: function () {
  103132. return this._gizmosEnabled.boundingBoxGizmo;
  103133. },
  103134. /**
  103135. * If the boundingBox gizmo is enabled
  103136. */
  103137. set: function (value) {
  103138. if (value) {
  103139. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103140. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103141. if (this._attachedMesh) {
  103142. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103143. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103144. }
  103145. }
  103146. else if (this.gizmos.boundingBoxGizmo) {
  103147. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103148. }
  103149. this._gizmosEnabled.boundingBoxGizmo = value;
  103150. },
  103151. enumerable: true,
  103152. configurable: true
  103153. });
  103154. /**
  103155. * Disposes of the gizmo manager
  103156. */
  103157. GizmoManager.prototype.dispose = function () {
  103158. this.scene.onPointerObservable.remove(this._pointerObserver);
  103159. for (var key in this.gizmos) {
  103160. var gizmo = (this.gizmos[key]);
  103161. if (gizmo) {
  103162. gizmo.dispose();
  103163. }
  103164. }
  103165. this._defaultKeepDepthUtilityLayer.dispose();
  103166. this._defaultUtilityLayer.dispose();
  103167. this.boundingBoxDragBehavior.detach();
  103168. };
  103169. return GizmoManager;
  103170. }());
  103171. BABYLON.GizmoManager = GizmoManager;
  103172. })(BABYLON || (BABYLON = {}));
  103173. //# sourceMappingURL=babylon.gizmoManager.js.map
  103174. var BABYLON;
  103175. (function (BABYLON) {
  103176. /**
  103177. * Defines a target to use with MorphTargetManager
  103178. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103179. */
  103180. var MorphTarget = /** @class */ (function () {
  103181. /**
  103182. * Creates a new MorphTarget
  103183. * @param name defines the name of the target
  103184. * @param influence defines the influence to use
  103185. */
  103186. function MorphTarget(
  103187. /** defines the name of the target */
  103188. name, influence, scene) {
  103189. if (influence === void 0) { influence = 0; }
  103190. if (scene === void 0) { scene = null; }
  103191. this.name = name;
  103192. /**
  103193. * Gets or sets the list of animations
  103194. */
  103195. this.animations = new Array();
  103196. this._positions = null;
  103197. this._normals = null;
  103198. this._tangents = null;
  103199. /**
  103200. * Observable raised when the influence changes
  103201. */
  103202. this.onInfluenceChanged = new BABYLON.Observable();
  103203. /** @hidden */
  103204. this._onDataLayoutChanged = new BABYLON.Observable();
  103205. this._animationPropertiesOverride = null;
  103206. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103207. this.influence = influence;
  103208. }
  103209. Object.defineProperty(MorphTarget.prototype, "influence", {
  103210. /**
  103211. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103212. */
  103213. get: function () {
  103214. return this._influence;
  103215. },
  103216. set: function (influence) {
  103217. if (this._influence === influence) {
  103218. return;
  103219. }
  103220. var previous = this._influence;
  103221. this._influence = influence;
  103222. if (this.onInfluenceChanged.hasObservers) {
  103223. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103224. }
  103225. },
  103226. enumerable: true,
  103227. configurable: true
  103228. });
  103229. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103230. /**
  103231. * Gets or sets the animation properties override
  103232. */
  103233. get: function () {
  103234. if (!this._animationPropertiesOverride && this._scene) {
  103235. return this._scene.animationPropertiesOverride;
  103236. }
  103237. return this._animationPropertiesOverride;
  103238. },
  103239. set: function (value) {
  103240. this._animationPropertiesOverride = value;
  103241. },
  103242. enumerable: true,
  103243. configurable: true
  103244. });
  103245. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103246. /**
  103247. * Gets a boolean defining if the target contains position data
  103248. */
  103249. get: function () {
  103250. return !!this._positions;
  103251. },
  103252. enumerable: true,
  103253. configurable: true
  103254. });
  103255. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103256. /**
  103257. * Gets a boolean defining if the target contains normal data
  103258. */
  103259. get: function () {
  103260. return !!this._normals;
  103261. },
  103262. enumerable: true,
  103263. configurable: true
  103264. });
  103265. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103266. /**
  103267. * Gets a boolean defining if the target contains tangent data
  103268. */
  103269. get: function () {
  103270. return !!this._tangents;
  103271. },
  103272. enumerable: true,
  103273. configurable: true
  103274. });
  103275. /**
  103276. * Affects position data to this target
  103277. * @param data defines the position data to use
  103278. */
  103279. MorphTarget.prototype.setPositions = function (data) {
  103280. var hadPositions = this.hasPositions;
  103281. this._positions = data;
  103282. if (hadPositions !== this.hasPositions) {
  103283. this._onDataLayoutChanged.notifyObservers(undefined);
  103284. }
  103285. };
  103286. /**
  103287. * Gets the position data stored in this target
  103288. * @returns a FloatArray containing the position data (or null if not present)
  103289. */
  103290. MorphTarget.prototype.getPositions = function () {
  103291. return this._positions;
  103292. };
  103293. /**
  103294. * Affects normal data to this target
  103295. * @param data defines the normal data to use
  103296. */
  103297. MorphTarget.prototype.setNormals = function (data) {
  103298. var hadNormals = this.hasNormals;
  103299. this._normals = data;
  103300. if (hadNormals !== this.hasNormals) {
  103301. this._onDataLayoutChanged.notifyObservers(undefined);
  103302. }
  103303. };
  103304. /**
  103305. * Gets the normal data stored in this target
  103306. * @returns a FloatArray containing the normal data (or null if not present)
  103307. */
  103308. MorphTarget.prototype.getNormals = function () {
  103309. return this._normals;
  103310. };
  103311. /**
  103312. * Affects tangent data to this target
  103313. * @param data defines the tangent data to use
  103314. */
  103315. MorphTarget.prototype.setTangents = function (data) {
  103316. var hadTangents = this.hasTangents;
  103317. this._tangents = data;
  103318. if (hadTangents !== this.hasTangents) {
  103319. this._onDataLayoutChanged.notifyObservers(undefined);
  103320. }
  103321. };
  103322. /**
  103323. * Gets the tangent data stored in this target
  103324. * @returns a FloatArray containing the tangent data (or null if not present)
  103325. */
  103326. MorphTarget.prototype.getTangents = function () {
  103327. return this._tangents;
  103328. };
  103329. /**
  103330. * Serializes the current target into a Serialization object
  103331. * @returns the serialized object
  103332. */
  103333. MorphTarget.prototype.serialize = function () {
  103334. var serializationObject = {};
  103335. serializationObject.name = this.name;
  103336. serializationObject.influence = this.influence;
  103337. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103338. if (this.hasNormals) {
  103339. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103340. }
  103341. if (this.hasTangents) {
  103342. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103343. }
  103344. // Animations
  103345. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103346. return serializationObject;
  103347. };
  103348. // Statics
  103349. /**
  103350. * Creates a new target from serialized data
  103351. * @param serializationObject defines the serialized data to use
  103352. * @returns a new MorphTarget
  103353. */
  103354. MorphTarget.Parse = function (serializationObject) {
  103355. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103356. result.setPositions(serializationObject.positions);
  103357. if (serializationObject.normals) {
  103358. result.setNormals(serializationObject.normals);
  103359. }
  103360. if (serializationObject.tangents) {
  103361. result.setTangents(serializationObject.tangents);
  103362. }
  103363. // Animations
  103364. if (serializationObject.animations) {
  103365. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103366. var parsedAnimation = serializationObject.animations[animationIndex];
  103367. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103368. }
  103369. }
  103370. return result;
  103371. };
  103372. /**
  103373. * Creates a MorphTarget from mesh data
  103374. * @param mesh defines the source mesh
  103375. * @param name defines the name to use for the new target
  103376. * @param influence defines the influence to attach to the target
  103377. * @returns a new MorphTarget
  103378. */
  103379. MorphTarget.FromMesh = function (mesh, name, influence) {
  103380. if (!name) {
  103381. name = mesh.name;
  103382. }
  103383. var result = new MorphTarget(name, influence, mesh.getScene());
  103384. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103385. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103386. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103387. }
  103388. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103389. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103390. }
  103391. return result;
  103392. };
  103393. return MorphTarget;
  103394. }());
  103395. BABYLON.MorphTarget = MorphTarget;
  103396. })(BABYLON || (BABYLON = {}));
  103397. //# sourceMappingURL=babylon.morphTarget.js.map
  103398. var BABYLON;
  103399. (function (BABYLON) {
  103400. /**
  103401. * This class is used to deform meshes using morphing between different targets
  103402. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103403. */
  103404. var MorphTargetManager = /** @class */ (function () {
  103405. /**
  103406. * Creates a new MorphTargetManager
  103407. * @param scene defines the current scene
  103408. */
  103409. function MorphTargetManager(scene) {
  103410. if (scene === void 0) { scene = null; }
  103411. this._targets = new Array();
  103412. this._targetInfluenceChangedObservers = new Array();
  103413. this._targetDataLayoutChangedObservers = new Array();
  103414. this._activeTargets = new BABYLON.SmartArray(16);
  103415. this._supportsNormals = false;
  103416. this._supportsTangents = false;
  103417. this._vertexCount = 0;
  103418. this._uniqueId = 0;
  103419. this._tempInfluences = new Array();
  103420. if (!scene) {
  103421. scene = BABYLON.Engine.LastCreatedScene;
  103422. }
  103423. this._scene = scene;
  103424. if (this._scene) {
  103425. this._scene.morphTargetManagers.push(this);
  103426. this._uniqueId = this._scene.getUniqueId();
  103427. }
  103428. }
  103429. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103430. /**
  103431. * Gets the unique ID of this manager
  103432. */
  103433. get: function () {
  103434. return this._uniqueId;
  103435. },
  103436. enumerable: true,
  103437. configurable: true
  103438. });
  103439. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103440. /**
  103441. * Gets the number of vertices handled by this manager
  103442. */
  103443. get: function () {
  103444. return this._vertexCount;
  103445. },
  103446. enumerable: true,
  103447. configurable: true
  103448. });
  103449. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103450. /**
  103451. * Gets a boolean indicating if this manager supports morphing of normals
  103452. */
  103453. get: function () {
  103454. return this._supportsNormals;
  103455. },
  103456. enumerable: true,
  103457. configurable: true
  103458. });
  103459. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103460. /**
  103461. * Gets a boolean indicating if this manager supports morphing of tangents
  103462. */
  103463. get: function () {
  103464. return this._supportsTangents;
  103465. },
  103466. enumerable: true,
  103467. configurable: true
  103468. });
  103469. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103470. /**
  103471. * Gets the number of targets stored in this manager
  103472. */
  103473. get: function () {
  103474. return this._targets.length;
  103475. },
  103476. enumerable: true,
  103477. configurable: true
  103478. });
  103479. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103480. /**
  103481. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103482. */
  103483. get: function () {
  103484. return this._activeTargets.length;
  103485. },
  103486. enumerable: true,
  103487. configurable: true
  103488. });
  103489. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103490. /**
  103491. * Gets the list of influences (one per target)
  103492. */
  103493. get: function () {
  103494. return this._influences;
  103495. },
  103496. enumerable: true,
  103497. configurable: true
  103498. });
  103499. /**
  103500. * Gets the active target at specified index. An active target is a target with an influence > 0
  103501. * @param index defines the index to check
  103502. * @returns the requested target
  103503. */
  103504. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103505. return this._activeTargets.data[index];
  103506. };
  103507. /**
  103508. * Gets the target at specified index
  103509. * @param index defines the index to check
  103510. * @returns the requested target
  103511. */
  103512. MorphTargetManager.prototype.getTarget = function (index) {
  103513. return this._targets[index];
  103514. };
  103515. /**
  103516. * Add a new target to this manager
  103517. * @param target defines the target to add
  103518. */
  103519. MorphTargetManager.prototype.addTarget = function (target) {
  103520. var _this = this;
  103521. this._targets.push(target);
  103522. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103523. _this._syncActiveTargets(needUpdate);
  103524. }));
  103525. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103526. _this._syncActiveTargets(true);
  103527. }));
  103528. this._syncActiveTargets(true);
  103529. };
  103530. /**
  103531. * Removes a target from the manager
  103532. * @param target defines the target to remove
  103533. */
  103534. MorphTargetManager.prototype.removeTarget = function (target) {
  103535. var index = this._targets.indexOf(target);
  103536. if (index >= 0) {
  103537. this._targets.splice(index, 1);
  103538. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103539. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103540. this._syncActiveTargets(true);
  103541. }
  103542. };
  103543. /**
  103544. * Serializes the current manager into a Serialization object
  103545. * @returns the serialized object
  103546. */
  103547. MorphTargetManager.prototype.serialize = function () {
  103548. var serializationObject = {};
  103549. serializationObject.id = this.uniqueId;
  103550. serializationObject.targets = [];
  103551. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103552. var target = _a[_i];
  103553. serializationObject.targets.push(target.serialize());
  103554. }
  103555. return serializationObject;
  103556. };
  103557. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103558. var influenceCount = 0;
  103559. this._activeTargets.reset();
  103560. this._supportsNormals = true;
  103561. this._supportsTangents = true;
  103562. this._vertexCount = 0;
  103563. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103564. var target = _a[_i];
  103565. if (target.influence === 0) {
  103566. continue;
  103567. }
  103568. this._activeTargets.push(target);
  103569. this._tempInfluences[influenceCount++] = target.influence;
  103570. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103571. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103572. var positions = target.getPositions();
  103573. if (positions) {
  103574. var vertexCount = positions.length / 3;
  103575. if (this._vertexCount === 0) {
  103576. this._vertexCount = vertexCount;
  103577. }
  103578. else if (this._vertexCount !== vertexCount) {
  103579. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103580. return;
  103581. }
  103582. }
  103583. }
  103584. if (!this._influences || this._influences.length !== influenceCount) {
  103585. this._influences = new Float32Array(influenceCount);
  103586. }
  103587. for (var index = 0; index < influenceCount; index++) {
  103588. this._influences[index] = this._tempInfluences[index];
  103589. }
  103590. if (needUpdate) {
  103591. this.synchronize();
  103592. }
  103593. };
  103594. /**
  103595. * Syncrhonize the targets with all the meshes using this morph target manager
  103596. */
  103597. MorphTargetManager.prototype.synchronize = function () {
  103598. if (!this._scene) {
  103599. return;
  103600. }
  103601. // Flag meshes as dirty to resync with the active targets
  103602. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103603. var mesh = _a[_i];
  103604. if (mesh.morphTargetManager === this) {
  103605. mesh._syncGeometryWithMorphTargetManager();
  103606. }
  103607. }
  103608. };
  103609. // Statics
  103610. /**
  103611. * Creates a new MorphTargetManager from serialized data
  103612. * @param serializationObject defines the serialized data
  103613. * @param scene defines the hosting scene
  103614. * @returns the new MorphTargetManager
  103615. */
  103616. MorphTargetManager.Parse = function (serializationObject, scene) {
  103617. var result = new MorphTargetManager(scene);
  103618. result._uniqueId = serializationObject.id;
  103619. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103620. var targetData = _a[_i];
  103621. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103622. }
  103623. return result;
  103624. };
  103625. return MorphTargetManager;
  103626. }());
  103627. BABYLON.MorphTargetManager = MorphTargetManager;
  103628. })(BABYLON || (BABYLON = {}));
  103629. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103630. var BABYLON;
  103631. (function (BABYLON) {
  103632. /**
  103633. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103634. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103635. */
  103636. var Octree = /** @class */ (function () {
  103637. /**
  103638. * Creates a octree
  103639. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103640. * @param creationFunc function to be used to instatiate the octree
  103641. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103642. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  103643. */
  103644. function Octree(creationFunc, maxBlockCapacity,
  103645. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  103646. maxDepth) {
  103647. if (maxDepth === void 0) { maxDepth = 2; }
  103648. this.maxDepth = maxDepth;
  103649. /**
  103650. * Content stored in the octree
  103651. */
  103652. this.dynamicContent = new Array();
  103653. this._maxBlockCapacity = maxBlockCapacity || 64;
  103654. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103655. this._creationFunc = creationFunc;
  103656. }
  103657. // Methods
  103658. /**
  103659. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103660. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103661. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103662. * @param entries meshes to be added to the octree blocks
  103663. */
  103664. Octree.prototype.update = function (worldMin, worldMax, entries) {
  103665. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  103666. };
  103667. /**
  103668. * Adds a mesh to the octree
  103669. * @param entry Mesh to add to the octree
  103670. */
  103671. Octree.prototype.addMesh = function (entry) {
  103672. for (var index = 0; index < this.blocks.length; index++) {
  103673. var block = this.blocks[index];
  103674. block.addEntry(entry);
  103675. }
  103676. };
  103677. /**
  103678. * Selects an array of meshes within the frustum
  103679. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  103680. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  103681. * @returns array of meshes within the frustum
  103682. */
  103683. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  103684. this._selectionContent.reset();
  103685. for (var index = 0; index < this.blocks.length; index++) {
  103686. var block = this.blocks[index];
  103687. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  103688. }
  103689. if (allowDuplicate) {
  103690. this._selectionContent.concat(this.dynamicContent);
  103691. }
  103692. else {
  103693. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103694. }
  103695. return this._selectionContent;
  103696. };
  103697. /**
  103698. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  103699. * @param sphereCenter defines the bounding sphere center
  103700. * @param sphereRadius defines the bounding sphere radius
  103701. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103702. * @returns an array of objects that intersect the sphere
  103703. */
  103704. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  103705. this._selectionContent.reset();
  103706. for (var index = 0; index < this.blocks.length; index++) {
  103707. var block = this.blocks[index];
  103708. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  103709. }
  103710. if (allowDuplicate) {
  103711. this._selectionContent.concat(this.dynamicContent);
  103712. }
  103713. else {
  103714. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103715. }
  103716. return this._selectionContent;
  103717. };
  103718. /**
  103719. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  103720. * @param ray defines the ray to test with
  103721. * @returns array of intersected objects
  103722. */
  103723. Octree.prototype.intersectsRay = function (ray) {
  103724. this._selectionContent.reset();
  103725. for (var index = 0; index < this.blocks.length; index++) {
  103726. var block = this.blocks[index];
  103727. block.intersectsRay(ray, this._selectionContent);
  103728. }
  103729. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103730. return this._selectionContent;
  103731. };
  103732. /**
  103733. * @hidden
  103734. */
  103735. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  103736. target.blocks = new Array();
  103737. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103738. // Segmenting space
  103739. for (var x = 0; x < 2; x++) {
  103740. for (var y = 0; y < 2; y++) {
  103741. for (var z = 0; z < 2; z++) {
  103742. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  103743. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  103744. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  103745. block.addEntries(entries);
  103746. target.blocks.push(block);
  103747. }
  103748. }
  103749. }
  103750. };
  103751. /**
  103752. * Adds a mesh into the octree block if it intersects the block
  103753. */
  103754. Octree.CreationFuncForMeshes = function (entry, block) {
  103755. var boundingInfo = entry.getBoundingInfo();
  103756. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103757. block.entries.push(entry);
  103758. }
  103759. };
  103760. /**
  103761. * Adds a submesh into the octree block if it intersects the block
  103762. */
  103763. Octree.CreationFuncForSubMeshes = function (entry, block) {
  103764. var boundingInfo = entry.getBoundingInfo();
  103765. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103766. block.entries.push(entry);
  103767. }
  103768. };
  103769. return Octree;
  103770. }());
  103771. BABYLON.Octree = Octree;
  103772. })(BABYLON || (BABYLON = {}));
  103773. //# sourceMappingURL=babylon.octree.js.map
  103774. var BABYLON;
  103775. (function (BABYLON) {
  103776. /**
  103777. * Class used to store a cell in an octree
  103778. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103779. */
  103780. var OctreeBlock = /** @class */ (function () {
  103781. /**
  103782. * Creates a new block
  103783. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  103784. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  103785. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103786. * @param depth defines the current depth of this block in the octree
  103787. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  103788. * @param creationFunc defines a callback to call when an element is added to the block
  103789. */
  103790. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  103791. /**
  103792. * Gets the content of the current block
  103793. */
  103794. this.entries = new Array();
  103795. this._boundingVectors = new Array();
  103796. this._capacity = capacity;
  103797. this._depth = depth;
  103798. this._maxDepth = maxDepth;
  103799. this._creationFunc = creationFunc;
  103800. this._minPoint = minPoint;
  103801. this._maxPoint = maxPoint;
  103802. this._boundingVectors.push(minPoint.clone());
  103803. this._boundingVectors.push(maxPoint.clone());
  103804. this._boundingVectors.push(minPoint.clone());
  103805. this._boundingVectors[2].x = maxPoint.x;
  103806. this._boundingVectors.push(minPoint.clone());
  103807. this._boundingVectors[3].y = maxPoint.y;
  103808. this._boundingVectors.push(minPoint.clone());
  103809. this._boundingVectors[4].z = maxPoint.z;
  103810. this._boundingVectors.push(maxPoint.clone());
  103811. this._boundingVectors[5].z = minPoint.z;
  103812. this._boundingVectors.push(maxPoint.clone());
  103813. this._boundingVectors[6].x = minPoint.x;
  103814. this._boundingVectors.push(maxPoint.clone());
  103815. this._boundingVectors[7].y = minPoint.y;
  103816. }
  103817. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  103818. // Property
  103819. /**
  103820. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103821. */
  103822. get: function () {
  103823. return this._capacity;
  103824. },
  103825. enumerable: true,
  103826. configurable: true
  103827. });
  103828. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  103829. /**
  103830. * Gets the minimum vector (in world space) of the block's bounding box
  103831. */
  103832. get: function () {
  103833. return this._minPoint;
  103834. },
  103835. enumerable: true,
  103836. configurable: true
  103837. });
  103838. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  103839. /**
  103840. * Gets the maximum vector (in world space) of the block's bounding box
  103841. */
  103842. get: function () {
  103843. return this._maxPoint;
  103844. },
  103845. enumerable: true,
  103846. configurable: true
  103847. });
  103848. // Methods
  103849. /**
  103850. * Add a new element to this block
  103851. * @param entry defines the element to add
  103852. */
  103853. OctreeBlock.prototype.addEntry = function (entry) {
  103854. if (this.blocks) {
  103855. for (var index = 0; index < this.blocks.length; index++) {
  103856. var block = this.blocks[index];
  103857. block.addEntry(entry);
  103858. }
  103859. return;
  103860. }
  103861. this._creationFunc(entry, this);
  103862. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  103863. this.createInnerBlocks();
  103864. }
  103865. };
  103866. /**
  103867. * Add an array of elements to this block
  103868. * @param entries defines the array of elements to add
  103869. */
  103870. OctreeBlock.prototype.addEntries = function (entries) {
  103871. for (var index = 0; index < entries.length; index++) {
  103872. var mesh = entries[index];
  103873. this.addEntry(mesh);
  103874. }
  103875. };
  103876. /**
  103877. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  103878. * @param frustumPlanes defines the frustum planes to test
  103879. * @param selection defines the array to store current content if selection is positive
  103880. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103881. */
  103882. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  103883. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  103884. if (this.blocks) {
  103885. for (var index = 0; index < this.blocks.length; index++) {
  103886. var block = this.blocks[index];
  103887. block.select(frustumPlanes, selection, allowDuplicate);
  103888. }
  103889. return;
  103890. }
  103891. if (allowDuplicate) {
  103892. selection.concat(this.entries);
  103893. }
  103894. else {
  103895. selection.concatWithNoDuplicate(this.entries);
  103896. }
  103897. }
  103898. };
  103899. /**
  103900. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  103901. * @param sphereCenter defines the bounding sphere center
  103902. * @param sphereRadius defines the bounding sphere radius
  103903. * @param selection defines the array to store current content if selection is positive
  103904. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103905. */
  103906. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  103907. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  103908. if (this.blocks) {
  103909. for (var index = 0; index < this.blocks.length; index++) {
  103910. var block = this.blocks[index];
  103911. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  103912. }
  103913. return;
  103914. }
  103915. if (allowDuplicate) {
  103916. selection.concat(this.entries);
  103917. }
  103918. else {
  103919. selection.concatWithNoDuplicate(this.entries);
  103920. }
  103921. }
  103922. };
  103923. /**
  103924. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  103925. * @param ray defines the ray to test with
  103926. * @param selection defines the array to store current content if selection is positive
  103927. */
  103928. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  103929. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  103930. if (this.blocks) {
  103931. for (var index = 0; index < this.blocks.length; index++) {
  103932. var block = this.blocks[index];
  103933. block.intersectsRay(ray, selection);
  103934. }
  103935. return;
  103936. }
  103937. selection.concatWithNoDuplicate(this.entries);
  103938. }
  103939. };
  103940. /**
  103941. * Subdivide the content into child blocks (this block will then be empty)
  103942. */
  103943. OctreeBlock.prototype.createInnerBlocks = function () {
  103944. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  103945. };
  103946. return OctreeBlock;
  103947. }());
  103948. BABYLON.OctreeBlock = OctreeBlock;
  103949. })(BABYLON || (BABYLON = {}));
  103950. //# sourceMappingURL=babylon.octreeBlock.js.map
  103951. var BABYLON;
  103952. (function (BABYLON) {
  103953. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  103954. if (maxCapacity === void 0) { maxCapacity = 64; }
  103955. if (maxDepth === void 0) { maxDepth = 2; }
  103956. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103957. if (!component) {
  103958. component = new OctreeSceneComponent(this);
  103959. this._addComponent(component);
  103960. }
  103961. if (!this._selectionOctree) {
  103962. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  103963. }
  103964. var worldExtends = this.getWorldExtends();
  103965. // Update octree
  103966. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  103967. return this._selectionOctree;
  103968. };
  103969. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  103970. get: function () {
  103971. return this._selectionOctree;
  103972. },
  103973. enumerable: true,
  103974. configurable: true
  103975. });
  103976. /**
  103977. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  103978. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  103979. * @param maxCapacity defines the maximum size of each block (64 by default)
  103980. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  103981. * @returns the new octree
  103982. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  103983. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103984. */
  103985. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  103986. if (maxCapacity === void 0) { maxCapacity = 64; }
  103987. if (maxDepth === void 0) { maxDepth = 2; }
  103988. var scene = this.getScene();
  103989. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  103990. if (!component) {
  103991. component = new OctreeSceneComponent(scene);
  103992. scene._addComponent(component);
  103993. }
  103994. if (!this._submeshesOctree) {
  103995. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  103996. }
  103997. this.computeWorldMatrix(true);
  103998. var boundingInfo = this.getBoundingInfo();
  103999. // Update octree
  104000. var bbox = boundingInfo.boundingBox;
  104001. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104002. return this._submeshesOctree;
  104003. };
  104004. /**
  104005. * Defines the octree scene component responsible to manage any octrees
  104006. * in a given scene.
  104007. */
  104008. var OctreeSceneComponent = /** @class */ (function () {
  104009. /**
  104010. * Creates a new instance of the component for the given scene
  104011. * @param scene Defines the scene to register the component in
  104012. */
  104013. function OctreeSceneComponent(scene) {
  104014. /**
  104015. * The component name helpfull to identify the component in the list of scene components.
  104016. */
  104017. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104018. /**
  104019. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104020. */
  104021. this.checksIsEnabled = true;
  104022. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104023. this.scene = scene;
  104024. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104025. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104026. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104027. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104028. }
  104029. /**
  104030. * Registers the component in a given scene
  104031. */
  104032. OctreeSceneComponent.prototype.register = function () {
  104033. var _this = this;
  104034. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104035. var sceneOctree = _this.scene.selectionOctree;
  104036. if (sceneOctree !== undefined && sceneOctree !== null) {
  104037. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104038. if (index !== -1) {
  104039. sceneOctree.dynamicContent.splice(index, 1);
  104040. }
  104041. }
  104042. });
  104043. this.scene.onMeshImportedObservable.add(function (mesh) {
  104044. var sceneOctree = _this.scene.selectionOctree;
  104045. if (sceneOctree !== undefined && sceneOctree !== null) {
  104046. sceneOctree.addMesh(mesh);
  104047. }
  104048. });
  104049. };
  104050. /**
  104051. * Return the list of active meshes
  104052. * @returns the list of active meshes
  104053. */
  104054. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104055. if (this.scene._selectionOctree) {
  104056. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104057. return selection;
  104058. }
  104059. return this.scene._getDefaultMeshCandidates();
  104060. };
  104061. /**
  104062. * Return the list of active sub meshes
  104063. * @param mesh The mesh to get the candidates sub meshes from
  104064. * @returns the list of active sub meshes
  104065. */
  104066. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104067. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104068. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104069. return intersections;
  104070. }
  104071. return this.scene._getDefaultSubMeshCandidates(mesh);
  104072. };
  104073. /**
  104074. * Return the list of sub meshes intersecting with a given local ray
  104075. * @param mesh defines the mesh to find the submesh for
  104076. * @param localRay defines the ray in local space
  104077. * @returns the list of intersecting sub meshes
  104078. */
  104079. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104080. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104081. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104082. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104083. return intersections;
  104084. }
  104085. return this.scene._getDefaultSubMeshCandidates(mesh);
  104086. };
  104087. /**
  104088. * Return the list of sub meshes colliding with a collider
  104089. * @param mesh defines the mesh to find the submesh for
  104090. * @param collider defines the collider to evaluate the collision against
  104091. * @returns the list of colliding sub meshes
  104092. */
  104093. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104094. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104095. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104096. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104097. return intersections;
  104098. }
  104099. return this.scene._getDefaultSubMeshCandidates(mesh);
  104100. };
  104101. /**
  104102. * Rebuilds the elements related to this component in case of
  104103. * context lost for instance.
  104104. */
  104105. OctreeSceneComponent.prototype.rebuild = function () {
  104106. // Nothing to do here.
  104107. };
  104108. /**
  104109. * Disposes the component and the associated ressources.
  104110. */
  104111. OctreeSceneComponent.prototype.dispose = function () {
  104112. // Nothing to do here.
  104113. };
  104114. return OctreeSceneComponent;
  104115. }());
  104116. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104117. })(BABYLON || (BABYLON = {}));
  104118. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104119. var BABYLON;
  104120. (function (BABYLON) {
  104121. /**
  104122. * Postprocess used to generate anaglyphic rendering
  104123. */
  104124. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104125. __extends(AnaglyphPostProcess, _super);
  104126. /**
  104127. * Creates a new AnaglyphPostProcess
  104128. * @param name defines postprocess name
  104129. * @param options defines creation options or target ratio scale
  104130. * @param rigCameras defines cameras using this postprocess
  104131. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104132. * @param engine defines hosting engine
  104133. * @param reusable defines if the postprocess will be reused multiple times per frame
  104134. */
  104135. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104136. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104137. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104138. _this.onApplyObservable.add(function (effect) {
  104139. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104140. });
  104141. return _this;
  104142. }
  104143. return AnaglyphPostProcess;
  104144. }(BABYLON.PostProcess));
  104145. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104146. })(BABYLON || (BABYLON = {}));
  104147. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104148. var BABYLON;
  104149. (function (BABYLON) {
  104150. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104151. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104152. });
  104153. /**
  104154. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104155. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104156. */
  104157. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104158. __extends(AnaglyphArcRotateCamera, _super);
  104159. /**
  104160. * Creates a new AnaglyphArcRotateCamera
  104161. * @param name defines camera name
  104162. * @param alpha defines alpha angle (in radians)
  104163. * @param beta defines beta angle (in radians)
  104164. * @param radius defines radius
  104165. * @param target defines camera target
  104166. * @param interaxialDistance defines distance between each color axis
  104167. * @param scene defines the hosting scene
  104168. */
  104169. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104170. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104171. _this.interaxialDistance = interaxialDistance;
  104172. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104173. return _this;
  104174. }
  104175. /**
  104176. * Gets camera class name
  104177. * @returns AnaglyphArcRotateCamera
  104178. */
  104179. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104180. return "AnaglyphArcRotateCamera";
  104181. };
  104182. return AnaglyphArcRotateCamera;
  104183. }(BABYLON.ArcRotateCamera));
  104184. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104185. })(BABYLON || (BABYLON = {}));
  104186. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104187. var BABYLON;
  104188. (function (BABYLON) {
  104189. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104190. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104191. });
  104192. /**
  104193. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104194. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104195. */
  104196. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104197. __extends(AnaglyphFreeCamera, _super);
  104198. /**
  104199. * Creates a new AnaglyphFreeCamera
  104200. * @param name defines camera name
  104201. * @param position defines initial position
  104202. * @param interaxialDistance defines distance between each color axis
  104203. * @param scene defines the hosting scene
  104204. */
  104205. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104206. var _this = _super.call(this, name, position, scene) || this;
  104207. _this.interaxialDistance = interaxialDistance;
  104208. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104209. return _this;
  104210. }
  104211. /**
  104212. * Gets camera class name
  104213. * @returns AnaglyphFreeCamera
  104214. */
  104215. AnaglyphFreeCamera.prototype.getClassName = function () {
  104216. return "AnaglyphFreeCamera";
  104217. };
  104218. return AnaglyphFreeCamera;
  104219. }(BABYLON.FreeCamera));
  104220. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104221. })(BABYLON || (BABYLON = {}));
  104222. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104223. var BABYLON;
  104224. (function (BABYLON) {
  104225. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104226. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104227. });
  104228. /**
  104229. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104230. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104231. */
  104232. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104233. __extends(AnaglyphGamepadCamera, _super);
  104234. /**
  104235. * Creates a new AnaglyphGamepadCamera
  104236. * @param name defines camera name
  104237. * @param position defines initial position
  104238. * @param interaxialDistance defines distance between each color axis
  104239. * @param scene defines the hosting scene
  104240. */
  104241. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104242. var _this = _super.call(this, name, position, scene) || this;
  104243. _this.interaxialDistance = interaxialDistance;
  104244. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104245. return _this;
  104246. }
  104247. /**
  104248. * Gets camera class name
  104249. * @returns AnaglyphGamepadCamera
  104250. */
  104251. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104252. return "AnaglyphGamepadCamera";
  104253. };
  104254. return AnaglyphGamepadCamera;
  104255. }(BABYLON.GamepadCamera));
  104256. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104257. })(BABYLON || (BABYLON = {}));
  104258. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104259. var BABYLON;
  104260. (function (BABYLON) {
  104261. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104262. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104263. });
  104264. /**
  104265. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104266. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104267. */
  104268. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104269. __extends(AnaglyphUniversalCamera, _super);
  104270. /**
  104271. * Creates a new AnaglyphUniversalCamera
  104272. * @param name defines camera name
  104273. * @param position defines initial position
  104274. * @param interaxialDistance defines distance between each color axis
  104275. * @param scene defines the hosting scene
  104276. */
  104277. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104278. var _this = _super.call(this, name, position, scene) || this;
  104279. _this.interaxialDistance = interaxialDistance;
  104280. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104281. return _this;
  104282. }
  104283. /**
  104284. * Gets camera class name
  104285. * @returns AnaglyphUniversalCamera
  104286. */
  104287. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104288. return "AnaglyphUniversalCamera";
  104289. };
  104290. return AnaglyphUniversalCamera;
  104291. }(BABYLON.UniversalCamera));
  104292. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104293. })(BABYLON || (BABYLON = {}));
  104294. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104295. var BABYLON;
  104296. (function (BABYLON) {
  104297. /**
  104298. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104299. */
  104300. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104301. __extends(StereoscopicInterlacePostProcess, _super);
  104302. /**
  104303. * Initializes a StereoscopicInterlacePostProcess
  104304. * @param name The name of the effect.
  104305. * @param rigCameras The rig cameras to be appled to the post process
  104306. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104307. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104308. * @param engine The engine which the post process will be applied. (default: current engine)
  104309. * @param reusable If the post process can be reused on the same frame. (default: false)
  104310. */
  104311. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104312. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104313. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104314. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104315. _this.onSizeChangedObservable.add(function () {
  104316. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104317. });
  104318. _this.onApplyObservable.add(function (effect) {
  104319. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104320. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104321. });
  104322. return _this;
  104323. }
  104324. return StereoscopicInterlacePostProcess;
  104325. }(BABYLON.PostProcess));
  104326. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104327. })(BABYLON || (BABYLON = {}));
  104328. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104329. var BABYLON;
  104330. (function (BABYLON) {
  104331. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104332. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104333. });
  104334. /**
  104335. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104336. * @see http://doc.babylonjs.com/features/cameras
  104337. */
  104338. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104339. __extends(StereoscopicArcRotateCamera, _super);
  104340. /**
  104341. * Creates a new StereoscopicArcRotateCamera
  104342. * @param name defines camera name
  104343. * @param alpha defines alpha angle (in radians)
  104344. * @param beta defines beta angle (in radians)
  104345. * @param radius defines radius
  104346. * @param target defines camera target
  104347. * @param interaxialDistance defines distance between each color axis
  104348. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104349. * @param scene defines the hosting scene
  104350. */
  104351. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104352. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104353. _this.interaxialDistance = interaxialDistance;
  104354. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104355. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104356. return _this;
  104357. }
  104358. /**
  104359. * Gets camera class name
  104360. * @returns StereoscopicArcRotateCamera
  104361. */
  104362. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104363. return "StereoscopicArcRotateCamera";
  104364. };
  104365. return StereoscopicArcRotateCamera;
  104366. }(BABYLON.ArcRotateCamera));
  104367. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104368. })(BABYLON || (BABYLON = {}));
  104369. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104370. var BABYLON;
  104371. (function (BABYLON) {
  104372. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104373. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104374. });
  104375. /**
  104376. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104377. * @see http://doc.babylonjs.com/features/cameras
  104378. */
  104379. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104380. __extends(StereoscopicFreeCamera, _super);
  104381. /**
  104382. * Creates a new StereoscopicFreeCamera
  104383. * @param name defines camera name
  104384. * @param position defines initial position
  104385. * @param interaxialDistance defines distance between each color axis
  104386. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104387. * @param scene defines the hosting scene
  104388. */
  104389. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104390. var _this = _super.call(this, name, position, scene) || this;
  104391. _this.interaxialDistance = interaxialDistance;
  104392. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104393. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104394. return _this;
  104395. }
  104396. /**
  104397. * Gets camera class name
  104398. * @returns StereoscopicFreeCamera
  104399. */
  104400. StereoscopicFreeCamera.prototype.getClassName = function () {
  104401. return "StereoscopicFreeCamera";
  104402. };
  104403. return StereoscopicFreeCamera;
  104404. }(BABYLON.FreeCamera));
  104405. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104406. })(BABYLON || (BABYLON = {}));
  104407. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104408. var BABYLON;
  104409. (function (BABYLON) {
  104410. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104411. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104412. });
  104413. /**
  104414. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104415. * @see http://doc.babylonjs.com/features/cameras
  104416. */
  104417. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104418. __extends(StereoscopicGamepadCamera, _super);
  104419. /**
  104420. * Creates a new StereoscopicGamepadCamera
  104421. * @param name defines camera name
  104422. * @param position defines initial position
  104423. * @param interaxialDistance defines distance between each color axis
  104424. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104425. * @param scene defines the hosting scene
  104426. */
  104427. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104428. var _this = _super.call(this, name, position, scene) || this;
  104429. _this.interaxialDistance = interaxialDistance;
  104430. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104431. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104432. return _this;
  104433. }
  104434. /**
  104435. * Gets camera class name
  104436. * @returns StereoscopicGamepadCamera
  104437. */
  104438. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104439. return "StereoscopicGamepadCamera";
  104440. };
  104441. return StereoscopicGamepadCamera;
  104442. }(BABYLON.GamepadCamera));
  104443. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104444. })(BABYLON || (BABYLON = {}));
  104445. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104446. var BABYLON;
  104447. (function (BABYLON) {
  104448. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104449. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104450. });
  104451. /**
  104452. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104453. * @see http://doc.babylonjs.com/features/cameras
  104454. */
  104455. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104456. __extends(StereoscopicUniversalCamera, _super);
  104457. /**
  104458. * Creates a new StereoscopicUniversalCamera
  104459. * @param name defines camera name
  104460. * @param position defines initial position
  104461. * @param interaxialDistance defines distance between each color axis
  104462. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104463. * @param scene defines the hosting scene
  104464. */
  104465. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104466. var _this = _super.call(this, name, position, scene) || this;
  104467. _this.interaxialDistance = interaxialDistance;
  104468. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104469. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104470. return _this;
  104471. }
  104472. /**
  104473. * Gets camera class name
  104474. * @returns StereoscopicUniversalCamera
  104475. */
  104476. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104477. return "StereoscopicUniversalCamera";
  104478. };
  104479. return StereoscopicUniversalCamera;
  104480. }(BABYLON.UniversalCamera));
  104481. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104482. })(BABYLON || (BABYLON = {}));
  104483. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104484. var BABYLON;
  104485. (function (BABYLON) {
  104486. /**
  104487. * VRDistortionCorrectionPostProcess used for mobile VR
  104488. */
  104489. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104490. __extends(VRDistortionCorrectionPostProcess, _super);
  104491. /**
  104492. * Initializes the VRDistortionCorrectionPostProcess
  104493. * @param name The name of the effect.
  104494. * @param camera The camera to apply the render pass to.
  104495. * @param isRightEye If this is for the right eye distortion
  104496. * @param vrMetrics All the required metrics for the VR camera
  104497. */
  104498. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104499. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104500. 'LensCenter',
  104501. 'Scale',
  104502. 'ScaleIn',
  104503. 'HmdWarpParam'
  104504. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104505. _this._isRightEye = isRightEye;
  104506. _this._distortionFactors = vrMetrics.distortionK;
  104507. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104508. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104509. _this.adaptScaleToCurrentViewport = true;
  104510. _this.onSizeChangedObservable.add(function () {
  104511. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104512. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104513. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104514. });
  104515. _this.onApplyObservable.add(function (effect) {
  104516. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104517. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104518. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104519. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104520. });
  104521. return _this;
  104522. }
  104523. return VRDistortionCorrectionPostProcess;
  104524. }(BABYLON.PostProcess));
  104525. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104526. })(BABYLON || (BABYLON = {}));
  104527. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104528. var BABYLON;
  104529. (function (BABYLON) {
  104530. /**
  104531. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104532. * Screen rotation is taken into account.
  104533. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104534. */
  104535. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104536. /**
  104537. * Instantiates a new input
  104538. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104539. */
  104540. function FreeCameraDeviceOrientationInput() {
  104541. var _this = this;
  104542. this._screenOrientationAngle = 0;
  104543. this._screenQuaternion = new BABYLON.Quaternion();
  104544. this._alpha = 0;
  104545. this._beta = 0;
  104546. this._gamma = 0;
  104547. this._orientationChanged = function () {
  104548. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  104549. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104550. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104551. };
  104552. this._deviceOrientation = function (evt) {
  104553. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104554. _this._beta = evt.beta !== null ? evt.beta : 0;
  104555. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104556. };
  104557. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104558. this._orientationChanged();
  104559. }
  104560. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104561. /**
  104562. * Define the camera controlled by the input.
  104563. */
  104564. get: function () {
  104565. return this._camera;
  104566. },
  104567. set: function (camera) {
  104568. this._camera = camera;
  104569. if (this._camera != null && !this._camera.rotationQuaternion) {
  104570. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104571. }
  104572. },
  104573. enumerable: true,
  104574. configurable: true
  104575. });
  104576. /**
  104577. * Attach the input controls to a specific dom element to get the input from.
  104578. * @param element Defines the element the controls should be listened from
  104579. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104580. */
  104581. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104582. window.addEventListener("orientationchange", this._orientationChanged);
  104583. window.addEventListener("deviceorientation", this._deviceOrientation);
  104584. //In certain cases, the attach control is called AFTER orientation was changed,
  104585. //So this is needed.
  104586. this._orientationChanged();
  104587. };
  104588. /**
  104589. * Detach the current controls from the specified dom element.
  104590. * @param element Defines the element to stop listening the inputs from
  104591. */
  104592. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104593. window.removeEventListener("orientationchange", this._orientationChanged);
  104594. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104595. };
  104596. /**
  104597. * Update the current camera state depending on the inputs that have been used this frame.
  104598. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104599. */
  104600. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104601. //if no device orientation provided, don't update the rotation.
  104602. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104603. if (!this._alpha) {
  104604. return;
  104605. }
  104606. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104607. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104608. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104609. //Mirror on XY Plane
  104610. this._camera.rotationQuaternion.z *= -1;
  104611. this._camera.rotationQuaternion.w *= -1;
  104612. };
  104613. /**
  104614. * Gets the class name of the current intput.
  104615. * @returns the class name
  104616. */
  104617. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104618. return "FreeCameraDeviceOrientationInput";
  104619. };
  104620. /**
  104621. * Get the friendly name associated with the input class.
  104622. * @returns the input friendly name
  104623. */
  104624. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104625. return "deviceOrientation";
  104626. };
  104627. return FreeCameraDeviceOrientationInput;
  104628. }());
  104629. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104630. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104631. })(BABYLON || (BABYLON = {}));
  104632. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104633. var BABYLON;
  104634. (function (BABYLON) {
  104635. /**
  104636. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104637. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104638. */
  104639. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104640. /**
  104641. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104642. */
  104643. function ArcRotateCameraVRDeviceOrientationInput() {
  104644. /**
  104645. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104646. */
  104647. this.alphaCorrection = 1;
  104648. /**
  104649. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104650. */
  104651. this.betaCorrection = 1;
  104652. /**
  104653. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104654. */
  104655. this.gammaCorrection = 1;
  104656. this._alpha = 0;
  104657. this._gamma = 0;
  104658. this._dirty = false;
  104659. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104660. }
  104661. /**
  104662. * Attach the input controls to a specific dom element to get the input from.
  104663. * @param element Defines the element the controls should be listened from
  104664. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104665. */
  104666. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104667. this.camera.attachControl(element, noPreventDefault);
  104668. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  104669. };
  104670. /** @hidden */
  104671. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  104672. if (evt.alpha !== null) {
  104673. this._alpha = +evt.alpha | 0;
  104674. }
  104675. if (evt.gamma !== null) {
  104676. this._gamma = +evt.gamma | 0;
  104677. }
  104678. this._dirty = true;
  104679. };
  104680. /**
  104681. * Update the current camera state depending on the inputs that have been used this frame.
  104682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104683. */
  104684. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  104685. if (this._dirty) {
  104686. this._dirty = false;
  104687. if (this._gamma < 0) {
  104688. this._gamma = 180 + this._gamma;
  104689. }
  104690. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  104691. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  104692. }
  104693. };
  104694. /**
  104695. * Detach the current controls from the specified dom element.
  104696. * @param element Defines the element to stop listening the inputs from
  104697. */
  104698. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  104699. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  104700. };
  104701. /**
  104702. * Gets the class name of the current intput.
  104703. * @returns the class name
  104704. */
  104705. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  104706. return "ArcRotateCameraVRDeviceOrientationInput";
  104707. };
  104708. /**
  104709. * Get the friendly name associated with the input class.
  104710. * @returns the input friendly name
  104711. */
  104712. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  104713. return "VRDeviceOrientation";
  104714. };
  104715. return ArcRotateCameraVRDeviceOrientationInput;
  104716. }());
  104717. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  104718. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  104719. })(BABYLON || (BABYLON = {}));
  104720. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  104721. var BABYLON;
  104722. (function (BABYLON) {
  104723. /**
  104724. * This represents all the required metrics to create a VR camera.
  104725. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104726. */
  104727. var VRCameraMetrics = /** @class */ (function () {
  104728. function VRCameraMetrics() {
  104729. /**
  104730. * Define if the current vr camera should compensate the distortion of the lense or not.
  104731. */
  104732. this.compensateDistortion = true;
  104733. }
  104734. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  104735. /**
  104736. * Gets the rendering aspect ratio based on the provided resolutions.
  104737. */
  104738. get: function () {
  104739. return this.hResolution / (2 * this.vResolution);
  104740. },
  104741. enumerable: true,
  104742. configurable: true
  104743. });
  104744. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  104745. /**
  104746. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104747. */
  104748. get: function () {
  104749. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  104750. },
  104751. enumerable: true,
  104752. configurable: true
  104753. });
  104754. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  104755. /**
  104756. * @hidden
  104757. */
  104758. get: function () {
  104759. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104760. var h = (4 * meters) / this.hScreenSize;
  104761. return BABYLON.Matrix.Translation(h, 0, 0);
  104762. },
  104763. enumerable: true,
  104764. configurable: true
  104765. });
  104766. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  104767. /**
  104768. * @hidden
  104769. */
  104770. get: function () {
  104771. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104772. var h = (4 * meters) / this.hScreenSize;
  104773. return BABYLON.Matrix.Translation(-h, 0, 0);
  104774. },
  104775. enumerable: true,
  104776. configurable: true
  104777. });
  104778. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  104779. /**
  104780. * @hidden
  104781. */
  104782. get: function () {
  104783. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  104784. },
  104785. enumerable: true,
  104786. configurable: true
  104787. });
  104788. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  104789. /**
  104790. * @hidden
  104791. */
  104792. get: function () {
  104793. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  104794. },
  104795. enumerable: true,
  104796. configurable: true
  104797. });
  104798. /**
  104799. * Get the default VRMetrics based on the most generic setup.
  104800. * @returns the default vr metrics
  104801. */
  104802. VRCameraMetrics.GetDefault = function () {
  104803. var result = new VRCameraMetrics();
  104804. result.hResolution = 1280;
  104805. result.vResolution = 800;
  104806. result.hScreenSize = 0.149759993;
  104807. result.vScreenSize = 0.0935999975;
  104808. result.vScreenCenter = 0.0467999987;
  104809. result.eyeToScreenDistance = 0.0410000011;
  104810. result.lensSeparationDistance = 0.0635000020;
  104811. result.interpupillaryDistance = 0.0640000030;
  104812. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  104813. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  104814. result.postProcessScaleFactor = 1.714605507808412;
  104815. result.lensCenterOffset = 0.151976421;
  104816. return result;
  104817. };
  104818. return VRCameraMetrics;
  104819. }());
  104820. BABYLON.VRCameraMetrics = VRCameraMetrics;
  104821. })(BABYLON || (BABYLON = {}));
  104822. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  104823. var BABYLON;
  104824. (function (BABYLON) {
  104825. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  104826. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104827. });
  104828. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  104829. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104830. });
  104831. /**
  104832. * This represents a WebVR camera.
  104833. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  104834. * @example http://doc.babylonjs.com/how_to/webvr_camera
  104835. */
  104836. var WebVRFreeCamera = /** @class */ (function (_super) {
  104837. __extends(WebVRFreeCamera, _super);
  104838. /**
  104839. * Instantiates a WebVRFreeCamera.
  104840. * @param name The name of the WebVRFreeCamera
  104841. * @param position The starting anchor position for the camera
  104842. * @param scene The scene the camera belongs to
  104843. * @param webVROptions a set of customizable options for the webVRCamera
  104844. */
  104845. function WebVRFreeCamera(name, position, scene, webVROptions) {
  104846. if (webVROptions === void 0) { webVROptions = {}; }
  104847. var _this = _super.call(this, name, position, scene) || this;
  104848. _this.webVROptions = webVROptions;
  104849. /**
  104850. * @hidden
  104851. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  104852. */
  104853. _this._vrDevice = null;
  104854. /**
  104855. * The rawPose of the vrDevice.
  104856. */
  104857. _this.rawPose = null;
  104858. _this._specsVersion = "1.1";
  104859. _this._attached = false;
  104860. _this._descendants = [];
  104861. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  104862. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  104863. /** @hidden */
  104864. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  104865. _this._standingMatrix = null;
  104866. /**
  104867. * Represents device position in babylon space.
  104868. */
  104869. _this.devicePosition = BABYLON.Vector3.Zero();
  104870. /**
  104871. * Represents device rotation in babylon space.
  104872. */
  104873. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  104874. /**
  104875. * The scale of the device to be used when translating from device space to babylon space.
  104876. */
  104877. _this.deviceScaleFactor = 1;
  104878. _this._deviceToWorld = BABYLON.Matrix.Identity();
  104879. _this._worldToDevice = BABYLON.Matrix.Identity();
  104880. /**
  104881. * References to the webVR controllers for the vrDevice.
  104882. */
  104883. _this.controllers = [];
  104884. /**
  104885. * Emits an event when a controller is attached.
  104886. */
  104887. _this.onControllersAttachedObservable = new BABYLON.Observable();
  104888. /**
  104889. * Emits an event when a controller's mesh has been loaded;
  104890. */
  104891. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  104892. /**
  104893. * Emits an event when the HMD's pose has been updated.
  104894. */
  104895. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  104896. _this._poseSet = false;
  104897. /**
  104898. * If the rig cameras be used as parent instead of this camera.
  104899. */
  104900. _this.rigParenting = true;
  104901. _this._defaultHeight = undefined;
  104902. _this._htmlElementAttached = null;
  104903. _this._detachIfAttached = function () {
  104904. var vrDisplay = _this.getEngine().getVRDevice();
  104905. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  104906. _this.detachControl(_this._htmlElementAttached);
  104907. }
  104908. };
  104909. _this._workingVector = BABYLON.Vector3.Zero();
  104910. _this._oneVector = BABYLON.Vector3.One();
  104911. _this._workingMatrix = BABYLON.Matrix.Identity();
  104912. _this._tmpMatrix = new BABYLON.Matrix();
  104913. _this._cache.position = BABYLON.Vector3.Zero();
  104914. if (webVROptions.defaultHeight) {
  104915. _this._defaultHeight = webVROptions.defaultHeight;
  104916. _this.position.y = _this._defaultHeight;
  104917. }
  104918. _this.minZ = 0.1;
  104919. //legacy support - the compensation boolean was removed.
  104920. if (arguments.length === 5) {
  104921. _this.webVROptions = arguments[4];
  104922. }
  104923. // default webVR options
  104924. if (_this.webVROptions.trackPosition == undefined) {
  104925. _this.webVROptions.trackPosition = true;
  104926. }
  104927. if (_this.webVROptions.controllerMeshes == undefined) {
  104928. _this.webVROptions.controllerMeshes = true;
  104929. }
  104930. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  104931. _this.webVROptions.defaultLightingOnControllers = true;
  104932. }
  104933. _this.rotationQuaternion = new BABYLON.Quaternion();
  104934. if (_this.webVROptions && _this.webVROptions.positionScale) {
  104935. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  104936. }
  104937. //enable VR
  104938. var engine = _this.getEngine();
  104939. _this._onVREnabled = function (success) { if (success) {
  104940. _this.initControllers();
  104941. } };
  104942. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  104943. engine.initWebVR().add(function (event) {
  104944. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  104945. return;
  104946. }
  104947. _this._vrDevice = event.vrDisplay;
  104948. //reset the rig parameters.
  104949. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  104950. if (_this._attached) {
  104951. _this.getEngine().enableVR();
  104952. }
  104953. });
  104954. if (typeof (VRFrameData) !== "undefined") {
  104955. _this._frameData = new VRFrameData();
  104956. }
  104957. /**
  104958. * The idea behind the following lines:
  104959. * objects that have the camera as parent should actually have the rig cameras as a parent.
  104960. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  104961. * the second will not show it correctly.
  104962. *
  104963. * To solve this - each object that has the camera as parent will be added to a protected array.
  104964. * When the rig camera renders, it will take this array and set all of those to be its children.
  104965. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  104966. * Amazing!
  104967. */
  104968. scene.onBeforeCameraRenderObservable.add(function (camera) {
  104969. if (camera.parent === _this && _this.rigParenting) {
  104970. _this._descendants = _this.getDescendants(true, function (n) {
  104971. // don't take the cameras or the controllers!
  104972. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  104973. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  104974. return !isController && !isRigCamera;
  104975. });
  104976. _this._descendants.forEach(function (node) {
  104977. node.parent = camera;
  104978. });
  104979. }
  104980. });
  104981. scene.onAfterCameraRenderObservable.add(function (camera) {
  104982. if (camera.parent === _this && _this.rigParenting) {
  104983. _this._descendants.forEach(function (node) {
  104984. node.parent = _this;
  104985. });
  104986. }
  104987. });
  104988. return _this;
  104989. }
  104990. /**
  104991. * Gets the device distance from the ground in meters.
  104992. * @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.
  104993. */
  104994. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  104995. if (this._standingMatrix) {
  104996. // Add standing matrix offset to get real offset from ground in room
  104997. this._standingMatrix.getTranslationToRef(this._workingVector);
  104998. return this._deviceRoomPosition.y + this._workingVector.y;
  104999. }
  105000. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105001. return this._defaultHeight || 0;
  105002. };
  105003. /**
  105004. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105005. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105006. */
  105007. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105008. var _this = this;
  105009. if (callback === void 0) { callback = function (bool) { }; }
  105010. // Use standing matrix if available
  105011. this.getEngine().initWebVRAsync().then(function (result) {
  105012. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105013. callback(false);
  105014. }
  105015. else {
  105016. _this._standingMatrix = new BABYLON.Matrix();
  105017. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105018. if (!_this.getScene().useRightHandedSystem) {
  105019. [2, 6, 8, 9, 14].forEach(function (num) {
  105020. if (_this._standingMatrix) {
  105021. _this._standingMatrix.m[num] *= -1;
  105022. }
  105023. });
  105024. }
  105025. callback(true);
  105026. }
  105027. });
  105028. };
  105029. /**
  105030. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105031. * @returns A promise with a boolean set to if the standing matrix is supported.
  105032. */
  105033. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105034. var _this = this;
  105035. return new Promise(function (res, rej) {
  105036. _this.useStandingMatrix(function (supported) {
  105037. res(supported);
  105038. });
  105039. });
  105040. };
  105041. /**
  105042. * Disposes the camera
  105043. */
  105044. WebVRFreeCamera.prototype.dispose = function () {
  105045. this._detachIfAttached();
  105046. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105047. if (this._updateCacheWhenTrackingDisabledObserver) {
  105048. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105049. }
  105050. _super.prototype.dispose.call(this);
  105051. };
  105052. /**
  105053. * Gets a vrController by name.
  105054. * @param name The name of the controller to retreive
  105055. * @returns the controller matching the name specified or null if not found
  105056. */
  105057. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105058. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105059. var gp = _a[_i];
  105060. if (gp.hand === name) {
  105061. return gp;
  105062. }
  105063. }
  105064. return null;
  105065. };
  105066. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105067. /**
  105068. * The controller corrisponding to the users left hand.
  105069. */
  105070. get: function () {
  105071. if (!this._leftController) {
  105072. this._leftController = this.getControllerByName("left");
  105073. }
  105074. return this._leftController;
  105075. },
  105076. enumerable: true,
  105077. configurable: true
  105078. });
  105079. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105080. /**
  105081. * The controller corrisponding to the users right hand.
  105082. */
  105083. get: function () {
  105084. if (!this._rightController) {
  105085. this._rightController = this.getControllerByName("right");
  105086. }
  105087. return this._rightController;
  105088. },
  105089. enumerable: true,
  105090. configurable: true
  105091. });
  105092. /**
  105093. * Casts a ray forward from the vrCamera's gaze.
  105094. * @param length Length of the ray (default: 100)
  105095. * @returns the ray corrisponding to the gaze
  105096. */
  105097. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105098. if (length === void 0) { length = 100; }
  105099. if (this.leftCamera) {
  105100. // Use left eye to avoid computation to compute center on every call
  105101. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105102. }
  105103. else {
  105104. return _super.prototype.getForwardRay.call(this, length);
  105105. }
  105106. };
  105107. /**
  105108. * @hidden
  105109. * Updates the camera based on device's frame data
  105110. */
  105111. WebVRFreeCamera.prototype._checkInputs = function () {
  105112. if (this._vrDevice && this._vrDevice.isPresenting) {
  105113. this._vrDevice.getFrameData(this._frameData);
  105114. this.updateFromDevice(this._frameData.pose);
  105115. }
  105116. _super.prototype._checkInputs.call(this);
  105117. };
  105118. /**
  105119. * Updates the poseControlled values based on the input device pose.
  105120. * @param poseData Pose coming from the device
  105121. */
  105122. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105123. if (poseData && poseData.orientation) {
  105124. this.rawPose = poseData;
  105125. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105126. if (this.getScene().useRightHandedSystem) {
  105127. this._deviceRoomRotationQuaternion.z *= -1;
  105128. this._deviceRoomRotationQuaternion.w *= -1;
  105129. }
  105130. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105131. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105132. if (this.getScene().useRightHandedSystem) {
  105133. this._deviceRoomPosition.z *= -1;
  105134. }
  105135. }
  105136. this._poseSet = true;
  105137. }
  105138. };
  105139. /**
  105140. * WebVR's attach control will start broadcasting frames to the device.
  105141. * Note that in certain browsers (chrome for example) this function must be called
  105142. * within a user-interaction callback. Example:
  105143. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105144. *
  105145. * @param element html element to attach the vrDevice to
  105146. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105147. */
  105148. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105149. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105150. this._attached = true;
  105151. this._htmlElementAttached = element;
  105152. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105153. if (this._vrDevice) {
  105154. this.getEngine().enableVR();
  105155. }
  105156. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105157. };
  105158. /**
  105159. * Detaches the camera from the html element and disables VR
  105160. *
  105161. * @param element html element to detach from
  105162. */
  105163. WebVRFreeCamera.prototype.detachControl = function (element) {
  105164. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105165. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105166. _super.prototype.detachControl.call(this, element);
  105167. this._attached = false;
  105168. this.getEngine().disableVR();
  105169. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105170. };
  105171. /**
  105172. * @returns the name of this class
  105173. */
  105174. WebVRFreeCamera.prototype.getClassName = function () {
  105175. return "WebVRFreeCamera";
  105176. };
  105177. /**
  105178. * Calls resetPose on the vrDisplay
  105179. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105180. */
  105181. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105182. //uses the vrDisplay's "resetPose()".
  105183. //pitch and roll won't be affected.
  105184. this._vrDevice.resetPose();
  105185. };
  105186. /**
  105187. * @hidden
  105188. * Updates the rig cameras (left and right eye)
  105189. */
  105190. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105191. var camLeft = this._rigCameras[0];
  105192. var camRight = this._rigCameras[1];
  105193. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105194. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105195. camLeft.position.copyFrom(this._deviceRoomPosition);
  105196. camRight.position.copyFrom(this._deviceRoomPosition);
  105197. };
  105198. // Remove translation from 6dof headset if trackposition is set to false
  105199. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105200. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105201. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105202. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105203. if (!isViewMatrix) {
  105204. this._tmpMatrix.invert();
  105205. }
  105206. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105207. }
  105208. };
  105209. /**
  105210. * @hidden
  105211. * Updates the cached values of the camera
  105212. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105213. */
  105214. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105215. var _this = this;
  105216. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105217. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105218. if (!this.updateCacheCalled) {
  105219. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105220. this.updateCacheCalled = true;
  105221. this.update();
  105222. }
  105223. // Set working vector to the device position in room space rotated by the new rotation
  105224. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105225. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105226. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105227. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105228. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105229. // Add translation from anchor position
  105230. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105231. this._workingVector.addInPlace(this.position);
  105232. this._workingVector.subtractInPlace(this._cache.position);
  105233. this._deviceToWorld.setTranslation(this._workingVector);
  105234. // Set an inverted matrix to be used when updating the camera
  105235. this._deviceToWorld.invertToRef(this._worldToDevice);
  105236. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105237. this.controllers.forEach(function (controller) {
  105238. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105239. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105240. controller.update();
  105241. });
  105242. }
  105243. if (!ignoreParentClass) {
  105244. _super.prototype._updateCache.call(this);
  105245. }
  105246. this.updateCacheCalled = false;
  105247. };
  105248. /**
  105249. * @hidden
  105250. * Get current device position in babylon world
  105251. */
  105252. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105253. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105254. };
  105255. /**
  105256. * Updates the current device position and rotation in the babylon world
  105257. */
  105258. WebVRFreeCamera.prototype.update = function () {
  105259. this._computeDevicePosition();
  105260. // Get current device rotation in babylon world
  105261. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105262. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105263. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105264. if (this._poseSet) {
  105265. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105266. }
  105267. _super.prototype.update.call(this);
  105268. };
  105269. /**
  105270. * @hidden
  105271. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105272. * @returns an identity matrix
  105273. */
  105274. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105275. return BABYLON.Matrix.Identity();
  105276. };
  105277. /**
  105278. * This function is called by the two RIG cameras.
  105279. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105280. */
  105281. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105282. var _this = this;
  105283. // Update the parent camera prior to using a child camera to avoid desynchronization
  105284. var parentCamera = this._cameraRigParams["parentCamera"];
  105285. parentCamera._updateCache();
  105286. //WebVR 1.1
  105287. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105288. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105289. if (!this.getScene().useRightHandedSystem) {
  105290. [2, 6, 8, 9, 14].forEach(function (num) {
  105291. _this._webvrViewMatrix.m[num] *= -1;
  105292. });
  105293. }
  105294. // update the camera rotation matrix
  105295. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105296. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105297. // Computing target and final matrix
  105298. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105299. // should the view matrix be updated with scale and position offset?
  105300. if (parentCamera.deviceScaleFactor !== 1) {
  105301. this._webvrViewMatrix.invert();
  105302. // scale the position, if set
  105303. if (parentCamera.deviceScaleFactor) {
  105304. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105305. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105306. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105307. }
  105308. this._webvrViewMatrix.invert();
  105309. }
  105310. // Remove translation from 6dof headset if trackposition is set to false
  105311. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105312. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105313. // Compute global position
  105314. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105315. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105316. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105317. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105318. this._markSyncedWithParent();
  105319. return this._webvrViewMatrix;
  105320. };
  105321. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105322. var _this = this;
  105323. var parentCamera = this.parent;
  105324. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105325. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105326. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105327. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105328. //babylon compatible matrix
  105329. if (!this.getScene().useRightHandedSystem) {
  105330. [8, 9, 10, 11].forEach(function (num) {
  105331. _this._projectionMatrix.m[num] *= -1;
  105332. });
  105333. }
  105334. return this._projectionMatrix;
  105335. };
  105336. /**
  105337. * Initializes the controllers and their meshes
  105338. */
  105339. WebVRFreeCamera.prototype.initControllers = function () {
  105340. var _this = this;
  105341. this.controllers = [];
  105342. var manager = this.getScene().gamepadManager;
  105343. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105344. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105345. var webVrController = gamepad;
  105346. if (webVrController.defaultModel) {
  105347. webVrController.defaultModel.setEnabled(false);
  105348. }
  105349. if (webVrController.hand === "right") {
  105350. _this._rightController = null;
  105351. }
  105352. if (webVrController.hand === "left") {
  105353. _this._leftController = null;
  105354. }
  105355. var controllerIndex = _this.controllers.indexOf(webVrController);
  105356. if (controllerIndex !== -1) {
  105357. _this.controllers.splice(controllerIndex, 1);
  105358. }
  105359. }
  105360. });
  105361. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105362. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105363. var webVrController_1 = gamepad;
  105364. if (!_this.webVROptions.trackPosition) {
  105365. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105366. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105367. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105368. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105369. _this._updateCache();
  105370. });
  105371. }
  105372. }
  105373. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105374. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105375. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105376. if (_this.webVROptions.controllerMeshes) {
  105377. if (webVrController_1.defaultModel) {
  105378. webVrController_1.defaultModel.setEnabled(true);
  105379. }
  105380. else {
  105381. // Load the meshes
  105382. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105383. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105384. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105385. if (_this.webVROptions.defaultLightingOnControllers) {
  105386. if (!_this._lightOnControllers) {
  105387. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105388. }
  105389. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105390. var children = mesh.getChildren();
  105391. if (children && children.length !== 0) {
  105392. children.forEach(function (mesh) {
  105393. light.includedOnlyMeshes.push(mesh);
  105394. activateLightOnSubMeshes_1(mesh, light);
  105395. });
  105396. }
  105397. };
  105398. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105399. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105400. }
  105401. });
  105402. }
  105403. }
  105404. webVrController_1.attachToPoseControlledCamera(_this);
  105405. // since this is async - sanity check. Is the controller already stored?
  105406. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105407. //add to the controllers array
  105408. _this.controllers.push(webVrController_1);
  105409. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105410. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105411. // So we're overriding setting left & right manually to be sure
  105412. var firstViveWandDetected = false;
  105413. for (var i = 0; i < _this.controllers.length; i++) {
  105414. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105415. if (!firstViveWandDetected) {
  105416. firstViveWandDetected = true;
  105417. _this.controllers[i].hand = "left";
  105418. }
  105419. else {
  105420. _this.controllers[i].hand = "right";
  105421. }
  105422. }
  105423. }
  105424. //did we find enough controllers? Great! let the developer know.
  105425. if (_this.controllers.length >= 2) {
  105426. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105427. }
  105428. }
  105429. }
  105430. });
  105431. };
  105432. return WebVRFreeCamera;
  105433. }(BABYLON.FreeCamera));
  105434. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105435. })(BABYLON || (BABYLON = {}));
  105436. //# sourceMappingURL=babylon.webVRCamera.js.map
  105437. var BABYLON;
  105438. (function (BABYLON) {
  105439. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105440. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105441. });
  105442. // We're mainly based on the logic defined into the FreeCamera code
  105443. /**
  105444. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105445. * being tilted forward or back and left or right.
  105446. */
  105447. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105448. __extends(DeviceOrientationCamera, _super);
  105449. /**
  105450. * Creates a new device orientation camera
  105451. * @param name The name of the camera
  105452. * @param position The start position camera
  105453. * @param scene The scene the camera belongs to
  105454. */
  105455. function DeviceOrientationCamera(name, position, scene) {
  105456. var _this = _super.call(this, name, position, scene) || this;
  105457. _this._quaternionCache = new BABYLON.Quaternion();
  105458. _this.inputs.addDeviceOrientation();
  105459. return _this;
  105460. }
  105461. /**
  105462. * Gets the current instance class name ("DeviceOrientationCamera").
  105463. * This helps avoiding instanceof at run time.
  105464. * @returns the class name
  105465. */
  105466. DeviceOrientationCamera.prototype.getClassName = function () {
  105467. return "DeviceOrientationCamera";
  105468. };
  105469. /**
  105470. * @hidden
  105471. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105472. */
  105473. DeviceOrientationCamera.prototype._checkInputs = function () {
  105474. _super.prototype._checkInputs.call(this);
  105475. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105476. if (this._initialQuaternion) {
  105477. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105478. }
  105479. };
  105480. /**
  105481. * Reset the camera to its default orientation on the specified axis only.
  105482. * @param axis The axis to reset
  105483. */
  105484. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105485. var _this = this;
  105486. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105487. //can only work if this camera has a rotation quaternion already.
  105488. if (!this.rotationQuaternion) {
  105489. return;
  105490. }
  105491. if (!this._initialQuaternion) {
  105492. this._initialQuaternion = new BABYLON.Quaternion();
  105493. }
  105494. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105495. ['x', 'y', 'z'].forEach(function (axisName) {
  105496. if (!axis[axisName]) {
  105497. _this._initialQuaternion[axisName] = 0;
  105498. }
  105499. else {
  105500. _this._initialQuaternion[axisName] *= -1;
  105501. }
  105502. });
  105503. this._initialQuaternion.normalize();
  105504. //force rotation update
  105505. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105506. };
  105507. return DeviceOrientationCamera;
  105508. }(BABYLON.FreeCamera));
  105509. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105510. })(BABYLON || (BABYLON = {}));
  105511. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105512. var BABYLON;
  105513. (function (BABYLON) {
  105514. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105515. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105516. });
  105517. /**
  105518. * Camera used to simulate VR rendering (based on FreeCamera)
  105519. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105520. */
  105521. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105522. __extends(VRDeviceOrientationFreeCamera, _super);
  105523. /**
  105524. * Creates a new VRDeviceOrientationFreeCamera
  105525. * @param name defines camera name
  105526. * @param position defines the start position of the camera
  105527. * @param scene defines the scene the camera belongs to
  105528. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105529. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105530. */
  105531. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105532. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105533. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105534. var _this = _super.call(this, name, position, scene) || this;
  105535. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105536. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105537. return _this;
  105538. }
  105539. /**
  105540. * Gets camera class name
  105541. * @returns VRDeviceOrientationFreeCamera
  105542. */
  105543. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105544. return "VRDeviceOrientationFreeCamera";
  105545. };
  105546. return VRDeviceOrientationFreeCamera;
  105547. }(BABYLON.DeviceOrientationCamera));
  105548. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105549. })(BABYLON || (BABYLON = {}));
  105550. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105551. var BABYLON;
  105552. (function (BABYLON) {
  105553. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105554. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105555. });
  105556. /**
  105557. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105558. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105559. */
  105560. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105561. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105562. /**
  105563. * Creates a new VRDeviceOrientationArcRotateCamera
  105564. * @param name defines camera name
  105565. * @param alpha defines the camera rotation along the logitudinal axis
  105566. * @param beta defines the camera rotation along the latitudinal axis
  105567. * @param radius defines the camera distance from its target
  105568. * @param target defines the camera target
  105569. * @param scene defines the scene the camera belongs to
  105570. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105571. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105572. */
  105573. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105574. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105575. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105576. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105577. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105578. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105579. _this.inputs.addVRDeviceOrientation();
  105580. return _this;
  105581. }
  105582. /**
  105583. * Gets camera class name
  105584. * @returns VRDeviceOrientationArcRotateCamera
  105585. */
  105586. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105587. return "VRDeviceOrientationArcRotateCamera";
  105588. };
  105589. return VRDeviceOrientationArcRotateCamera;
  105590. }(BABYLON.ArcRotateCamera));
  105591. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105592. })(BABYLON || (BABYLON = {}));
  105593. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105594. var BABYLON;
  105595. (function (BABYLON) {
  105596. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105597. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105598. });
  105599. /**
  105600. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105601. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105602. */
  105603. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105604. __extends(VRDeviceOrientationGamepadCamera, _super);
  105605. /**
  105606. * Creates a new VRDeviceOrientationGamepadCamera
  105607. * @param name defines camera name
  105608. * @param position defines the start position of the camera
  105609. * @param scene defines the scene the camera belongs to
  105610. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105611. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105612. */
  105613. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105614. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105615. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105616. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105617. _this.inputs.addGamepad();
  105618. return _this;
  105619. }
  105620. /**
  105621. * Gets camera class name
  105622. * @returns VRDeviceOrientationGamepadCamera
  105623. */
  105624. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105625. return "VRDeviceOrientationGamepadCamera";
  105626. };
  105627. return VRDeviceOrientationGamepadCamera;
  105628. }(BABYLON.VRDeviceOrientationFreeCamera));
  105629. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105630. })(BABYLON || (BABYLON = {}));
  105631. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105632. var BABYLON;
  105633. (function (BABYLON) {
  105634. var VRExperienceHelperGazer = /** @class */ (function () {
  105635. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105636. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105637. this.scene = scene;
  105638. /** @hidden */
  105639. this._pointerDownOnMeshAsked = false;
  105640. /** @hidden */
  105641. this._isActionableMesh = false;
  105642. /** @hidden */
  105643. this._teleportationRequestInitiated = false;
  105644. /** @hidden */
  105645. this._teleportationBackRequestInitiated = false;
  105646. /** @hidden */
  105647. this._rotationRightAsked = false;
  105648. /** @hidden */
  105649. this._rotationLeftAsked = false;
  105650. /** @hidden */
  105651. this._dpadPressed = true;
  105652. /** @hidden */
  105653. this._activePointer = false;
  105654. this._id = VRExperienceHelperGazer._idCounter++;
  105655. // Gaze tracker
  105656. if (!gazeTrackerToClone) {
  105657. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105658. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105659. this._gazeTracker.isPickable = false;
  105660. this._gazeTracker.isVisible = false;
  105661. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105662. targetMat.specularColor = BABYLON.Color3.Black();
  105663. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105664. targetMat.backFaceCulling = false;
  105665. this._gazeTracker.material = targetMat;
  105666. }
  105667. else {
  105668. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  105669. }
  105670. }
  105671. /** @hidden */
  105672. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  105673. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  105674. };
  105675. /** @hidden */
  105676. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  105677. this._pointerDownOnMeshAsked = true;
  105678. if (this._currentHit) {
  105679. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  105680. }
  105681. };
  105682. /** @hidden */
  105683. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  105684. if (this._currentHit) {
  105685. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  105686. }
  105687. this._pointerDownOnMeshAsked = false;
  105688. };
  105689. /** @hidden */
  105690. VRExperienceHelperGazer.prototype._activatePointer = function () {
  105691. this._activePointer = true;
  105692. };
  105693. /** @hidden */
  105694. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  105695. this._activePointer = false;
  105696. };
  105697. /** @hidden */
  105698. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  105699. if (distance === void 0) { distance = 100; }
  105700. };
  105701. VRExperienceHelperGazer.prototype.dispose = function () {
  105702. this._interactionsEnabled = false;
  105703. this._teleportationEnabled = false;
  105704. if (this._gazeTracker) {
  105705. this._gazeTracker.dispose();
  105706. }
  105707. };
  105708. VRExperienceHelperGazer._idCounter = 0;
  105709. return VRExperienceHelperGazer;
  105710. }());
  105711. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  105712. __extends(VRExperienceHelperControllerGazer, _super);
  105713. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  105714. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  105715. _this.webVRController = webVRController;
  105716. // Laser pointer
  105717. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  105718. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  105719. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105720. laserPointerMaterial.alpha = 0.6;
  105721. _this._laserPointer.material = laserPointerMaterial;
  105722. _this._laserPointer.rotation.x = Math.PI / 2;
  105723. _this._laserPointer.position.z = -0.5;
  105724. _this._laserPointer.isVisible = false;
  105725. _this._laserPointer.isPickable = false;
  105726. if (!webVRController.mesh) {
  105727. // Create an empty mesh that is used prior to loading the high quality model
  105728. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  105729. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  105730. preloadPointerPose.rotation.x = -0.7;
  105731. preloadMesh.addChild(preloadPointerPose);
  105732. webVRController.attachToMesh(preloadMesh);
  105733. }
  105734. _this._setLaserPointerParent(webVRController.mesh);
  105735. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  105736. _this._setLaserPointerParent(mesh);
  105737. });
  105738. return _this;
  105739. }
  105740. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  105741. return this.webVRController.getForwardRay(length);
  105742. };
  105743. /** @hidden */
  105744. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  105745. _super.prototype._activatePointer.call(this);
  105746. this._laserPointer.isVisible = true;
  105747. };
  105748. /** @hidden */
  105749. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  105750. _super.prototype._deactivatePointer.call(this);
  105751. this._laserPointer.isVisible = false;
  105752. };
  105753. /** @hidden */
  105754. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  105755. this._laserPointer.material.emissiveColor = color;
  105756. };
  105757. /** @hidden */
  105758. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  105759. var makeNotPick = function (root) {
  105760. root.isPickable = false;
  105761. root.getChildMeshes().forEach(function (c) {
  105762. makeNotPick(c);
  105763. });
  105764. };
  105765. makeNotPick(mesh);
  105766. var childMeshes = mesh.getChildMeshes();
  105767. this.webVRController._pointingPoseNode = null;
  105768. for (var i = 0; i < childMeshes.length; i++) {
  105769. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  105770. mesh = childMeshes[i];
  105771. this.webVRController._pointingPoseNode = mesh;
  105772. break;
  105773. }
  105774. }
  105775. this._laserPointer.parent = mesh;
  105776. };
  105777. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  105778. if (distance === void 0) { distance = 100; }
  105779. this._laserPointer.scaling.y = distance;
  105780. this._laserPointer.position.z = -distance / 2;
  105781. };
  105782. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  105783. _super.prototype.dispose.call(this);
  105784. this._laserPointer.dispose();
  105785. if (this._meshAttachedObserver) {
  105786. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  105787. }
  105788. };
  105789. return VRExperienceHelperControllerGazer;
  105790. }(VRExperienceHelperGazer));
  105791. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  105792. __extends(VRExperienceHelperCameraGazer, _super);
  105793. function VRExperienceHelperCameraGazer(getCamera, scene) {
  105794. var _this = _super.call(this, scene) || this;
  105795. _this.getCamera = getCamera;
  105796. return _this;
  105797. }
  105798. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  105799. var camera = this.getCamera();
  105800. if (camera) {
  105801. return camera.getForwardRay(length);
  105802. }
  105803. else {
  105804. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  105805. }
  105806. };
  105807. return VRExperienceHelperCameraGazer;
  105808. }(VRExperienceHelperGazer));
  105809. /**
  105810. * Helps to quickly add VR support to an existing scene.
  105811. * See http://doc.babylonjs.com/how_to/webvr_helper
  105812. */
  105813. var VRExperienceHelper = /** @class */ (function () {
  105814. /**
  105815. * Instantiates a VRExperienceHelper.
  105816. * Helps to quickly add VR support to an existing scene.
  105817. * @param scene The scene the VRExperienceHelper belongs to.
  105818. * @param webVROptions Options to modify the vr experience helper's behavior.
  105819. */
  105820. function VRExperienceHelper(scene,
  105821. /** Options to modify the vr experience helper's behavior. */
  105822. webVROptions) {
  105823. if (webVROptions === void 0) { webVROptions = {}; }
  105824. var _this = this;
  105825. this.webVROptions = webVROptions;
  105826. // Can the system support WebVR, even if a headset isn't plugged in?
  105827. this._webVRsupported = false;
  105828. // If WebVR is supported, is a headset plugged in and are we ready to present?
  105829. this._webVRready = false;
  105830. // Are we waiting for the requestPresent callback to complete?
  105831. this._webVRrequesting = false;
  105832. // Are we presenting to the headset right now? (this is the vrDevice state)
  105833. this._webVRpresenting = false;
  105834. // Are we presenting in the fullscreen fallback?
  105835. this._fullscreenVRpresenting = false;
  105836. /**
  105837. * Observable raised when entering VR.
  105838. */
  105839. this.onEnteringVRObservable = new BABYLON.Observable();
  105840. /**
  105841. * Observable raised when exiting VR.
  105842. */
  105843. this.onExitingVRObservable = new BABYLON.Observable();
  105844. /**
  105845. * Observable raised when controller mesh is loaded.
  105846. */
  105847. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105848. this._useCustomVRButton = false;
  105849. this._teleportationRequested = false;
  105850. this._teleportActive = false;
  105851. this._floorMeshesCollection = [];
  105852. this._rotationAllowed = true;
  105853. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  105854. this._isDefaultTeleportationTarget = true;
  105855. this._teleportationFillColor = "#444444";
  105856. this._teleportationBorderColor = "#FFFFFF";
  105857. this._rotationAngle = 0;
  105858. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  105859. this._padSensibilityUp = 0.65;
  105860. this._padSensibilityDown = 0.35;
  105861. this._leftController = null;
  105862. this._rightController = null;
  105863. /**
  105864. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105865. */
  105866. this.onNewMeshSelected = new BABYLON.Observable();
  105867. /**
  105868. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105869. */
  105870. this.onNewMeshPicked = new BABYLON.Observable();
  105871. /**
  105872. * Observable raised before camera teleportation
  105873. */
  105874. this.onBeforeCameraTeleport = new BABYLON.Observable();
  105875. /**
  105876. * Observable raised after camera teleportation
  105877. */
  105878. this.onAfterCameraTeleport = new BABYLON.Observable();
  105879. /**
  105880. * Observable raised when current selected mesh gets unselected
  105881. */
  105882. this.onSelectedMeshUnselected = new BABYLON.Observable();
  105883. /**
  105884. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105885. */
  105886. this.teleportationEnabled = true;
  105887. this._teleportationInitialized = false;
  105888. this._interactionsEnabled = false;
  105889. this._interactionsRequested = false;
  105890. this._displayGaze = true;
  105891. this._displayLaserPointer = true;
  105892. /**
  105893. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105894. */
  105895. this.updateGazeTrackerScale = true;
  105896. this._onResize = function () {
  105897. _this.moveButtonToBottomRight();
  105898. if (_this._fullscreenVRpresenting && _this._webVRready) {
  105899. _this.exitVR();
  105900. }
  105901. };
  105902. this._onFullscreenChange = function () {
  105903. if (document.fullscreen !== undefined) {
  105904. _this._fullscreenVRpresenting = document.fullscreen;
  105905. }
  105906. else if (document.mozFullScreen !== undefined) {
  105907. _this._fullscreenVRpresenting = document.mozFullScreen;
  105908. }
  105909. else if (document.webkitIsFullScreen !== undefined) {
  105910. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  105911. }
  105912. else if (document.msIsFullScreen !== undefined) {
  105913. _this._fullscreenVRpresenting = document.msIsFullScreen;
  105914. }
  105915. else if (document.msFullscreenElement !== undefined) {
  105916. _this._fullscreenVRpresenting = document.msFullscreenElement;
  105917. }
  105918. if (!_this._fullscreenVRpresenting && _this._canvas) {
  105919. _this.exitVR();
  105920. if (!_this._useCustomVRButton) {
  105921. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  105922. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  105923. }
  105924. }
  105925. };
  105926. this.beforeRender = function () {
  105927. if (_this._leftController && _this._leftController._activePointer) {
  105928. _this._castRayAndSelectObject(_this._leftController);
  105929. }
  105930. if (_this._rightController && _this._rightController._activePointer) {
  105931. _this._castRayAndSelectObject(_this._rightController);
  105932. }
  105933. if (_this._noControllerIsActive) {
  105934. _this._castRayAndSelectObject(_this._cameraGazer);
  105935. }
  105936. else {
  105937. _this._cameraGazer._gazeTracker.isVisible = false;
  105938. }
  105939. };
  105940. this._onNewGamepadConnected = function (gamepad) {
  105941. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  105942. if (gamepad.leftStick) {
  105943. gamepad.onleftstickchanged(function (stickValues) {
  105944. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  105945. // Listening to classic/xbox gamepad only if no VR controller is active
  105946. if ((!_this._leftController && !_this._rightController) ||
  105947. ((_this._leftController && !_this._leftController._activePointer) &&
  105948. (_this._rightController && !_this._rightController._activePointer))) {
  105949. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  105950. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  105951. }
  105952. }
  105953. });
  105954. }
  105955. if (gamepad.rightStick) {
  105956. gamepad.onrightstickchanged(function (stickValues) {
  105957. if (_this._teleportationInitialized) {
  105958. _this._checkRotate(stickValues, _this._cameraGazer);
  105959. }
  105960. });
  105961. }
  105962. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  105963. gamepad.onbuttondown(function (buttonPressed) {
  105964. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105965. _this._cameraGazer._selectionPointerDown();
  105966. }
  105967. });
  105968. gamepad.onbuttonup(function (buttonPressed) {
  105969. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  105970. _this._cameraGazer._selectionPointerUp();
  105971. }
  105972. });
  105973. }
  105974. }
  105975. else {
  105976. var webVRController = gamepad;
  105977. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  105978. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  105979. _this._rightController = controller;
  105980. }
  105981. else {
  105982. _this._leftController = controller;
  105983. }
  105984. _this._tryEnableInteractionOnController(controller);
  105985. }
  105986. };
  105987. // 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
  105988. this._tryEnableInteractionOnController = function (controller) {
  105989. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  105990. _this._enableInteractionOnController(controller);
  105991. }
  105992. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  105993. _this._enableTeleportationOnController(controller);
  105994. }
  105995. };
  105996. this._onNewGamepadDisconnected = function (gamepad) {
  105997. if (gamepad instanceof BABYLON.WebVRController) {
  105998. if (gamepad.hand === "left" && _this._leftController != null) {
  105999. _this._leftController.dispose();
  106000. _this._leftController = null;
  106001. }
  106002. if (gamepad.hand === "right" && _this._rightController != null) {
  106003. _this._rightController.dispose();
  106004. _this._rightController = null;
  106005. }
  106006. }
  106007. };
  106008. this._workingVector = BABYLON.Vector3.Zero();
  106009. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106010. this._workingMatrix = BABYLON.Matrix.Identity();
  106011. this._scene = scene;
  106012. this._canvas = scene.getEngine().getRenderingCanvas();
  106013. // Parse options
  106014. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106015. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106016. }
  106017. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106018. webVROptions.createDeviceOrientationCamera = true;
  106019. }
  106020. if (webVROptions.laserToggle === undefined) {
  106021. webVROptions.laserToggle = true;
  106022. }
  106023. if (webVROptions.defaultHeight === undefined) {
  106024. webVROptions.defaultHeight = 1.7;
  106025. }
  106026. if (webVROptions.useCustomVRButton) {
  106027. this._useCustomVRButton = true;
  106028. if (webVROptions.customVRButton) {
  106029. this._btnVR = webVROptions.customVRButton;
  106030. }
  106031. }
  106032. if (webVROptions.rayLength) {
  106033. this._rayLength = webVROptions.rayLength;
  106034. }
  106035. this._defaultHeight = webVROptions.defaultHeight;
  106036. if (webVROptions.positionScale) {
  106037. this._rayLength *= webVROptions.positionScale;
  106038. this._defaultHeight *= webVROptions.positionScale;
  106039. }
  106040. this._hasEnteredVR = false;
  106041. // Set position
  106042. if (this._scene.activeCamera) {
  106043. this._position = this._scene.activeCamera.position.clone();
  106044. }
  106045. else {
  106046. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106047. }
  106048. // Set non-vr camera
  106049. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106050. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106051. // Copy data from existing camera
  106052. if (this._scene.activeCamera) {
  106053. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106054. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106055. // Set rotation from previous camera
  106056. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106057. var targetCamera = this._scene.activeCamera;
  106058. if (targetCamera.rotationQuaternion) {
  106059. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106060. }
  106061. else {
  106062. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106063. }
  106064. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106065. }
  106066. }
  106067. this._scene.activeCamera = this._deviceOrientationCamera;
  106068. if (this._canvas) {
  106069. this._scene.activeCamera.attachControl(this._canvas);
  106070. }
  106071. }
  106072. else {
  106073. this._existingCamera = this._scene.activeCamera;
  106074. }
  106075. // Create VR cameras
  106076. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106077. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106078. }
  106079. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106080. this._webVRCamera.useStandingMatrix();
  106081. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106082. // Create default button
  106083. if (!this._useCustomVRButton) {
  106084. this._btnVR = document.createElement("BUTTON");
  106085. this._btnVR.className = "babylonVRicon";
  106086. this._btnVR.id = "babylonVRiconbtn";
  106087. this._btnVR.title = "Click to switch to VR";
  106088. 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) }";
  106089. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106090. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106091. // css += ".babylonVRicon.vrdisplaysupported { }";
  106092. // css += ".babylonVRicon.vrdisplayready { }";
  106093. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106094. var style = document.createElement('style');
  106095. style.appendChild(document.createTextNode(css));
  106096. document.getElementsByTagName('head')[0].appendChild(style);
  106097. this.moveButtonToBottomRight();
  106098. }
  106099. // VR button click event
  106100. if (this._btnVR) {
  106101. this._btnVR.addEventListener("click", function () {
  106102. if (!_this.isInVRMode) {
  106103. _this.enterVR();
  106104. }
  106105. else {
  106106. _this.exitVR();
  106107. }
  106108. });
  106109. }
  106110. // Window events
  106111. window.addEventListener("resize", this._onResize);
  106112. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106113. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106114. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106115. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106116. document.onmsfullscreenchange = this._onFullscreenChange;
  106117. // Display vr button when headset is connected
  106118. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106119. this.displayVRButton();
  106120. }
  106121. else {
  106122. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106123. if (e.vrDisplay) {
  106124. _this.displayVRButton();
  106125. }
  106126. });
  106127. }
  106128. // Exiting VR mode using 'ESC' key on desktop
  106129. this._onKeyDown = function (event) {
  106130. if (event.keyCode === 27 && _this.isInVRMode) {
  106131. _this.exitVR();
  106132. }
  106133. };
  106134. document.addEventListener("keydown", this._onKeyDown);
  106135. // Exiting VR mode double tapping the touch screen
  106136. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106137. if (_this.isInVRMode) {
  106138. _this.exitVR();
  106139. if (_this._fullscreenVRpresenting) {
  106140. _this._scene.getEngine().switchFullscreen(true);
  106141. }
  106142. }
  106143. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106144. // Listen for WebVR display changes
  106145. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106146. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106147. this._onVRRequestPresentStart = function () {
  106148. _this._webVRrequesting = true;
  106149. _this.updateButtonVisibility();
  106150. };
  106151. this._onVRRequestPresentComplete = function (success) {
  106152. _this._webVRrequesting = false;
  106153. _this.updateButtonVisibility();
  106154. };
  106155. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106156. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106157. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106158. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106159. scene.onDisposeObservable.add(function () {
  106160. _this.dispose();
  106161. });
  106162. // Gamepad connection events
  106163. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106164. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106165. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106166. this.updateButtonVisibility();
  106167. //create easing functions
  106168. this._circleEase = new BABYLON.CircleEase();
  106169. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106170. if (this.webVROptions.floorMeshes) {
  106171. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106172. }
  106173. }
  106174. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106175. /** Return this.onEnteringVRObservable
  106176. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106177. */
  106178. get: function () {
  106179. return this.onEnteringVRObservable;
  106180. },
  106181. enumerable: true,
  106182. configurable: true
  106183. });
  106184. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106185. /** Return this.onExitingVRObservable
  106186. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106187. */
  106188. get: function () {
  106189. return this.onExitingVRObservable;
  106190. },
  106191. enumerable: true,
  106192. configurable: true
  106193. });
  106194. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106195. /** Return this.onControllerMeshLoadedObservable
  106196. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106197. */
  106198. get: function () {
  106199. return this.onControllerMeshLoadedObservable;
  106200. },
  106201. enumerable: true,
  106202. configurable: true
  106203. });
  106204. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106205. /**
  106206. * The mesh used to display where the user is going to teleport.
  106207. */
  106208. get: function () {
  106209. return this._teleportationTarget;
  106210. },
  106211. /**
  106212. * Sets the mesh to be used to display where the user is going to teleport.
  106213. */
  106214. set: function (value) {
  106215. if (value) {
  106216. value.name = "teleportationTarget";
  106217. this._isDefaultTeleportationTarget = false;
  106218. this._teleportationTarget = value;
  106219. }
  106220. },
  106221. enumerable: true,
  106222. configurable: true
  106223. });
  106224. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106225. /**
  106226. * 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
  106227. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106228. * See http://doc.babylonjs.com/resources/baking_transformations
  106229. */
  106230. get: function () {
  106231. return this._cameraGazer._gazeTracker;
  106232. },
  106233. set: function (value) {
  106234. if (value) {
  106235. // Dispose of existing meshes
  106236. if (this._cameraGazer._gazeTracker) {
  106237. this._cameraGazer._gazeTracker.dispose();
  106238. }
  106239. if (this._leftController && this._leftController._gazeTracker) {
  106240. this._leftController._gazeTracker.dispose();
  106241. }
  106242. if (this._rightController && this._rightController._gazeTracker) {
  106243. this._rightController._gazeTracker.dispose();
  106244. }
  106245. // Set and create gaze trackers on head and controllers
  106246. this._cameraGazer._gazeTracker = value;
  106247. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106248. this._cameraGazer._gazeTracker.isPickable = false;
  106249. this._cameraGazer._gazeTracker.isVisible = false;
  106250. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106251. if (this._leftController) {
  106252. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106253. }
  106254. if (this._rightController) {
  106255. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106256. }
  106257. }
  106258. },
  106259. enumerable: true,
  106260. configurable: true
  106261. });
  106262. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106263. /**
  106264. * The gaze tracking mesh corresponding to the left controller
  106265. */
  106266. get: function () {
  106267. if (this._leftController) {
  106268. return this._leftController._gazeTracker;
  106269. }
  106270. return null;
  106271. },
  106272. enumerable: true,
  106273. configurable: true
  106274. });
  106275. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106276. /**
  106277. * The gaze tracking mesh corresponding to the right controller
  106278. */
  106279. get: function () {
  106280. if (this._rightController) {
  106281. return this._rightController._gazeTracker;
  106282. }
  106283. return null;
  106284. },
  106285. enumerable: true,
  106286. configurable: true
  106287. });
  106288. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106289. /**
  106290. * If the ray of the gaze should be displayed.
  106291. */
  106292. get: function () {
  106293. return this._displayGaze;
  106294. },
  106295. /**
  106296. * Sets if the ray of the gaze should be displayed.
  106297. */
  106298. set: function (value) {
  106299. this._displayGaze = value;
  106300. if (!value) {
  106301. this._cameraGazer._gazeTracker.isVisible = false;
  106302. if (this._leftController) {
  106303. this._leftController._gazeTracker.isVisible = false;
  106304. }
  106305. if (this._rightController) {
  106306. this._rightController._gazeTracker.isVisible = false;
  106307. }
  106308. }
  106309. },
  106310. enumerable: true,
  106311. configurable: true
  106312. });
  106313. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106314. /**
  106315. * If the ray of the LaserPointer should be displayed.
  106316. */
  106317. get: function () {
  106318. return this._displayLaserPointer;
  106319. },
  106320. /**
  106321. * Sets if the ray of the LaserPointer should be displayed.
  106322. */
  106323. set: function (value) {
  106324. this._displayLaserPointer = value;
  106325. if (!value) {
  106326. if (this._rightController) {
  106327. this._rightController._deactivatePointer();
  106328. this._rightController._gazeTracker.isVisible = false;
  106329. }
  106330. if (this._leftController) {
  106331. this._leftController._deactivatePointer();
  106332. this._leftController._gazeTracker.isVisible = false;
  106333. }
  106334. }
  106335. else {
  106336. if (this._rightController) {
  106337. this._rightController._activatePointer();
  106338. }
  106339. if (this._leftController) {
  106340. this._leftController._activatePointer();
  106341. }
  106342. }
  106343. },
  106344. enumerable: true,
  106345. configurable: true
  106346. });
  106347. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106348. /**
  106349. * The deviceOrientationCamera used as the camera when not in VR.
  106350. */
  106351. get: function () {
  106352. return this._deviceOrientationCamera;
  106353. },
  106354. enumerable: true,
  106355. configurable: true
  106356. });
  106357. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106358. /**
  106359. * Based on the current WebVR support, returns the current VR camera used.
  106360. */
  106361. get: function () {
  106362. if (this._webVRready) {
  106363. return this._webVRCamera;
  106364. }
  106365. else {
  106366. return this._scene.activeCamera;
  106367. }
  106368. },
  106369. enumerable: true,
  106370. configurable: true
  106371. });
  106372. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106373. /**
  106374. * The webVRCamera which is used when in VR.
  106375. */
  106376. get: function () {
  106377. return this._webVRCamera;
  106378. },
  106379. enumerable: true,
  106380. configurable: true
  106381. });
  106382. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106383. /**
  106384. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106385. */
  106386. get: function () {
  106387. return this._vrDeviceOrientationCamera;
  106388. },
  106389. enumerable: true,
  106390. configurable: true
  106391. });
  106392. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106393. get: function () {
  106394. var result = this._cameraGazer._teleportationRequestInitiated
  106395. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106396. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106397. return result;
  106398. },
  106399. enumerable: true,
  106400. configurable: true
  106401. });
  106402. // Raised when one of the controller has loaded successfully its associated default mesh
  106403. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106404. if (this._leftController && this._leftController.webVRController == webVRController) {
  106405. if (webVRController.mesh) {
  106406. this._leftController._setLaserPointerParent(webVRController.mesh);
  106407. }
  106408. }
  106409. if (this._rightController && this._rightController.webVRController == webVRController) {
  106410. if (webVRController.mesh) {
  106411. this._rightController._setLaserPointerParent(webVRController.mesh);
  106412. }
  106413. }
  106414. try {
  106415. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106416. }
  106417. catch (err) {
  106418. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106419. }
  106420. };
  106421. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106422. /**
  106423. * Gets a value indicating if we are currently in VR mode.
  106424. */
  106425. get: function () {
  106426. return this._webVRpresenting || this._fullscreenVRpresenting;
  106427. },
  106428. enumerable: true,
  106429. configurable: true
  106430. });
  106431. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106432. var vrDisplay = this._scene.getEngine().getVRDevice();
  106433. if (vrDisplay) {
  106434. var wasPresenting = this._webVRpresenting;
  106435. this._webVRpresenting = vrDisplay.isPresenting;
  106436. if (wasPresenting && !this._webVRpresenting) {
  106437. this.exitVR();
  106438. }
  106439. }
  106440. else {
  106441. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106442. }
  106443. this.updateButtonVisibility();
  106444. };
  106445. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106446. this._webVRsupported = eventArgs.vrSupported;
  106447. this._webVRready = !!eventArgs.vrDisplay;
  106448. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106449. this.updateButtonVisibility();
  106450. };
  106451. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106452. if (this._canvas && !this._useCustomVRButton) {
  106453. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106454. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106455. }
  106456. };
  106457. VRExperienceHelper.prototype.displayVRButton = function () {
  106458. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106459. document.body.appendChild(this._btnVR);
  106460. this._btnVRDisplayed = true;
  106461. }
  106462. };
  106463. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106464. if (!this._btnVR || this._useCustomVRButton) {
  106465. return;
  106466. }
  106467. this._btnVR.className = "babylonVRicon";
  106468. if (this.isInVRMode) {
  106469. this._btnVR.className += " vrdisplaypresenting";
  106470. }
  106471. else {
  106472. if (this._webVRready) {
  106473. this._btnVR.className += " vrdisplayready";
  106474. }
  106475. if (this._webVRsupported) {
  106476. this._btnVR.className += " vrdisplaysupported";
  106477. }
  106478. if (this._webVRrequesting) {
  106479. this._btnVR.className += " vrdisplayrequesting";
  106480. }
  106481. }
  106482. };
  106483. /**
  106484. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106485. * Otherwise, will use the fullscreen API.
  106486. */
  106487. VRExperienceHelper.prototype.enterVR = function () {
  106488. if (this.onEnteringVRObservable) {
  106489. try {
  106490. this.onEnteringVRObservable.notifyObservers(this);
  106491. }
  106492. catch (err) {
  106493. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106494. }
  106495. }
  106496. if (this._scene.activeCamera) {
  106497. this._position = this._scene.activeCamera.position.clone();
  106498. // make sure that we return to the last active camera
  106499. this._existingCamera = this._scene.activeCamera;
  106500. }
  106501. if (this._webVRrequesting) {
  106502. return;
  106503. }
  106504. // If WebVR is supported and a headset is connected
  106505. if (this._webVRready) {
  106506. if (!this._webVRpresenting) {
  106507. this._webVRCamera.position = this._position;
  106508. this._scene.activeCamera = this._webVRCamera;
  106509. }
  106510. }
  106511. else if (this._vrDeviceOrientationCamera) {
  106512. this._vrDeviceOrientationCamera.position = this._position;
  106513. if (this._scene.activeCamera) {
  106514. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106515. }
  106516. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106517. this._scene.getEngine().switchFullscreen(true);
  106518. this.updateButtonVisibility();
  106519. }
  106520. if (this._scene.activeCamera && this._canvas) {
  106521. this._scene.activeCamera.attachControl(this._canvas);
  106522. }
  106523. if (this._interactionsEnabled) {
  106524. this._scene.registerBeforeRender(this.beforeRender);
  106525. }
  106526. this._hasEnteredVR = true;
  106527. };
  106528. /**
  106529. * Attempt to exit VR, or fullscreen.
  106530. */
  106531. VRExperienceHelper.prototype.exitVR = function () {
  106532. if (this._hasEnteredVR) {
  106533. if (this.onExitingVRObservable) {
  106534. try {
  106535. this.onExitingVRObservable.notifyObservers(this);
  106536. }
  106537. catch (err) {
  106538. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106539. }
  106540. }
  106541. if (this._webVRpresenting) {
  106542. this._scene.getEngine().disableVR();
  106543. }
  106544. if (this._scene.activeCamera) {
  106545. this._position = this._scene.activeCamera.position.clone();
  106546. }
  106547. if (this._deviceOrientationCamera) {
  106548. this._deviceOrientationCamera.position = this._position;
  106549. this._scene.activeCamera = this._deviceOrientationCamera;
  106550. if (this._canvas) {
  106551. this._scene.activeCamera.attachControl(this._canvas);
  106552. }
  106553. }
  106554. else if (this._existingCamera) {
  106555. this._existingCamera.position = this._position;
  106556. this._scene.activeCamera = this._existingCamera;
  106557. }
  106558. this.updateButtonVisibility();
  106559. if (this._interactionsEnabled) {
  106560. this._scene.unregisterBeforeRender(this.beforeRender);
  106561. this._cameraGazer._gazeTracker.isVisible = false;
  106562. if (this._leftController) {
  106563. this._leftController._gazeTracker.isVisible = false;
  106564. }
  106565. if (this._rightController) {
  106566. this._rightController._gazeTracker.isVisible = false;
  106567. }
  106568. }
  106569. // resize to update width and height when exiting vr exits fullscreen
  106570. this._scene.getEngine().resize();
  106571. this._hasEnteredVR = false;
  106572. }
  106573. };
  106574. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106575. /**
  106576. * The position of the vr experience helper.
  106577. */
  106578. get: function () {
  106579. return this._position;
  106580. },
  106581. /**
  106582. * Sets the position of the vr experience helper.
  106583. */
  106584. set: function (value) {
  106585. this._position = value;
  106586. if (this._scene.activeCamera) {
  106587. this._scene.activeCamera.position = value;
  106588. }
  106589. },
  106590. enumerable: true,
  106591. configurable: true
  106592. });
  106593. /**
  106594. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106595. */
  106596. VRExperienceHelper.prototype.enableInteractions = function () {
  106597. var _this = this;
  106598. if (!this._interactionsEnabled) {
  106599. this._interactionsRequested = true;
  106600. if (this._leftController) {
  106601. this._enableInteractionOnController(this._leftController);
  106602. }
  106603. if (this._rightController) {
  106604. this._enableInteractionOnController(this._rightController);
  106605. }
  106606. this.raySelectionPredicate = function (mesh) {
  106607. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106608. };
  106609. this.meshSelectionPredicate = function (mesh) {
  106610. return true;
  106611. };
  106612. this._raySelectionPredicate = function (mesh) {
  106613. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106614. && mesh.name.indexOf("teleportationTarget") === -1
  106615. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106616. return _this.raySelectionPredicate(mesh);
  106617. }
  106618. return false;
  106619. };
  106620. this._interactionsEnabled = true;
  106621. }
  106622. };
  106623. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106624. get: function () {
  106625. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106626. },
  106627. enumerable: true,
  106628. configurable: true
  106629. });
  106630. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106631. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106632. if (this._floorMeshesCollection[i].id === mesh.id) {
  106633. return true;
  106634. }
  106635. }
  106636. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106637. return true;
  106638. }
  106639. return false;
  106640. };
  106641. /**
  106642. * Adds a floor mesh to be used for teleportation.
  106643. * @param floorMesh the mesh to be used for teleportation.
  106644. */
  106645. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106646. if (!this._floorMeshesCollection) {
  106647. return;
  106648. }
  106649. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106650. return;
  106651. }
  106652. this._floorMeshesCollection.push(floorMesh);
  106653. };
  106654. /**
  106655. * Removes a floor mesh from being used for teleportation.
  106656. * @param floorMesh the mesh to be removed.
  106657. */
  106658. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106659. if (!this._floorMeshesCollection) {
  106660. return;
  106661. }
  106662. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  106663. if (meshIndex !== -1) {
  106664. this._floorMeshesCollection.splice(meshIndex, 1);
  106665. }
  106666. };
  106667. /**
  106668. * Enables interactions and teleportation using the VR controllers and gaze.
  106669. * @param vrTeleportationOptions options to modify teleportation behavior.
  106670. */
  106671. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  106672. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  106673. if (!this._teleportationInitialized) {
  106674. this._teleportationRequested = true;
  106675. this.enableInteractions();
  106676. if (vrTeleportationOptions.floorMeshName) {
  106677. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  106678. }
  106679. if (vrTeleportationOptions.floorMeshes) {
  106680. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  106681. }
  106682. if (this._leftController != null) {
  106683. this._enableTeleportationOnController(this._leftController);
  106684. }
  106685. if (this._rightController != null) {
  106686. this._enableTeleportationOnController(this._rightController);
  106687. }
  106688. // Creates an image processing post process for the vignette not relying
  106689. // on the main scene configuration for image processing to reduce setup and spaces
  106690. // (gamma/linear) conflicts.
  106691. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  106692. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  106693. imageProcessingConfiguration.vignetteEnabled = true;
  106694. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  106695. this._webVRCamera.detachPostProcess(this._postProcessMove);
  106696. this._teleportationInitialized = true;
  106697. if (this._isDefaultTeleportationTarget) {
  106698. this._createTeleportationCircles();
  106699. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  106700. }
  106701. }
  106702. };
  106703. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  106704. var _this = this;
  106705. var controllerMesh = controller.webVRController.mesh;
  106706. if (controllerMesh) {
  106707. controller._interactionsEnabled = true;
  106708. controller._activatePointer();
  106709. if (this.webVROptions.laserToggle) {
  106710. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  106711. // Enabling / disabling laserPointer
  106712. if (_this._displayLaserPointer && stateObject.value === 1) {
  106713. if (controller._activePointer) {
  106714. controller._deactivatePointer();
  106715. }
  106716. else {
  106717. controller._activatePointer();
  106718. }
  106719. if (_this.displayGaze) {
  106720. controller._gazeTracker.isVisible = controller._activePointer;
  106721. }
  106722. }
  106723. });
  106724. }
  106725. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  106726. var gazer = controller;
  106727. if (_this._noControllerIsActive) {
  106728. gazer = _this._cameraGazer;
  106729. }
  106730. if (!gazer._pointerDownOnMeshAsked) {
  106731. if (stateObject.value > _this._padSensibilityUp) {
  106732. gazer._selectionPointerDown();
  106733. }
  106734. }
  106735. else if (stateObject.value < _this._padSensibilityDown) {
  106736. gazer._selectionPointerUp();
  106737. }
  106738. });
  106739. }
  106740. };
  106741. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  106742. // Dont teleport if another gaze already requested teleportation
  106743. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  106744. return;
  106745. }
  106746. if (!gazer._teleportationRequestInitiated) {
  106747. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  106748. gazer._activatePointer();
  106749. gazer._teleportationRequestInitiated = true;
  106750. }
  106751. }
  106752. else {
  106753. // Listening to the proper controller values changes to confirm teleportation
  106754. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  106755. if (this._teleportActive) {
  106756. this.teleportCamera(this._haloCenter);
  106757. }
  106758. gazer._teleportationRequestInitiated = false;
  106759. }
  106760. }
  106761. };
  106762. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  106763. // Only rotate when user is not currently selecting a teleportation location
  106764. if (gazer._teleportationRequestInitiated) {
  106765. return;
  106766. }
  106767. if (!gazer._rotationLeftAsked) {
  106768. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  106769. gazer._rotationLeftAsked = true;
  106770. if (this._rotationAllowed) {
  106771. this._rotateCamera(false);
  106772. }
  106773. }
  106774. }
  106775. else {
  106776. if (stateObject.x > -this._padSensibilityDown) {
  106777. gazer._rotationLeftAsked = false;
  106778. }
  106779. }
  106780. if (!gazer._rotationRightAsked) {
  106781. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  106782. gazer._rotationRightAsked = true;
  106783. if (this._rotationAllowed) {
  106784. this._rotateCamera(true);
  106785. }
  106786. }
  106787. }
  106788. else {
  106789. if (stateObject.x < this._padSensibilityDown) {
  106790. gazer._rotationRightAsked = false;
  106791. }
  106792. }
  106793. };
  106794. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  106795. // Only teleport backwards when user is not currently selecting a teleportation location
  106796. if (gazer._teleportationRequestInitiated) {
  106797. return;
  106798. }
  106799. // Teleport backwards
  106800. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  106801. if (!gazer._teleportationBackRequestInitiated) {
  106802. if (!this.currentVRCamera) {
  106803. return;
  106804. }
  106805. // Get rotation and position of the current camera
  106806. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  106807. var position = this.currentVRCamera.position;
  106808. // If the camera has device position, use that instead
  106809. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  106810. rotation = this.currentVRCamera.deviceRotationQuaternion;
  106811. position = this.currentVRCamera.devicePosition;
  106812. }
  106813. // Get matrix with only the y rotation of the device rotation
  106814. rotation.toEulerAnglesToRef(this._workingVector);
  106815. this._workingVector.z = 0;
  106816. this._workingVector.x = 0;
  106817. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  106818. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  106819. // Rotate backwards ray by device rotation to cast at the ground behind the user
  106820. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  106821. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  106822. var ray = new BABYLON.Ray(position, this._workingVector);
  106823. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106824. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  106825. this.teleportCamera(hit.pickedPoint);
  106826. }
  106827. gazer._teleportationBackRequestInitiated = true;
  106828. }
  106829. }
  106830. else {
  106831. gazer._teleportationBackRequestInitiated = false;
  106832. }
  106833. };
  106834. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  106835. var _this = this;
  106836. var controllerMesh = controller.webVRController.mesh;
  106837. if (controllerMesh) {
  106838. if (!controller._interactionsEnabled) {
  106839. this._enableInteractionOnController(controller);
  106840. }
  106841. controller._interactionsEnabled = true;
  106842. controller._teleportationEnabled = true;
  106843. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106844. controller._dpadPressed = false;
  106845. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  106846. controller._dpadPressed = stateObject.pressed;
  106847. if (!controller._dpadPressed) {
  106848. controller._rotationLeftAsked = false;
  106849. controller._rotationRightAsked = false;
  106850. controller._teleportationBackRequestInitiated = false;
  106851. }
  106852. });
  106853. }
  106854. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  106855. if (_this.teleportationEnabled) {
  106856. _this._checkTeleportBackwards(stateObject, controller);
  106857. _this._checkTeleportWithRay(stateObject, controller);
  106858. }
  106859. _this._checkRotate(stateObject, controller);
  106860. });
  106861. }
  106862. };
  106863. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  106864. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  106865. this._teleportationTarget.isPickable = false;
  106866. var length = 512;
  106867. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  106868. dynamicTexture.hasAlpha = true;
  106869. var context = dynamicTexture.getContext();
  106870. var centerX = length / 2;
  106871. var centerY = length / 2;
  106872. var radius = 200;
  106873. context.beginPath();
  106874. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  106875. context.fillStyle = this._teleportationFillColor;
  106876. context.fill();
  106877. context.lineWidth = 10;
  106878. context.strokeStyle = this._teleportationBorderColor;
  106879. context.stroke();
  106880. context.closePath();
  106881. dynamicTexture.update();
  106882. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  106883. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  106884. this._teleportationTarget.material = teleportationCircleMaterial;
  106885. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  106886. torus.isPickable = false;
  106887. torus.parent = this._teleportationTarget;
  106888. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  106889. var keys = [];
  106890. keys.push({
  106891. frame: 0,
  106892. value: 0
  106893. });
  106894. keys.push({
  106895. frame: 30,
  106896. value: 0.4
  106897. });
  106898. keys.push({
  106899. frame: 60,
  106900. value: 0
  106901. });
  106902. animationInnerCircle.setKeys(keys);
  106903. var easingFunction = new BABYLON.SineEase();
  106904. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106905. animationInnerCircle.setEasingFunction(easingFunction);
  106906. torus.animations = [];
  106907. torus.animations.push(animationInnerCircle);
  106908. this._scene.beginAnimation(torus, 0, 60, true);
  106909. this._hideTeleportationTarget();
  106910. };
  106911. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  106912. this._teleportActive = true;
  106913. if (this._teleportationInitialized) {
  106914. this._teleportationTarget.isVisible = true;
  106915. if (this._isDefaultTeleportationTarget) {
  106916. this._teleportationTarget.getChildren()[0].isVisible = true;
  106917. }
  106918. }
  106919. };
  106920. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  106921. this._teleportActive = false;
  106922. if (this._teleportationInitialized) {
  106923. this._teleportationTarget.isVisible = false;
  106924. if (this._isDefaultTeleportationTarget) {
  106925. this._teleportationTarget.getChildren()[0].isVisible = false;
  106926. }
  106927. }
  106928. };
  106929. VRExperienceHelper.prototype._rotateCamera = function (right) {
  106930. var _this = this;
  106931. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  106932. return;
  106933. }
  106934. if (right) {
  106935. this._rotationAngle++;
  106936. }
  106937. else {
  106938. this._rotationAngle--;
  106939. }
  106940. this.currentVRCamera.animations = [];
  106941. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  106942. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106943. var animationRotationKeys = [];
  106944. animationRotationKeys.push({
  106945. frame: 0,
  106946. value: this.currentVRCamera.rotationQuaternion
  106947. });
  106948. animationRotationKeys.push({
  106949. frame: 6,
  106950. value: target
  106951. });
  106952. animationRotation.setKeys(animationRotationKeys);
  106953. animationRotation.setEasingFunction(this._circleEase);
  106954. this.currentVRCamera.animations.push(animationRotation);
  106955. this._postProcessMove.animations = [];
  106956. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106957. var vignetteWeightKeys = [];
  106958. vignetteWeightKeys.push({
  106959. frame: 0,
  106960. value: 0
  106961. });
  106962. vignetteWeightKeys.push({
  106963. frame: 3,
  106964. value: 4
  106965. });
  106966. vignetteWeightKeys.push({
  106967. frame: 6,
  106968. value: 0
  106969. });
  106970. animationPP.setKeys(vignetteWeightKeys);
  106971. animationPP.setEasingFunction(this._circleEase);
  106972. this._postProcessMove.animations.push(animationPP);
  106973. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  106974. var vignetteStretchKeys = [];
  106975. vignetteStretchKeys.push({
  106976. frame: 0,
  106977. value: 0
  106978. });
  106979. vignetteStretchKeys.push({
  106980. frame: 3,
  106981. value: 10
  106982. });
  106983. vignetteStretchKeys.push({
  106984. frame: 6,
  106985. value: 0
  106986. });
  106987. animationPP2.setKeys(vignetteStretchKeys);
  106988. animationPP2.setEasingFunction(this._circleEase);
  106989. this._postProcessMove.animations.push(animationPP2);
  106990. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  106991. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  106992. this._postProcessMove.samples = 4;
  106993. this._webVRCamera.attachPostProcess(this._postProcessMove);
  106994. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  106995. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  106996. });
  106997. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  106998. };
  106999. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107000. if (hit.pickedPoint) {
  107001. if (gazer._teleportationRequestInitiated) {
  107002. this._displayTeleportationTarget();
  107003. this._haloCenter.copyFrom(hit.pickedPoint);
  107004. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107005. }
  107006. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107007. if (pickNormal) {
  107008. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107009. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107010. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107011. }
  107012. this._teleportationTarget.position.y += 0.1;
  107013. }
  107014. };
  107015. /**
  107016. * Teleports the users feet to the desired location
  107017. * @param location The location where the user's feet should be placed
  107018. */
  107019. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107020. var _this = this;
  107021. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107022. return;
  107023. }
  107024. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107025. // offset of the headset from the anchor.
  107026. if (this.webVRCamera.leftCamera) {
  107027. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107028. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107029. location.subtractToRef(this._workingVector, this._workingVector);
  107030. }
  107031. else {
  107032. this._workingVector.copyFrom(location);
  107033. }
  107034. // Add height to account for user's height offset
  107035. if (this.isInVRMode) {
  107036. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107037. }
  107038. else {
  107039. this._workingVector.y += this._defaultHeight;
  107040. }
  107041. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107042. // Create animation from the camera's position to the new location
  107043. this.currentVRCamera.animations = [];
  107044. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107045. var animationCameraTeleportationKeys = [{
  107046. frame: 0,
  107047. value: this.currentVRCamera.position
  107048. },
  107049. {
  107050. frame: 11,
  107051. value: this._workingVector
  107052. }
  107053. ];
  107054. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107055. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107056. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107057. this._postProcessMove.animations = [];
  107058. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107059. var vignetteWeightKeys = [];
  107060. vignetteWeightKeys.push({
  107061. frame: 0,
  107062. value: 0
  107063. });
  107064. vignetteWeightKeys.push({
  107065. frame: 5,
  107066. value: 8
  107067. });
  107068. vignetteWeightKeys.push({
  107069. frame: 11,
  107070. value: 0
  107071. });
  107072. animationPP.setKeys(vignetteWeightKeys);
  107073. this._postProcessMove.animations.push(animationPP);
  107074. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107075. var vignetteStretchKeys = [];
  107076. vignetteStretchKeys.push({
  107077. frame: 0,
  107078. value: 0
  107079. });
  107080. vignetteStretchKeys.push({
  107081. frame: 5,
  107082. value: 10
  107083. });
  107084. vignetteStretchKeys.push({
  107085. frame: 11,
  107086. value: 0
  107087. });
  107088. animationPP2.setKeys(vignetteStretchKeys);
  107089. this._postProcessMove.animations.push(animationPP2);
  107090. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107091. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107092. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107093. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107094. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107095. });
  107096. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107097. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107098. });
  107099. this._hideTeleportationTarget();
  107100. };
  107101. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107102. if (normal) {
  107103. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107104. if (angle < Math.PI / 2) {
  107105. normal.scaleInPlace(-1);
  107106. }
  107107. }
  107108. return normal;
  107109. };
  107110. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107111. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107112. return;
  107113. }
  107114. var ray = gazer._getForwardRay(this._rayLength);
  107115. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107116. if (hit) {
  107117. // Populate the contrllers mesh that can be used for drag/drop
  107118. if (gazer._laserPointer) {
  107119. hit.originMesh = gazer._laserPointer.parent;
  107120. }
  107121. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107122. }
  107123. gazer._currentHit = hit;
  107124. // Moving the gazeTracker on the mesh face targetted
  107125. if (hit && hit.pickedPoint) {
  107126. if (this._displayGaze) {
  107127. var multiplier = 1;
  107128. gazer._gazeTracker.isVisible = true;
  107129. if (gazer._isActionableMesh) {
  107130. multiplier = 3;
  107131. }
  107132. if (this.updateGazeTrackerScale) {
  107133. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107134. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107135. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107136. }
  107137. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107138. // To avoid z-fighting
  107139. var deltaFighting = 0.002;
  107140. if (pickNormal) {
  107141. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107142. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107143. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107144. }
  107145. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107146. if (gazer._gazeTracker.position.x < 0) {
  107147. gazer._gazeTracker.position.x += deltaFighting;
  107148. }
  107149. else {
  107150. gazer._gazeTracker.position.x -= deltaFighting;
  107151. }
  107152. if (gazer._gazeTracker.position.y < 0) {
  107153. gazer._gazeTracker.position.y += deltaFighting;
  107154. }
  107155. else {
  107156. gazer._gazeTracker.position.y -= deltaFighting;
  107157. }
  107158. if (gazer._gazeTracker.position.z < 0) {
  107159. gazer._gazeTracker.position.z += deltaFighting;
  107160. }
  107161. else {
  107162. gazer._gazeTracker.position.z -= deltaFighting;
  107163. }
  107164. }
  107165. // Changing the size of the laser pointer based on the distance from the targetted point
  107166. gazer._updatePointerDistance(hit.distance);
  107167. }
  107168. else {
  107169. gazer._updatePointerDistance();
  107170. gazer._gazeTracker.isVisible = false;
  107171. }
  107172. if (hit && hit.pickedMesh) {
  107173. // The object selected is the floor, we're in a teleportation scenario
  107174. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107175. // Moving the teleportation area to this targetted point
  107176. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107177. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107178. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107179. }
  107180. gazer._currentMeshSelected = null;
  107181. if (gazer._teleportationRequestInitiated) {
  107182. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107183. }
  107184. return;
  107185. }
  107186. // If not, we're in a selection scenario
  107187. //this._teleportationAllowed = false;
  107188. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107189. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107190. this.onNewMeshPicked.notifyObservers(hit);
  107191. gazer._currentMeshSelected = hit.pickedMesh;
  107192. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107193. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107194. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107195. gazer._isActionableMesh = true;
  107196. }
  107197. else {
  107198. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107199. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107200. gazer._isActionableMesh = false;
  107201. }
  107202. try {
  107203. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107204. }
  107205. catch (err) {
  107206. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107207. }
  107208. }
  107209. else {
  107210. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107211. gazer._currentMeshSelected = null;
  107212. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107213. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107214. }
  107215. }
  107216. }
  107217. else {
  107218. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107219. gazer._currentMeshSelected = null;
  107220. //this._teleportationAllowed = false;
  107221. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107222. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107223. }
  107224. };
  107225. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107226. if (mesh) {
  107227. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107228. }
  107229. };
  107230. /**
  107231. * Sets the color of the laser ray from the vr controllers.
  107232. * @param color new color for the ray.
  107233. */
  107234. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107235. if (this._leftController) {
  107236. this._leftController._setLaserPointerColor(color);
  107237. }
  107238. if (this._rightController) {
  107239. this._rightController._setLaserPointerColor(color);
  107240. }
  107241. };
  107242. /**
  107243. * Sets the color of the ray from the vr headsets gaze.
  107244. * @param color new color for the ray.
  107245. */
  107246. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107247. if (!this._cameraGazer._gazeTracker.material) {
  107248. return;
  107249. }
  107250. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107251. if (this._leftController) {
  107252. this._leftController._gazeTracker.material.emissiveColor = color;
  107253. }
  107254. if (this._rightController) {
  107255. this._rightController._gazeTracker.material.emissiveColor = color;
  107256. }
  107257. };
  107258. /**
  107259. * Exits VR and disposes of the vr experience helper
  107260. */
  107261. VRExperienceHelper.prototype.dispose = function () {
  107262. if (this.isInVRMode) {
  107263. this.exitVR();
  107264. }
  107265. if (this._postProcessMove) {
  107266. this._postProcessMove.dispose();
  107267. }
  107268. if (this._webVRCamera) {
  107269. this._webVRCamera.dispose();
  107270. }
  107271. if (this._vrDeviceOrientationCamera) {
  107272. this._vrDeviceOrientationCamera.dispose();
  107273. }
  107274. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107275. document.body.removeChild(this._btnVR);
  107276. }
  107277. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107278. this._deviceOrientationCamera.dispose();
  107279. }
  107280. if (this._cameraGazer) {
  107281. this._cameraGazer.dispose();
  107282. }
  107283. if (this._leftController) {
  107284. this._leftController.dispose();
  107285. }
  107286. if (this._rightController) {
  107287. this._rightController.dispose();
  107288. }
  107289. if (this._teleportationTarget) {
  107290. this._teleportationTarget.dispose();
  107291. }
  107292. this._floorMeshesCollection = [];
  107293. document.removeEventListener("keydown", this._onKeyDown);
  107294. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107295. window.removeEventListener("resize", this._onResize);
  107296. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107297. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107298. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107299. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107300. document.onmsfullscreenchange = null;
  107301. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107302. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107303. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107304. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107305. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107306. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107307. this._scene.unregisterBeforeRender(this.beforeRender);
  107308. };
  107309. /**
  107310. * Gets the name of the VRExperienceHelper class
  107311. * @returns "VRExperienceHelper"
  107312. */
  107313. VRExperienceHelper.prototype.getClassName = function () {
  107314. return "VRExperienceHelper";
  107315. };
  107316. return VRExperienceHelper;
  107317. }());
  107318. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107319. })(BABYLON || (BABYLON = {}));
  107320. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107321. // Mainly based on these 2 articles :
  107322. // 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
  107323. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  107324. var BABYLON;
  107325. (function (BABYLON) {
  107326. /**
  107327. * Defines the potential axis of a Joystick
  107328. */
  107329. var JoystickAxis;
  107330. (function (JoystickAxis) {
  107331. /** X axis */
  107332. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  107333. /** Y axis */
  107334. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  107335. /** Z axis */
  107336. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  107337. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  107338. /**
  107339. * Class used to define virtual joystick (used in touch mode)
  107340. */
  107341. var VirtualJoystick = /** @class */ (function () {
  107342. /**
  107343. * Creates a new virtual joystick
  107344. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107345. */
  107346. function VirtualJoystick(leftJoystick) {
  107347. var _this = this;
  107348. if (leftJoystick) {
  107349. this._leftJoystick = true;
  107350. }
  107351. else {
  107352. this._leftJoystick = false;
  107353. }
  107354. VirtualJoystick._globalJoystickIndex++;
  107355. // By default left & right arrow keys are moving the X
  107356. // and up & down keys are moving the Y
  107357. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107358. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107359. this.reverseLeftRight = false;
  107360. this.reverseUpDown = false;
  107361. // collections of pointers
  107362. this._touches = new BABYLON.StringDictionary();
  107363. this.deltaPosition = BABYLON.Vector3.Zero();
  107364. this._joystickSensibility = 25;
  107365. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107366. this._onResize = function (evt) {
  107367. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107368. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107369. if (VirtualJoystick.vjCanvas) {
  107370. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  107371. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  107372. }
  107373. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  107374. };
  107375. // injecting a canvas element on top of the canvas 3D game
  107376. if (!VirtualJoystick.vjCanvas) {
  107377. window.addEventListener("resize", this._onResize, false);
  107378. VirtualJoystick.vjCanvas = document.createElement("canvas");
  107379. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107380. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107381. VirtualJoystick.vjCanvas.width = window.innerWidth;
  107382. VirtualJoystick.vjCanvas.height = window.innerHeight;
  107383. VirtualJoystick.vjCanvas.style.width = "100%";
  107384. VirtualJoystick.vjCanvas.style.height = "100%";
  107385. VirtualJoystick.vjCanvas.style.position = "absolute";
  107386. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  107387. VirtualJoystick.vjCanvas.style.top = "0px";
  107388. VirtualJoystick.vjCanvas.style.left = "0px";
  107389. VirtualJoystick.vjCanvas.style.zIndex = "5";
  107390. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  107391. // Support for jQuery PEP polyfill
  107392. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  107393. var context = VirtualJoystick.vjCanvas.getContext('2d');
  107394. if (!context) {
  107395. throw new Error("Unable to create canvas for virtual joystick");
  107396. }
  107397. VirtualJoystick.vjCanvasContext = context;
  107398. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  107399. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107400. document.body.appendChild(VirtualJoystick.vjCanvas);
  107401. }
  107402. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  107403. this.pressed = false;
  107404. // default joystick color
  107405. this._joystickColor = "cyan";
  107406. this._joystickPointerID = -1;
  107407. // current joystick position
  107408. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  107409. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  107410. // origin joystick position
  107411. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  107412. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  107413. this._onPointerDownHandlerRef = function (evt) {
  107414. _this._onPointerDown(evt);
  107415. };
  107416. this._onPointerMoveHandlerRef = function (evt) {
  107417. _this._onPointerMove(evt);
  107418. };
  107419. this._onPointerUpHandlerRef = function (evt) {
  107420. _this._onPointerUp(evt);
  107421. };
  107422. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  107423. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  107424. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  107425. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  107426. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  107427. evt.preventDefault(); // Disables system menu
  107428. }, false);
  107429. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107430. }
  107431. /**
  107432. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107433. * @param newJoystickSensibility defines the new sensibility
  107434. */
  107435. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  107436. this._joystickSensibility = newJoystickSensibility;
  107437. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107438. };
  107439. VirtualJoystick.prototype._onPointerDown = function (e) {
  107440. var positionOnScreenCondition;
  107441. e.preventDefault();
  107442. if (this._leftJoystick === true) {
  107443. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  107444. }
  107445. else {
  107446. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  107447. }
  107448. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  107449. // First contact will be dedicated to the virtual joystick
  107450. this._joystickPointerID = e.pointerId;
  107451. this._joystickPointerStartPos.x = e.clientX;
  107452. this._joystickPointerStartPos.y = e.clientY;
  107453. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  107454. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  107455. this._deltaJoystickVector.x = 0;
  107456. this._deltaJoystickVector.y = 0;
  107457. this.pressed = true;
  107458. this._touches.add(e.pointerId.toString(), e);
  107459. }
  107460. else {
  107461. // You can only trigger the action buttons with a joystick declared
  107462. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  107463. this._action();
  107464. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  107465. }
  107466. }
  107467. };
  107468. VirtualJoystick.prototype._onPointerMove = function (e) {
  107469. // If the current pointer is the one associated to the joystick (first touch contact)
  107470. if (this._joystickPointerID == e.pointerId) {
  107471. this._joystickPointerPos.x = e.clientX;
  107472. this._joystickPointerPos.y = e.clientY;
  107473. this._deltaJoystickVector = this._joystickPointerPos.clone();
  107474. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  107475. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  107476. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  107477. switch (this._axisTargetedByLeftAndRight) {
  107478. case JoystickAxis.X:
  107479. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  107480. break;
  107481. case JoystickAxis.Y:
  107482. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  107483. break;
  107484. case JoystickAxis.Z:
  107485. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  107486. break;
  107487. }
  107488. var directionUpDown = this.reverseUpDown ? 1 : -1;
  107489. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  107490. switch (this._axisTargetedByUpAndDown) {
  107491. case JoystickAxis.X:
  107492. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  107493. break;
  107494. case JoystickAxis.Y:
  107495. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  107496. break;
  107497. case JoystickAxis.Z:
  107498. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  107499. break;
  107500. }
  107501. }
  107502. else {
  107503. var data = this._touches.get(e.pointerId.toString());
  107504. if (data) {
  107505. data.x = e.clientX;
  107506. data.y = e.clientY;
  107507. }
  107508. }
  107509. };
  107510. VirtualJoystick.prototype._onPointerUp = function (e) {
  107511. if (this._joystickPointerID == e.pointerId) {
  107512. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  107513. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  107514. this._joystickPointerID = -1;
  107515. this.pressed = false;
  107516. }
  107517. else {
  107518. var touch = this._touches.get(e.pointerId.toString());
  107519. if (touch) {
  107520. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107521. }
  107522. }
  107523. this._deltaJoystickVector.x = 0;
  107524. this._deltaJoystickVector.y = 0;
  107525. this._touches.remove(e.pointerId.toString());
  107526. };
  107527. /**
  107528. * Change the color of the virtual joystick
  107529. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107530. */
  107531. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  107532. this._joystickColor = newColor;
  107533. };
  107534. /**
  107535. * Defines a callback to call when the joystick is touched
  107536. * @param action defines the callback
  107537. */
  107538. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  107539. this._action = action;
  107540. };
  107541. /**
  107542. * Defines which axis you'd like to control for left & right
  107543. * @param axis defines the axis to use
  107544. */
  107545. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  107546. switch (axis) {
  107547. case JoystickAxis.X:
  107548. case JoystickAxis.Y:
  107549. case JoystickAxis.Z:
  107550. this._axisTargetedByLeftAndRight = axis;
  107551. break;
  107552. default:
  107553. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107554. break;
  107555. }
  107556. };
  107557. /**
  107558. * Defines which axis you'd like to control for up & down
  107559. * @param axis defines the axis to use
  107560. */
  107561. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  107562. switch (axis) {
  107563. case JoystickAxis.X:
  107564. case JoystickAxis.Y:
  107565. case JoystickAxis.Z:
  107566. this._axisTargetedByUpAndDown = axis;
  107567. break;
  107568. default:
  107569. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107570. break;
  107571. }
  107572. };
  107573. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  107574. var _this = this;
  107575. if (this.pressed) {
  107576. this._touches.forEach(function (key, touch) {
  107577. if (touch.pointerId === _this._joystickPointerID) {
  107578. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  107579. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  107580. VirtualJoystick.vjCanvasContext.beginPath();
  107581. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107582. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107583. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  107584. VirtualJoystick.vjCanvasContext.stroke();
  107585. VirtualJoystick.vjCanvasContext.closePath();
  107586. VirtualJoystick.vjCanvasContext.beginPath();
  107587. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107588. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107589. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  107590. VirtualJoystick.vjCanvasContext.stroke();
  107591. VirtualJoystick.vjCanvasContext.closePath();
  107592. VirtualJoystick.vjCanvasContext.beginPath();
  107593. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107594. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  107595. VirtualJoystick.vjCanvasContext.stroke();
  107596. VirtualJoystick.vjCanvasContext.closePath();
  107597. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  107598. }
  107599. else {
  107600. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107601. VirtualJoystick.vjCanvasContext.beginPath();
  107602. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  107603. VirtualJoystick.vjCanvasContext.beginPath();
  107604. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  107605. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107606. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  107607. VirtualJoystick.vjCanvasContext.stroke();
  107608. VirtualJoystick.vjCanvasContext.closePath();
  107609. touch.prevX = touch.x;
  107610. touch.prevY = touch.y;
  107611. }
  107612. });
  107613. }
  107614. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107615. };
  107616. /**
  107617. * Release internal HTML canvas
  107618. */
  107619. VirtualJoystick.prototype.releaseCanvas = function () {
  107620. if (VirtualJoystick.vjCanvas) {
  107621. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  107622. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  107623. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  107624. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  107625. window.removeEventListener("resize", this._onResize);
  107626. document.body.removeChild(VirtualJoystick.vjCanvas);
  107627. VirtualJoystick.vjCanvas = null;
  107628. }
  107629. };
  107630. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  107631. VirtualJoystick._globalJoystickIndex = 0;
  107632. return VirtualJoystick;
  107633. }());
  107634. BABYLON.VirtualJoystick = VirtualJoystick;
  107635. })(BABYLON || (BABYLON = {}));
  107636. //# sourceMappingURL=babylon.virtualJoystick.js.map
  107637. var BABYLON;
  107638. (function (BABYLON) {
  107639. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  107640. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  107641. });
  107642. /**
  107643. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  107644. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107645. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107646. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107647. */
  107648. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  107649. __extends(VirtualJoysticksCamera, _super);
  107650. /**
  107651. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  107652. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  107653. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  107654. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  107655. * @param name Define the name of the camera in the scene
  107656. * @param position Define the start position of the camera in the scene
  107657. * @param scene Define the scene the camera belongs to
  107658. */
  107659. function VirtualJoysticksCamera(name, position, scene) {
  107660. var _this = _super.call(this, name, position, scene) || this;
  107661. _this.inputs.addVirtualJoystick();
  107662. return _this;
  107663. }
  107664. /**
  107665. * Gets the current object class name.
  107666. * @return the class name
  107667. */
  107668. VirtualJoysticksCamera.prototype.getClassName = function () {
  107669. return "VirtualJoysticksCamera";
  107670. };
  107671. return VirtualJoysticksCamera;
  107672. }(BABYLON.FreeCamera));
  107673. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  107674. })(BABYLON || (BABYLON = {}));
  107675. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  107676. var BABYLON;
  107677. (function (BABYLON) {
  107678. /**
  107679. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107680. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107681. */
  107682. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  107683. function FreeCameraVirtualJoystickInput() {
  107684. }
  107685. /**
  107686. * Gets the left stick of the virtual joystick.
  107687. * @returns The virtual Joystick
  107688. */
  107689. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  107690. return this._leftjoystick;
  107691. };
  107692. /**
  107693. * Gets the right stick of the virtual joystick.
  107694. * @returns The virtual Joystick
  107695. */
  107696. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  107697. return this._rightjoystick;
  107698. };
  107699. /**
  107700. * Update the current camera state depending on the inputs that have been used this frame.
  107701. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107702. */
  107703. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  107704. if (this._leftjoystick) {
  107705. var camera = this.camera;
  107706. var speed = camera._computeLocalCameraSpeed() * 50;
  107707. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  107708. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  107709. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  107710. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  107711. if (!this._leftjoystick.pressed) {
  107712. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  107713. }
  107714. if (!this._rightjoystick.pressed) {
  107715. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  107716. }
  107717. }
  107718. };
  107719. /**
  107720. * Attach the input controls to a specific dom element to get the input from.
  107721. * @param element Defines the element the controls should be listened from
  107722. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107723. */
  107724. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  107725. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  107726. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  107727. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  107728. this._leftjoystick.setJoystickSensibility(0.15);
  107729. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  107730. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  107731. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  107732. this._rightjoystick.reverseUpDown = true;
  107733. this._rightjoystick.setJoystickSensibility(0.05);
  107734. this._rightjoystick.setJoystickColor("yellow");
  107735. };
  107736. /**
  107737. * Detach the current controls from the specified dom element.
  107738. * @param element Defines the element to stop listening the inputs from
  107739. */
  107740. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  107741. this._leftjoystick.releaseCanvas();
  107742. this._rightjoystick.releaseCanvas();
  107743. };
  107744. /**
  107745. * Gets the class name of the current intput.
  107746. * @returns the class name
  107747. */
  107748. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  107749. return "FreeCameraVirtualJoystickInput";
  107750. };
  107751. /**
  107752. * Get the friendly name associated with the input class.
  107753. * @returns the input friendly name
  107754. */
  107755. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  107756. return "virtualJoystick";
  107757. };
  107758. return FreeCameraVirtualJoystickInput;
  107759. }());
  107760. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  107761. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  107762. })(BABYLON || (BABYLON = {}));
  107763. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  107764. var BABYLON;
  107765. (function (BABYLON) {
  107766. /**
  107767. * Class used to specify simplification options
  107768. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107769. */
  107770. var SimplificationSettings = /** @class */ (function () {
  107771. /**
  107772. * Creates a SimplificationSettings
  107773. * @param quality expected quality
  107774. * @param distance distance when this optimized version should be used
  107775. * @param optimizeMesh already optimized mesh
  107776. */
  107777. function SimplificationSettings(
  107778. /** expected quality */
  107779. quality,
  107780. /** distance when this optimized version should be used */
  107781. distance,
  107782. /** already optimized mesh */
  107783. optimizeMesh) {
  107784. this.quality = quality;
  107785. this.distance = distance;
  107786. this.optimizeMesh = optimizeMesh;
  107787. }
  107788. return SimplificationSettings;
  107789. }());
  107790. BABYLON.SimplificationSettings = SimplificationSettings;
  107791. /**
  107792. * Queue used to order the simplification tasks
  107793. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107794. */
  107795. var SimplificationQueue = /** @class */ (function () {
  107796. /**
  107797. * Creates a new queue
  107798. */
  107799. function SimplificationQueue() {
  107800. this.running = false;
  107801. this._simplificationArray = [];
  107802. }
  107803. /**
  107804. * Adds a new simplification task
  107805. * @param task defines a task to add
  107806. */
  107807. SimplificationQueue.prototype.addTask = function (task) {
  107808. this._simplificationArray.push(task);
  107809. };
  107810. /**
  107811. * Execute next task
  107812. */
  107813. SimplificationQueue.prototype.executeNext = function () {
  107814. var task = this._simplificationArray.pop();
  107815. if (task) {
  107816. this.running = true;
  107817. this.runSimplification(task);
  107818. }
  107819. else {
  107820. this.running = false;
  107821. }
  107822. };
  107823. /**
  107824. * Execute a simplification task
  107825. * @param task defines the task to run
  107826. */
  107827. SimplificationQueue.prototype.runSimplification = function (task) {
  107828. var _this = this;
  107829. if (task.parallelProcessing) {
  107830. //parallel simplifier
  107831. task.settings.forEach(function (setting) {
  107832. var simplifier = _this.getSimplifier(task);
  107833. simplifier.simplify(setting, function (newMesh) {
  107834. task.mesh.addLODLevel(setting.distance, newMesh);
  107835. newMesh.isVisible = true;
  107836. //check if it is the last
  107837. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  107838. //all done, run the success callback.
  107839. task.successCallback();
  107840. }
  107841. _this.executeNext();
  107842. });
  107843. });
  107844. }
  107845. else {
  107846. //single simplifier.
  107847. var simplifier = this.getSimplifier(task);
  107848. var runDecimation = function (setting, callback) {
  107849. simplifier.simplify(setting, function (newMesh) {
  107850. task.mesh.addLODLevel(setting.distance, newMesh);
  107851. newMesh.isVisible = true;
  107852. //run the next quality level
  107853. callback();
  107854. });
  107855. };
  107856. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  107857. runDecimation(task.settings[loop.index], function () {
  107858. loop.executeNext();
  107859. });
  107860. }, function () {
  107861. //execution ended, run the success callback.
  107862. if (task.successCallback) {
  107863. task.successCallback();
  107864. }
  107865. _this.executeNext();
  107866. });
  107867. }
  107868. };
  107869. SimplificationQueue.prototype.getSimplifier = function (task) {
  107870. switch (task.simplificationType) {
  107871. case SimplificationType.QUADRATIC:
  107872. default:
  107873. return new QuadraticErrorSimplification(task.mesh);
  107874. }
  107875. };
  107876. return SimplificationQueue;
  107877. }());
  107878. BABYLON.SimplificationQueue = SimplificationQueue;
  107879. /**
  107880. * The implemented types of simplification
  107881. * At the moment only Quadratic Error Decimation is implemented
  107882. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107883. */
  107884. var SimplificationType;
  107885. (function (SimplificationType) {
  107886. /** Quadratic error decimation */
  107887. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  107888. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  107889. var DecimationTriangle = /** @class */ (function () {
  107890. function DecimationTriangle(vertices) {
  107891. this.vertices = vertices;
  107892. this.error = new Array(4);
  107893. this.deleted = false;
  107894. this.isDirty = false;
  107895. this.deletePending = false;
  107896. this.borderFactor = 0;
  107897. }
  107898. return DecimationTriangle;
  107899. }());
  107900. var DecimationVertex = /** @class */ (function () {
  107901. function DecimationVertex(position, id) {
  107902. this.position = position;
  107903. this.id = id;
  107904. this.isBorder = true;
  107905. this.q = new QuadraticMatrix();
  107906. this.triangleCount = 0;
  107907. this.triangleStart = 0;
  107908. this.originalOffsets = [];
  107909. }
  107910. DecimationVertex.prototype.updatePosition = function (newPosition) {
  107911. this.position.copyFrom(newPosition);
  107912. };
  107913. return DecimationVertex;
  107914. }());
  107915. var QuadraticMatrix = /** @class */ (function () {
  107916. function QuadraticMatrix(data) {
  107917. this.data = new Array(10);
  107918. for (var i = 0; i < 10; ++i) {
  107919. if (data && data[i]) {
  107920. this.data[i] = data[i];
  107921. }
  107922. else {
  107923. this.data[i] = 0;
  107924. }
  107925. }
  107926. }
  107927. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  107928. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  107929. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  107930. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  107931. return det;
  107932. };
  107933. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  107934. for (var i = 0; i < 10; ++i) {
  107935. this.data[i] += matrix.data[i];
  107936. }
  107937. };
  107938. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  107939. for (var i = 0; i < 10; ++i) {
  107940. this.data[i] += data[i];
  107941. }
  107942. };
  107943. QuadraticMatrix.prototype.add = function (matrix) {
  107944. var m = new QuadraticMatrix();
  107945. for (var i = 0; i < 10; ++i) {
  107946. m.data[i] = this.data[i] + matrix.data[i];
  107947. }
  107948. return m;
  107949. };
  107950. QuadraticMatrix.FromData = function (a, b, c, d) {
  107951. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  107952. };
  107953. //returning an array to avoid garbage collection
  107954. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  107955. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  107956. };
  107957. return QuadraticMatrix;
  107958. }());
  107959. var Reference = /** @class */ (function () {
  107960. function Reference(vertexId, triangleId) {
  107961. this.vertexId = vertexId;
  107962. this.triangleId = triangleId;
  107963. }
  107964. return Reference;
  107965. }());
  107966. /**
  107967. * An implementation of the Quadratic Error simplification algorithm.
  107968. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  107969. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  107970. * @author RaananW
  107971. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  107972. */
  107973. var QuadraticErrorSimplification = /** @class */ (function () {
  107974. function QuadraticErrorSimplification(_mesh) {
  107975. this._mesh = _mesh;
  107976. this.syncIterations = 5000;
  107977. this.aggressiveness = 7;
  107978. this.decimationIterations = 100;
  107979. this.boundingBoxEpsilon = BABYLON.Epsilon;
  107980. }
  107981. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  107982. var _this = this;
  107983. this.initDecimatedMesh();
  107984. //iterating through the submeshes array, one after the other.
  107985. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  107986. _this.initWithMesh(loop.index, function () {
  107987. _this.runDecimation(settings, loop.index, function () {
  107988. loop.executeNext();
  107989. });
  107990. }, settings.optimizeMesh);
  107991. }, function () {
  107992. setTimeout(function () {
  107993. successCallback(_this._reconstructedMesh);
  107994. }, 0);
  107995. });
  107996. };
  107997. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  107998. var _this = this;
  107999. var targetCount = ~~(this.triangles.length * settings.quality);
  108000. var deletedTriangles = 0;
  108001. var triangleCount = this.triangles.length;
  108002. var iterationFunction = function (iteration, callback) {
  108003. setTimeout(function () {
  108004. if (iteration % 5 === 0) {
  108005. _this.updateMesh(iteration === 0);
  108006. }
  108007. for (var i = 0; i < _this.triangles.length; ++i) {
  108008. _this.triangles[i].isDirty = false;
  108009. }
  108010. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  108011. var trianglesIterator = function (i) {
  108012. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  108013. var t = _this.triangles[tIdx];
  108014. if (!t) {
  108015. return;
  108016. }
  108017. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  108018. return;
  108019. }
  108020. for (var j = 0; j < 3; ++j) {
  108021. if (t.error[j] < threshold) {
  108022. var deleted0 = [];
  108023. var deleted1 = [];
  108024. var v0 = t.vertices[j];
  108025. var v1 = t.vertices[(j + 1) % 3];
  108026. if (v0.isBorder || v1.isBorder) {
  108027. continue;
  108028. }
  108029. var p = BABYLON.Vector3.Zero();
  108030. var n = BABYLON.Vector3.Zero();
  108031. var uv = BABYLON.Vector2.Zero();
  108032. var color = new BABYLON.Color4(0, 0, 0, 1);
  108033. _this.calculateError(v0, v1, p, n, uv, color);
  108034. var delTr = new Array();
  108035. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  108036. continue;
  108037. }
  108038. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  108039. continue;
  108040. }
  108041. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  108042. continue;
  108043. }
  108044. var uniqueArray = new Array();
  108045. delTr.forEach(function (deletedT) {
  108046. if (uniqueArray.indexOf(deletedT) === -1) {
  108047. deletedT.deletePending = true;
  108048. uniqueArray.push(deletedT);
  108049. }
  108050. });
  108051. if (uniqueArray.length % 2 !== 0) {
  108052. continue;
  108053. }
  108054. v0.q = v1.q.add(v0.q);
  108055. v0.updatePosition(p);
  108056. var tStart = _this.references.length;
  108057. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  108058. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  108059. var tCount = _this.references.length - tStart;
  108060. if (tCount <= v0.triangleCount) {
  108061. if (tCount) {
  108062. for (var c = 0; c < tCount; c++) {
  108063. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  108064. }
  108065. }
  108066. }
  108067. else {
  108068. v0.triangleStart = tStart;
  108069. }
  108070. v0.triangleCount = tCount;
  108071. break;
  108072. }
  108073. }
  108074. };
  108075. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  108076. }, 0);
  108077. };
  108078. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  108079. if (triangleCount - deletedTriangles <= targetCount) {
  108080. loop.breakLoop();
  108081. }
  108082. else {
  108083. iterationFunction(loop.index, function () {
  108084. loop.executeNext();
  108085. });
  108086. }
  108087. }, function () {
  108088. setTimeout(function () {
  108089. //reconstruct this part of the mesh
  108090. _this.reconstructMesh(submeshIndex);
  108091. successCallback();
  108092. }, 0);
  108093. });
  108094. };
  108095. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  108096. var _this = this;
  108097. this.vertices = [];
  108098. this.triangles = [];
  108099. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  108100. var indices = this._mesh.getIndices();
  108101. var submesh = this._mesh.subMeshes[submeshIndex];
  108102. var findInVertices = function (positionToSearch) {
  108103. if (optimizeMesh) {
  108104. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  108105. if (_this.vertices[ii].position.equals(positionToSearch)) {
  108106. return _this.vertices[ii];
  108107. }
  108108. }
  108109. }
  108110. return null;
  108111. };
  108112. var vertexReferences = [];
  108113. var vertexInit = function (i) {
  108114. if (!positionData) {
  108115. return;
  108116. }
  108117. var offset = i + submesh.verticesStart;
  108118. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  108119. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  108120. vertex.originalOffsets.push(offset);
  108121. if (vertex.id === _this.vertices.length) {
  108122. _this.vertices.push(vertex);
  108123. }
  108124. vertexReferences.push(vertex.id);
  108125. };
  108126. //var totalVertices = mesh.getTotalVertices();
  108127. var totalVertices = submesh.verticesCount;
  108128. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  108129. var indicesInit = function (i) {
  108130. if (!indices) {
  108131. return;
  108132. }
  108133. var offset = (submesh.indexStart / 3) + i;
  108134. var pos = (offset * 3);
  108135. var i0 = indices[pos + 0];
  108136. var i1 = indices[pos + 1];
  108137. var i2 = indices[pos + 2];
  108138. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  108139. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  108140. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  108141. var triangle = new DecimationTriangle([v0, v1, v2]);
  108142. triangle.originalOffset = pos;
  108143. _this.triangles.push(triangle);
  108144. };
  108145. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  108146. _this.init(callback);
  108147. });
  108148. });
  108149. };
  108150. QuadraticErrorSimplification.prototype.init = function (callback) {
  108151. var _this = this;
  108152. var triangleInit1 = function (i) {
  108153. var t = _this.triangles[i];
  108154. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  108155. for (var j = 0; j < 3; j++) {
  108156. 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))));
  108157. }
  108158. };
  108159. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  108160. var triangleInit2 = function (i) {
  108161. var t = _this.triangles[i];
  108162. for (var j = 0; j < 3; ++j) {
  108163. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  108164. }
  108165. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108166. };
  108167. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  108168. callback();
  108169. });
  108170. });
  108171. };
  108172. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  108173. var newTriangles = [];
  108174. var i;
  108175. for (i = 0; i < this.vertices.length; ++i) {
  108176. this.vertices[i].triangleCount = 0;
  108177. }
  108178. var t;
  108179. var j;
  108180. for (i = 0; i < this.triangles.length; ++i) {
  108181. if (!this.triangles[i].deleted) {
  108182. t = this.triangles[i];
  108183. for (j = 0; j < 3; ++j) {
  108184. t.vertices[j].triangleCount = 1;
  108185. }
  108186. newTriangles.push(t);
  108187. }
  108188. }
  108189. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  108190. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  108191. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  108192. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  108193. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  108194. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  108195. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  108196. var vertexCount = 0;
  108197. for (i = 0; i < this.vertices.length; ++i) {
  108198. var vertex = this.vertices[i];
  108199. vertex.id = vertexCount;
  108200. if (vertex.triangleCount) {
  108201. vertex.originalOffsets.forEach(function (originalOffset) {
  108202. if (!normalData) {
  108203. return;
  108204. }
  108205. newPositionData.push(vertex.position.x);
  108206. newPositionData.push(vertex.position.y);
  108207. newPositionData.push(vertex.position.z);
  108208. newNormalData.push(normalData[originalOffset * 3]);
  108209. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  108210. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  108211. if (uvs && uvs.length) {
  108212. newUVsData.push(uvs[(originalOffset * 2)]);
  108213. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  108214. }
  108215. else if (colorsData && colorsData.length) {
  108216. newColorsData.push(colorsData[(originalOffset * 4)]);
  108217. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  108218. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  108219. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  108220. }
  108221. ++vertexCount;
  108222. });
  108223. }
  108224. }
  108225. var startingIndex = this._reconstructedMesh.getTotalIndices();
  108226. var startingVertex = this._reconstructedMesh.getTotalVertices();
  108227. var submeshesArray = this._reconstructedMesh.subMeshes;
  108228. this._reconstructedMesh.subMeshes = [];
  108229. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  108230. var originalIndices = this._mesh.getIndices();
  108231. for (i = 0; i < newTriangles.length; ++i) {
  108232. t = newTriangles[i]; //now get the new referencing point for each vertex
  108233. [0, 1, 2].forEach(function (idx) {
  108234. var id = originalIndices[t.originalOffset + idx];
  108235. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108236. if (offset < 0) {
  108237. offset = 0;
  108238. }
  108239. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108240. });
  108241. }
  108242. //overwriting the old vertex buffers and indices.
  108243. this._reconstructedMesh.setIndices(newIndicesArray);
  108244. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108245. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108246. if (newUVsData.length > 0) {
  108247. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108248. }
  108249. if (newColorsData.length > 0) {
  108250. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108251. }
  108252. //create submesh
  108253. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108254. if (submeshIndex > 0) {
  108255. this._reconstructedMesh.subMeshes = [];
  108256. submeshesArray.forEach(function (submesh) {
  108257. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108258. });
  108259. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108260. }
  108261. };
  108262. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108263. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108264. this._reconstructedMesh.material = this._mesh.material;
  108265. this._reconstructedMesh.parent = this._mesh.parent;
  108266. this._reconstructedMesh.isVisible = false;
  108267. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108268. };
  108269. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108270. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108271. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108272. if (t.deleted) {
  108273. continue;
  108274. }
  108275. var s = this.references[vertex1.triangleStart + i].vertexId;
  108276. var v1 = t.vertices[(s + 1) % 3];
  108277. var v2 = t.vertices[(s + 2) % 3];
  108278. if ((v1 === vertex2 || v2 === vertex2)) {
  108279. deletedArray[i] = true;
  108280. delTr.push(t);
  108281. continue;
  108282. }
  108283. var d1 = v1.position.subtract(point);
  108284. d1 = d1.normalize();
  108285. var d2 = v2.position.subtract(point);
  108286. d2 = d2.normalize();
  108287. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  108288. return true;
  108289. }
  108290. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  108291. deletedArray[i] = false;
  108292. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  108293. return true;
  108294. }
  108295. }
  108296. return false;
  108297. };
  108298. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  108299. var newDeleted = deletedTriangles;
  108300. for (var i = 0; i < vertex.triangleCount; ++i) {
  108301. var ref = this.references[vertex.triangleStart + i];
  108302. var t = this.triangles[ref.triangleId];
  108303. if (t.deleted) {
  108304. continue;
  108305. }
  108306. if (deletedArray[i] && t.deletePending) {
  108307. t.deleted = true;
  108308. newDeleted++;
  108309. continue;
  108310. }
  108311. t.vertices[ref.vertexId] = origVertex;
  108312. t.isDirty = true;
  108313. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  108314. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  108315. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  108316. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108317. this.references.push(ref);
  108318. }
  108319. return newDeleted;
  108320. };
  108321. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  108322. for (var i = 0; i < this.vertices.length; ++i) {
  108323. var vCount = [];
  108324. var vId = [];
  108325. var v = this.vertices[i];
  108326. var j;
  108327. for (j = 0; j < v.triangleCount; ++j) {
  108328. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  108329. for (var ii = 0; ii < 3; ii++) {
  108330. var ofs = 0;
  108331. var vv = triangle.vertices[ii];
  108332. while (ofs < vCount.length) {
  108333. if (vId[ofs] === vv.id) {
  108334. break;
  108335. }
  108336. ++ofs;
  108337. }
  108338. if (ofs === vCount.length) {
  108339. vCount.push(1);
  108340. vId.push(vv.id);
  108341. }
  108342. else {
  108343. vCount[ofs]++;
  108344. }
  108345. }
  108346. }
  108347. for (j = 0; j < vCount.length; ++j) {
  108348. if (vCount[j] === 1) {
  108349. this.vertices[vId[j]].isBorder = true;
  108350. }
  108351. else {
  108352. this.vertices[vId[j]].isBorder = false;
  108353. }
  108354. }
  108355. }
  108356. };
  108357. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  108358. if (identifyBorders === void 0) { identifyBorders = false; }
  108359. var i;
  108360. if (!identifyBorders) {
  108361. var newTrianglesVector = [];
  108362. for (i = 0; i < this.triangles.length; ++i) {
  108363. if (!this.triangles[i].deleted) {
  108364. newTrianglesVector.push(this.triangles[i]);
  108365. }
  108366. }
  108367. this.triangles = newTrianglesVector;
  108368. }
  108369. for (i = 0; i < this.vertices.length; ++i) {
  108370. this.vertices[i].triangleCount = 0;
  108371. this.vertices[i].triangleStart = 0;
  108372. }
  108373. var t;
  108374. var j;
  108375. var v;
  108376. for (i = 0; i < this.triangles.length; ++i) {
  108377. t = this.triangles[i];
  108378. for (j = 0; j < 3; ++j) {
  108379. v = t.vertices[j];
  108380. v.triangleCount++;
  108381. }
  108382. }
  108383. var tStart = 0;
  108384. for (i = 0; i < this.vertices.length; ++i) {
  108385. this.vertices[i].triangleStart = tStart;
  108386. tStart += this.vertices[i].triangleCount;
  108387. this.vertices[i].triangleCount = 0;
  108388. }
  108389. var newReferences = new Array(this.triangles.length * 3);
  108390. for (i = 0; i < this.triangles.length; ++i) {
  108391. t = this.triangles[i];
  108392. for (j = 0; j < 3; ++j) {
  108393. v = t.vertices[j];
  108394. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  108395. v.triangleCount++;
  108396. }
  108397. }
  108398. this.references = newReferences;
  108399. if (identifyBorders) {
  108400. this.identifyBorder();
  108401. }
  108402. };
  108403. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  108404. var x = point.x;
  108405. var y = point.y;
  108406. var z = point.z;
  108407. 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
  108408. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  108409. };
  108410. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  108411. var q = vertex1.q.add(vertex2.q);
  108412. var border = vertex1.isBorder && vertex2.isBorder;
  108413. var error = 0;
  108414. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  108415. if (qDet !== 0 && !border) {
  108416. if (!pointResult) {
  108417. pointResult = BABYLON.Vector3.Zero();
  108418. }
  108419. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  108420. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  108421. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  108422. error = this.vertexError(q, pointResult);
  108423. }
  108424. else {
  108425. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  108426. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  108427. var error1 = this.vertexError(q, vertex1.position);
  108428. var error2 = this.vertexError(q, vertex2.position);
  108429. var error3 = this.vertexError(q, p3);
  108430. error = Math.min(error1, error2, error3);
  108431. if (error === error1) {
  108432. if (pointResult) {
  108433. pointResult.copyFrom(vertex1.position);
  108434. }
  108435. }
  108436. else if (error === error2) {
  108437. if (pointResult) {
  108438. pointResult.copyFrom(vertex2.position);
  108439. }
  108440. }
  108441. else {
  108442. if (pointResult) {
  108443. pointResult.copyFrom(p3);
  108444. }
  108445. }
  108446. }
  108447. return error;
  108448. };
  108449. return QuadraticErrorSimplification;
  108450. }());
  108451. })(BABYLON || (BABYLON = {}));
  108452. //# sourceMappingURL=babylon.meshSimplification.js.map
  108453. var BABYLON;
  108454. (function (BABYLON) {
  108455. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  108456. get: function () {
  108457. if (!this._simplificationQueue) {
  108458. this._simplificationQueue = new BABYLON.SimplificationQueue();
  108459. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  108460. if (!component) {
  108461. component = new SimplicationQueueSceneComponent(this);
  108462. this._addComponent(component);
  108463. }
  108464. }
  108465. return this._simplificationQueue;
  108466. },
  108467. set: function (value) {
  108468. this._simplificationQueue = value;
  108469. },
  108470. enumerable: true,
  108471. configurable: true
  108472. });
  108473. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  108474. if (parallelProcessing === void 0) { parallelProcessing = true; }
  108475. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  108476. this.getScene().simplificationQueue.addTask({
  108477. settings: settings,
  108478. parallelProcessing: parallelProcessing,
  108479. mesh: this,
  108480. simplificationType: simplificationType,
  108481. successCallback: successCallback
  108482. });
  108483. return this;
  108484. };
  108485. /**
  108486. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  108487. * created in a scene
  108488. */
  108489. var SimplicationQueueSceneComponent = /** @class */ (function () {
  108490. /**
  108491. * Creates a new instance of the component for the given scene
  108492. * @param scene Defines the scene to register the component in
  108493. */
  108494. function SimplicationQueueSceneComponent(scene) {
  108495. /**
  108496. * The component name helpfull to identify the component in the list of scene components.
  108497. */
  108498. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  108499. this.scene = scene;
  108500. }
  108501. /**
  108502. * Registers the component in a given scene
  108503. */
  108504. SimplicationQueueSceneComponent.prototype.register = function () {
  108505. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  108506. };
  108507. /**
  108508. * Rebuilds the elements related to this component in case of
  108509. * context lost for instance.
  108510. */
  108511. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  108512. // Nothing to do for this component
  108513. };
  108514. /**
  108515. * Disposes the component and the associated ressources
  108516. */
  108517. SimplicationQueueSceneComponent.prototype.dispose = function () {
  108518. // Nothing to do for this component
  108519. };
  108520. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  108521. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  108522. this.scene._simplificationQueue.executeNext();
  108523. }
  108524. };
  108525. return SimplicationQueueSceneComponent;
  108526. }());
  108527. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  108528. })(BABYLON || (BABYLON = {}));
  108529. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  108530. var BABYLON;
  108531. (function (BABYLON) {
  108532. /**
  108533. * Class used to represent a specific level of detail of a mesh
  108534. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  108535. */
  108536. var MeshLODLevel = /** @class */ (function () {
  108537. /**
  108538. * Creates a new LOD level
  108539. * @param distance defines the distance where this level should star being displayed
  108540. * @param mesh defines the mesh to use to render this level
  108541. */
  108542. function MeshLODLevel(
  108543. /** Defines the distance where this level should star being displayed */
  108544. distance,
  108545. /** Defines the mesh to use to render this level */
  108546. mesh) {
  108547. this.distance = distance;
  108548. this.mesh = mesh;
  108549. }
  108550. return MeshLODLevel;
  108551. }());
  108552. BABYLON.MeshLODLevel = MeshLODLevel;
  108553. })(BABYLON || (BABYLON = {}));
  108554. //# sourceMappingURL=babylon.meshLODLevel.js.map
  108555. var BABYLON;
  108556. (function (BABYLON) {
  108557. /**
  108558. * Defines the root class used to create scene optimization to use with SceneOptimizer
  108559. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108560. */
  108561. var SceneOptimization = /** @class */ (function () {
  108562. /**
  108563. * Creates the SceneOptimization object
  108564. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108565. * @param desc defines the description associated with the optimization
  108566. */
  108567. function SceneOptimization(
  108568. /**
  108569. * Defines the priority of this optimization (0 by default which means first in the list)
  108570. */
  108571. priority) {
  108572. if (priority === void 0) { priority = 0; }
  108573. this.priority = priority;
  108574. }
  108575. /**
  108576. * Gets a string describing the action executed by the current optimization
  108577. * @returns description string
  108578. */
  108579. SceneOptimization.prototype.getDescription = function () {
  108580. return "";
  108581. };
  108582. /**
  108583. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108584. * @param scene defines the current scene where to apply this optimization
  108585. * @param optimizer defines the current optimizer
  108586. * @returns true if everything that can be done was applied
  108587. */
  108588. SceneOptimization.prototype.apply = function (scene, optimizer) {
  108589. return true;
  108590. };
  108591. return SceneOptimization;
  108592. }());
  108593. BABYLON.SceneOptimization = SceneOptimization;
  108594. /**
  108595. * Defines an optimization used to reduce the size of render target textures
  108596. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108597. */
  108598. var TextureOptimization = /** @class */ (function (_super) {
  108599. __extends(TextureOptimization, _super);
  108600. /**
  108601. * Creates the TextureOptimization object
  108602. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108603. * @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
  108604. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108605. */
  108606. function TextureOptimization(
  108607. /**
  108608. * Defines the priority of this optimization (0 by default which means first in the list)
  108609. */
  108610. priority,
  108611. /**
  108612. * 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
  108613. */
  108614. maximumSize,
  108615. /**
  108616. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  108617. */
  108618. step) {
  108619. if (priority === void 0) { priority = 0; }
  108620. if (maximumSize === void 0) { maximumSize = 1024; }
  108621. if (step === void 0) { step = 0.5; }
  108622. var _this = _super.call(this, priority) || this;
  108623. _this.priority = priority;
  108624. _this.maximumSize = maximumSize;
  108625. _this.step = step;
  108626. return _this;
  108627. }
  108628. /**
  108629. * Gets a string describing the action executed by the current optimization
  108630. * @returns description string
  108631. */
  108632. TextureOptimization.prototype.getDescription = function () {
  108633. return "Reducing render target texture size to " + this.maximumSize;
  108634. };
  108635. /**
  108636. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108637. * @param scene defines the current scene where to apply this optimization
  108638. * @param optimizer defines the current optimizer
  108639. * @returns true if everything that can be done was applied
  108640. */
  108641. TextureOptimization.prototype.apply = function (scene, optimizer) {
  108642. var allDone = true;
  108643. for (var index = 0; index < scene.textures.length; index++) {
  108644. var texture = scene.textures[index];
  108645. if (!texture.canRescale || texture.getContext) {
  108646. continue;
  108647. }
  108648. var currentSize = texture.getSize();
  108649. var maxDimension = Math.max(currentSize.width, currentSize.height);
  108650. if (maxDimension > this.maximumSize) {
  108651. texture.scale(this.step);
  108652. allDone = false;
  108653. }
  108654. }
  108655. return allDone;
  108656. };
  108657. return TextureOptimization;
  108658. }(SceneOptimization));
  108659. BABYLON.TextureOptimization = TextureOptimization;
  108660. /**
  108661. * Defines an optimization used to increase or decrease the rendering resolution
  108662. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108663. */
  108664. var HardwareScalingOptimization = /** @class */ (function (_super) {
  108665. __extends(HardwareScalingOptimization, _super);
  108666. /**
  108667. * Creates the HardwareScalingOptimization object
  108668. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108669. * @param maximumScale defines the maximum scale to use (2 by default)
  108670. * @param step defines the step to use between two passes (0.5 by default)
  108671. */
  108672. function HardwareScalingOptimization(
  108673. /**
  108674. * Defines the priority of this optimization (0 by default which means first in the list)
  108675. */
  108676. priority,
  108677. /**
  108678. * Defines the maximum scale to use (2 by default)
  108679. */
  108680. maximumScale,
  108681. /**
  108682. * Defines the step to use between two passes (0.5 by default)
  108683. */
  108684. step) {
  108685. if (priority === void 0) { priority = 0; }
  108686. if (maximumScale === void 0) { maximumScale = 2; }
  108687. if (step === void 0) { step = 0.25; }
  108688. var _this = _super.call(this, priority) || this;
  108689. _this.priority = priority;
  108690. _this.maximumScale = maximumScale;
  108691. _this.step = step;
  108692. _this._currentScale = -1;
  108693. _this._directionOffset = 1;
  108694. return _this;
  108695. }
  108696. /**
  108697. * Gets a string describing the action executed by the current optimization
  108698. * @return description string
  108699. */
  108700. HardwareScalingOptimization.prototype.getDescription = function () {
  108701. return "Setting hardware scaling level to " + this._currentScale;
  108702. };
  108703. /**
  108704. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108705. * @param scene defines the current scene where to apply this optimization
  108706. * @param optimizer defines the current optimizer
  108707. * @returns true if everything that can be done was applied
  108708. */
  108709. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  108710. if (this._currentScale === -1) {
  108711. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  108712. if (this._currentScale > this.maximumScale) {
  108713. this._directionOffset = -1;
  108714. }
  108715. }
  108716. this._currentScale += this._directionOffset * this.step;
  108717. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  108718. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  108719. };
  108720. return HardwareScalingOptimization;
  108721. }(SceneOptimization));
  108722. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  108723. /**
  108724. * Defines an optimization used to remove shadows
  108725. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108726. */
  108727. var ShadowsOptimization = /** @class */ (function (_super) {
  108728. __extends(ShadowsOptimization, _super);
  108729. function ShadowsOptimization() {
  108730. return _super !== null && _super.apply(this, arguments) || this;
  108731. }
  108732. /**
  108733. * Gets a string describing the action executed by the current optimization
  108734. * @return description string
  108735. */
  108736. ShadowsOptimization.prototype.getDescription = function () {
  108737. return "Turning shadows on/off";
  108738. };
  108739. /**
  108740. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108741. * @param scene defines the current scene where to apply this optimization
  108742. * @param optimizer defines the current optimizer
  108743. * @returns true if everything that can be done was applied
  108744. */
  108745. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  108746. scene.shadowsEnabled = optimizer.isInImprovementMode;
  108747. return true;
  108748. };
  108749. return ShadowsOptimization;
  108750. }(SceneOptimization));
  108751. BABYLON.ShadowsOptimization = ShadowsOptimization;
  108752. /**
  108753. * Defines an optimization used to turn post-processes off
  108754. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108755. */
  108756. var PostProcessesOptimization = /** @class */ (function (_super) {
  108757. __extends(PostProcessesOptimization, _super);
  108758. function PostProcessesOptimization() {
  108759. return _super !== null && _super.apply(this, arguments) || this;
  108760. }
  108761. /**
  108762. * Gets a string describing the action executed by the current optimization
  108763. * @return description string
  108764. */
  108765. PostProcessesOptimization.prototype.getDescription = function () {
  108766. return "Turning post-processes on/off";
  108767. };
  108768. /**
  108769. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108770. * @param scene defines the current scene where to apply this optimization
  108771. * @param optimizer defines the current optimizer
  108772. * @returns true if everything that can be done was applied
  108773. */
  108774. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  108775. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  108776. return true;
  108777. };
  108778. return PostProcessesOptimization;
  108779. }(SceneOptimization));
  108780. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  108781. /**
  108782. * Defines an optimization used to turn lens flares off
  108783. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108784. */
  108785. var LensFlaresOptimization = /** @class */ (function (_super) {
  108786. __extends(LensFlaresOptimization, _super);
  108787. function LensFlaresOptimization() {
  108788. return _super !== null && _super.apply(this, arguments) || this;
  108789. }
  108790. /**
  108791. * Gets a string describing the action executed by the current optimization
  108792. * @return description string
  108793. */
  108794. LensFlaresOptimization.prototype.getDescription = function () {
  108795. return "Turning lens flares on/off";
  108796. };
  108797. /**
  108798. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108799. * @param scene defines the current scene where to apply this optimization
  108800. * @param optimizer defines the current optimizer
  108801. * @returns true if everything that can be done was applied
  108802. */
  108803. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  108804. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  108805. return true;
  108806. };
  108807. return LensFlaresOptimization;
  108808. }(SceneOptimization));
  108809. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  108810. /**
  108811. * Defines an optimization based on user defined callback.
  108812. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108813. */
  108814. var CustomOptimization = /** @class */ (function (_super) {
  108815. __extends(CustomOptimization, _super);
  108816. function CustomOptimization() {
  108817. return _super !== null && _super.apply(this, arguments) || this;
  108818. }
  108819. /**
  108820. * Gets a string describing the action executed by the current optimization
  108821. * @returns description string
  108822. */
  108823. CustomOptimization.prototype.getDescription = function () {
  108824. if (this.onGetDescription) {
  108825. return this.onGetDescription();
  108826. }
  108827. return "Running user defined callback";
  108828. };
  108829. /**
  108830. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108831. * @param scene defines the current scene where to apply this optimization
  108832. * @param optimizer defines the current optimizer
  108833. * @returns true if everything that can be done was applied
  108834. */
  108835. CustomOptimization.prototype.apply = function (scene, optimizer) {
  108836. if (this.onApply) {
  108837. return this.onApply(scene, optimizer);
  108838. }
  108839. return true;
  108840. };
  108841. return CustomOptimization;
  108842. }(SceneOptimization));
  108843. BABYLON.CustomOptimization = CustomOptimization;
  108844. /**
  108845. * Defines an optimization used to turn particles off
  108846. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108847. */
  108848. var ParticlesOptimization = /** @class */ (function (_super) {
  108849. __extends(ParticlesOptimization, _super);
  108850. function ParticlesOptimization() {
  108851. return _super !== null && _super.apply(this, arguments) || this;
  108852. }
  108853. /**
  108854. * Gets a string describing the action executed by the current optimization
  108855. * @return description string
  108856. */
  108857. ParticlesOptimization.prototype.getDescription = function () {
  108858. return "Turning particles on/off";
  108859. };
  108860. /**
  108861. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108862. * @param scene defines the current scene where to apply this optimization
  108863. * @param optimizer defines the current optimizer
  108864. * @returns true if everything that can be done was applied
  108865. */
  108866. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  108867. scene.particlesEnabled = optimizer.isInImprovementMode;
  108868. return true;
  108869. };
  108870. return ParticlesOptimization;
  108871. }(SceneOptimization));
  108872. BABYLON.ParticlesOptimization = ParticlesOptimization;
  108873. /**
  108874. * Defines an optimization used to turn render targets off
  108875. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108876. */
  108877. var RenderTargetsOptimization = /** @class */ (function (_super) {
  108878. __extends(RenderTargetsOptimization, _super);
  108879. function RenderTargetsOptimization() {
  108880. return _super !== null && _super.apply(this, arguments) || this;
  108881. }
  108882. /**
  108883. * Gets a string describing the action executed by the current optimization
  108884. * @return description string
  108885. */
  108886. RenderTargetsOptimization.prototype.getDescription = function () {
  108887. return "Turning render targets off";
  108888. };
  108889. /**
  108890. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108891. * @param scene defines the current scene where to apply this optimization
  108892. * @param optimizer defines the current optimizer
  108893. * @returns true if everything that can be done was applied
  108894. */
  108895. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  108896. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  108897. return true;
  108898. };
  108899. return RenderTargetsOptimization;
  108900. }(SceneOptimization));
  108901. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  108902. /**
  108903. * Defines an optimization used to merge meshes with compatible materials
  108904. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108905. */
  108906. var MergeMeshesOptimization = /** @class */ (function (_super) {
  108907. __extends(MergeMeshesOptimization, _super);
  108908. function MergeMeshesOptimization() {
  108909. var _this = _super !== null && _super.apply(this, arguments) || this;
  108910. _this._canBeMerged = function (abstractMesh) {
  108911. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  108912. return false;
  108913. }
  108914. var mesh = abstractMesh;
  108915. if (mesh.isDisposed()) {
  108916. return false;
  108917. }
  108918. if (!mesh.isVisible || !mesh.isEnabled()) {
  108919. return false;
  108920. }
  108921. if (mesh.instances.length > 0) {
  108922. return false;
  108923. }
  108924. if (mesh.skeleton || mesh.hasLODLevels) {
  108925. return false;
  108926. }
  108927. return true;
  108928. };
  108929. return _this;
  108930. }
  108931. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  108932. /**
  108933. * Gets or sets a boolean which defines if optimization octree has to be updated
  108934. */
  108935. get: function () {
  108936. return MergeMeshesOptimization._UpdateSelectionTree;
  108937. },
  108938. /**
  108939. * Gets or sets a boolean which defines if optimization octree has to be updated
  108940. */
  108941. set: function (value) {
  108942. MergeMeshesOptimization._UpdateSelectionTree = value;
  108943. },
  108944. enumerable: true,
  108945. configurable: true
  108946. });
  108947. /**
  108948. * Gets a string describing the action executed by the current optimization
  108949. * @return description string
  108950. */
  108951. MergeMeshesOptimization.prototype.getDescription = function () {
  108952. return "Merging similar meshes together";
  108953. };
  108954. /**
  108955. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108956. * @param scene defines the current scene where to apply this optimization
  108957. * @param optimizer defines the current optimizer
  108958. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  108959. * @returns true if everything that can be done was applied
  108960. */
  108961. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  108962. var globalPool = scene.meshes.slice(0);
  108963. var globalLength = globalPool.length;
  108964. for (var index = 0; index < globalLength; index++) {
  108965. var currentPool = new Array();
  108966. var current = globalPool[index];
  108967. // Checks
  108968. if (!this._canBeMerged(current)) {
  108969. continue;
  108970. }
  108971. currentPool.push(current);
  108972. // Find compatible meshes
  108973. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  108974. var otherMesh = globalPool[subIndex];
  108975. if (!this._canBeMerged(otherMesh)) {
  108976. continue;
  108977. }
  108978. if (otherMesh.material !== current.material) {
  108979. continue;
  108980. }
  108981. if (otherMesh.checkCollisions !== current.checkCollisions) {
  108982. continue;
  108983. }
  108984. currentPool.push(otherMesh);
  108985. globalLength--;
  108986. globalPool.splice(subIndex, 1);
  108987. subIndex--;
  108988. }
  108989. if (currentPool.length < 2) {
  108990. continue;
  108991. }
  108992. // Merge meshes
  108993. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  108994. }
  108995. // Call the octree system optimization if it is defined.
  108996. var sceneAsAny = scene;
  108997. if (sceneAsAny.createOrUpdateSelectionOctree) {
  108998. if (updateSelectionTree != undefined) {
  108999. if (updateSelectionTree) {
  109000. sceneAsAny.createOrUpdateSelectionOctree();
  109001. }
  109002. }
  109003. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  109004. sceneAsAny.createOrUpdateSelectionOctree();
  109005. }
  109006. }
  109007. return true;
  109008. };
  109009. MergeMeshesOptimization._UpdateSelectionTree = false;
  109010. return MergeMeshesOptimization;
  109011. }(SceneOptimization));
  109012. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  109013. /**
  109014. * Defines a list of options used by SceneOptimizer
  109015. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109016. */
  109017. var SceneOptimizerOptions = /** @class */ (function () {
  109018. /**
  109019. * Creates a new list of options used by SceneOptimizer
  109020. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  109021. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  109022. */
  109023. function SceneOptimizerOptions(
  109024. /**
  109025. * Defines the target frame rate to reach (60 by default)
  109026. */
  109027. targetFrameRate,
  109028. /**
  109029. * Defines the interval between two checkes (2000ms by default)
  109030. */
  109031. trackerDuration) {
  109032. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  109033. if (trackerDuration === void 0) { trackerDuration = 2000; }
  109034. this.targetFrameRate = targetFrameRate;
  109035. this.trackerDuration = trackerDuration;
  109036. /**
  109037. * Gets the list of optimizations to apply
  109038. */
  109039. this.optimizations = new Array();
  109040. }
  109041. /**
  109042. * Add a new optimization
  109043. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  109044. * @returns the current SceneOptimizerOptions
  109045. */
  109046. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  109047. this.optimizations.push(optimization);
  109048. return this;
  109049. };
  109050. /**
  109051. * Add a new custom optimization
  109052. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  109053. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  109054. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109055. * @returns the current SceneOptimizerOptions
  109056. */
  109057. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  109058. if (priority === void 0) { priority = 0; }
  109059. var optimization = new CustomOptimization(priority);
  109060. optimization.onApply = onApply;
  109061. optimization.onGetDescription = onGetDescription;
  109062. this.optimizations.push(optimization);
  109063. return this;
  109064. };
  109065. /**
  109066. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  109067. * @param targetFrameRate defines the target frame rate (60 by default)
  109068. * @returns a SceneOptimizerOptions object
  109069. */
  109070. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  109071. var result = new SceneOptimizerOptions(targetFrameRate);
  109072. var priority = 0;
  109073. result.addOptimization(new MergeMeshesOptimization(priority));
  109074. result.addOptimization(new ShadowsOptimization(priority));
  109075. result.addOptimization(new LensFlaresOptimization(priority));
  109076. // Next priority
  109077. priority++;
  109078. result.addOptimization(new PostProcessesOptimization(priority));
  109079. result.addOptimization(new ParticlesOptimization(priority));
  109080. // Next priority
  109081. priority++;
  109082. result.addOptimization(new TextureOptimization(priority, 1024));
  109083. return result;
  109084. };
  109085. /**
  109086. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  109087. * @param targetFrameRate defines the target frame rate (60 by default)
  109088. * @returns a SceneOptimizerOptions object
  109089. */
  109090. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  109091. var result = new SceneOptimizerOptions(targetFrameRate);
  109092. var priority = 0;
  109093. result.addOptimization(new MergeMeshesOptimization(priority));
  109094. result.addOptimization(new ShadowsOptimization(priority));
  109095. result.addOptimization(new LensFlaresOptimization(priority));
  109096. // Next priority
  109097. priority++;
  109098. result.addOptimization(new PostProcessesOptimization(priority));
  109099. result.addOptimization(new ParticlesOptimization(priority));
  109100. // Next priority
  109101. priority++;
  109102. result.addOptimization(new TextureOptimization(priority, 512));
  109103. // Next priority
  109104. priority++;
  109105. result.addOptimization(new RenderTargetsOptimization(priority));
  109106. // Next priority
  109107. priority++;
  109108. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  109109. return result;
  109110. };
  109111. /**
  109112. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  109113. * @param targetFrameRate defines the target frame rate (60 by default)
  109114. * @returns a SceneOptimizerOptions object
  109115. */
  109116. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  109117. var result = new SceneOptimizerOptions(targetFrameRate);
  109118. var priority = 0;
  109119. result.addOptimization(new MergeMeshesOptimization(priority));
  109120. result.addOptimization(new ShadowsOptimization(priority));
  109121. result.addOptimization(new LensFlaresOptimization(priority));
  109122. // Next priority
  109123. priority++;
  109124. result.addOptimization(new PostProcessesOptimization(priority));
  109125. result.addOptimization(new ParticlesOptimization(priority));
  109126. // Next priority
  109127. priority++;
  109128. result.addOptimization(new TextureOptimization(priority, 256));
  109129. // Next priority
  109130. priority++;
  109131. result.addOptimization(new RenderTargetsOptimization(priority));
  109132. // Next priority
  109133. priority++;
  109134. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  109135. return result;
  109136. };
  109137. return SceneOptimizerOptions;
  109138. }());
  109139. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  109140. /**
  109141. * Class used to run optimizations in order to reach a target frame rate
  109142. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109143. */
  109144. var SceneOptimizer = /** @class */ (function () {
  109145. /**
  109146. * Creates a new SceneOptimizer
  109147. * @param scene defines the scene to work on
  109148. * @param options defines the options to use with the SceneOptimizer
  109149. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  109150. * @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)
  109151. */
  109152. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  109153. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  109154. if (improvementMode === void 0) { improvementMode = false; }
  109155. var _this = this;
  109156. this._isRunning = false;
  109157. this._currentPriorityLevel = 0;
  109158. this._targetFrameRate = 60;
  109159. this._trackerDuration = 2000;
  109160. this._currentFrameRate = 0;
  109161. this._improvementMode = false;
  109162. /**
  109163. * Defines an observable called when the optimizer reaches the target frame rate
  109164. */
  109165. this.onSuccessObservable = new BABYLON.Observable();
  109166. /**
  109167. * Defines an observable called when the optimizer enables an optimization
  109168. */
  109169. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  109170. /**
  109171. * Defines an observable called when the optimizer is not able to reach the target frame rate
  109172. */
  109173. this.onFailureObservable = new BABYLON.Observable();
  109174. if (!options) {
  109175. this._options = new SceneOptimizerOptions();
  109176. }
  109177. else {
  109178. this._options = options;
  109179. }
  109180. if (this._options.targetFrameRate) {
  109181. this._targetFrameRate = this._options.targetFrameRate;
  109182. }
  109183. if (this._options.trackerDuration) {
  109184. this._trackerDuration = this._options.trackerDuration;
  109185. }
  109186. if (autoGeneratePriorities) {
  109187. var priority = 0;
  109188. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  109189. var optim = _a[_i];
  109190. optim.priority = priority++;
  109191. }
  109192. }
  109193. this._improvementMode = improvementMode;
  109194. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  109195. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  109196. _this._sceneDisposeObserver = null;
  109197. _this.dispose();
  109198. });
  109199. }
  109200. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  109201. /**
  109202. * Gets a boolean indicating if the optimizer is in improvement mode
  109203. */
  109204. get: function () {
  109205. return this._improvementMode;
  109206. },
  109207. enumerable: true,
  109208. configurable: true
  109209. });
  109210. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  109211. /**
  109212. * Gets the current priority level (0 at start)
  109213. */
  109214. get: function () {
  109215. return this._currentPriorityLevel;
  109216. },
  109217. enumerable: true,
  109218. configurable: true
  109219. });
  109220. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  109221. /**
  109222. * Gets the current frame rate checked by the SceneOptimizer
  109223. */
  109224. get: function () {
  109225. return this._currentFrameRate;
  109226. },
  109227. enumerable: true,
  109228. configurable: true
  109229. });
  109230. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  109231. /**
  109232. * Gets or sets the current target frame rate (60 by default)
  109233. */
  109234. get: function () {
  109235. return this._targetFrameRate;
  109236. },
  109237. /**
  109238. * Gets or sets the current target frame rate (60 by default)
  109239. */
  109240. set: function (value) {
  109241. this._targetFrameRate = value;
  109242. },
  109243. enumerable: true,
  109244. configurable: true
  109245. });
  109246. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109247. /**
  109248. * Gets or sets the current interval between two checks (every 2000ms by default)
  109249. */
  109250. get: function () {
  109251. return this._trackerDuration;
  109252. },
  109253. /**
  109254. * Gets or sets the current interval between two checks (every 2000ms by default)
  109255. */
  109256. set: function (value) {
  109257. this._trackerDuration = value;
  109258. },
  109259. enumerable: true,
  109260. configurable: true
  109261. });
  109262. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109263. /**
  109264. * Gets the list of active optimizations
  109265. */
  109266. get: function () {
  109267. return this._options.optimizations;
  109268. },
  109269. enumerable: true,
  109270. configurable: true
  109271. });
  109272. /**
  109273. * Stops the current optimizer
  109274. */
  109275. SceneOptimizer.prototype.stop = function () {
  109276. this._isRunning = false;
  109277. };
  109278. /**
  109279. * Reset the optimizer to initial step (current priority level = 0)
  109280. */
  109281. SceneOptimizer.prototype.reset = function () {
  109282. this._currentPriorityLevel = 0;
  109283. };
  109284. /**
  109285. * Start the optimizer. By default it will try to reach a specific framerate
  109286. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  109287. */
  109288. SceneOptimizer.prototype.start = function () {
  109289. var _this = this;
  109290. if (this._isRunning) {
  109291. return;
  109292. }
  109293. this._isRunning = true;
  109294. // Let's wait for the scene to be ready before running our check
  109295. this._scene.executeWhenReady(function () {
  109296. setTimeout(function () {
  109297. _this._checkCurrentState();
  109298. }, _this._trackerDuration);
  109299. });
  109300. };
  109301. SceneOptimizer.prototype._checkCurrentState = function () {
  109302. var _this = this;
  109303. if (!this._isRunning) {
  109304. return;
  109305. }
  109306. var scene = this._scene;
  109307. var options = this._options;
  109308. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  109309. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  109310. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  109311. this._isRunning = false;
  109312. this.onSuccessObservable.notifyObservers(this);
  109313. return;
  109314. }
  109315. // Apply current level of optimizations
  109316. var allDone = true;
  109317. var noOptimizationApplied = true;
  109318. for (var index = 0; index < options.optimizations.length; index++) {
  109319. var optimization = options.optimizations[index];
  109320. if (optimization.priority === this._currentPriorityLevel) {
  109321. noOptimizationApplied = false;
  109322. allDone = allDone && optimization.apply(scene, this);
  109323. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  109324. }
  109325. }
  109326. // If no optimization was applied, this is a failure :(
  109327. if (noOptimizationApplied) {
  109328. this._isRunning = false;
  109329. this.onFailureObservable.notifyObservers(this);
  109330. return;
  109331. }
  109332. // If all optimizations were done, move to next level
  109333. if (allDone) {
  109334. this._currentPriorityLevel++;
  109335. }
  109336. // Let's the system running for a specific amount of time before checking FPS
  109337. scene.executeWhenReady(function () {
  109338. setTimeout(function () {
  109339. _this._checkCurrentState();
  109340. }, _this._trackerDuration);
  109341. });
  109342. };
  109343. /**
  109344. * Release all resources
  109345. */
  109346. SceneOptimizer.prototype.dispose = function () {
  109347. this.stop();
  109348. this.onSuccessObservable.clear();
  109349. this.onFailureObservable.clear();
  109350. this.onNewOptimizationAppliedObservable.clear();
  109351. if (this._sceneDisposeObserver) {
  109352. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  109353. }
  109354. };
  109355. /**
  109356. * Helper function to create a SceneOptimizer with one single line of code
  109357. * @param scene defines the scene to work on
  109358. * @param options defines the options to use with the SceneOptimizer
  109359. * @param onSuccess defines a callback to call on success
  109360. * @param onFailure defines a callback to call on failure
  109361. * @returns the new SceneOptimizer object
  109362. */
  109363. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  109364. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  109365. if (onSuccess) {
  109366. optimizer.onSuccessObservable.add(function () {
  109367. onSuccess();
  109368. });
  109369. }
  109370. if (onFailure) {
  109371. optimizer.onFailureObservable.add(function () {
  109372. onFailure();
  109373. });
  109374. }
  109375. optimizer.start();
  109376. return optimizer;
  109377. };
  109378. return SceneOptimizer;
  109379. }());
  109380. BABYLON.SceneOptimizer = SceneOptimizer;
  109381. })(BABYLON || (BABYLON = {}));
  109382. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  109383. var BABYLON;
  109384. (function (BABYLON) {
  109385. /**
  109386. * Gets the outline renderer associated with the scene
  109387. * @returns a OutlineRenderer
  109388. */
  109389. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  109390. if (!this._outlineRenderer) {
  109391. this._outlineRenderer = new OutlineRenderer(this);
  109392. }
  109393. return this._outlineRenderer;
  109394. };
  109395. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  109396. get: function () {
  109397. return this._renderOutline;
  109398. },
  109399. set: function (value) {
  109400. if (value) {
  109401. // Lazy Load the component.
  109402. this.getScene().getOutlineRenderer();
  109403. }
  109404. this._renderOutline = value;
  109405. },
  109406. enumerable: true,
  109407. configurable: true
  109408. });
  109409. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  109410. get: function () {
  109411. return this._renderOverlay;
  109412. },
  109413. set: function (value) {
  109414. if (value) {
  109415. // Lazy Load the component.
  109416. this.getScene().getOutlineRenderer();
  109417. }
  109418. this._renderOverlay = value;
  109419. },
  109420. enumerable: true,
  109421. configurable: true
  109422. });
  109423. /**
  109424. * This class is responsible to draw bothe outline/overlay of meshes.
  109425. * It should not be used directly but through the available method on mesh.
  109426. */
  109427. var OutlineRenderer = /** @class */ (function () {
  109428. /**
  109429. * Instantiates a new outline renderer. (There could be only one per scene).
  109430. * @param scene Defines the scene it belongs to
  109431. */
  109432. function OutlineRenderer(scene) {
  109433. /**
  109434. * The name of the component. Each component must have a unique name.
  109435. */
  109436. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  109437. /**
  109438. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  109439. */
  109440. this.zOffset = 1;
  109441. this.scene = scene;
  109442. this._engine = scene.getEngine();
  109443. this.scene._addComponent(this);
  109444. }
  109445. /**
  109446. * Register the component to one instance of a scene.
  109447. */
  109448. OutlineRenderer.prototype.register = function () {
  109449. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  109450. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  109451. };
  109452. /**
  109453. * Rebuilds the elements related to this component in case of
  109454. * context lost for instance.
  109455. */
  109456. OutlineRenderer.prototype.rebuild = function () {
  109457. // Nothing to do here.
  109458. };
  109459. /**
  109460. * Disposes the component and the associated ressources.
  109461. */
  109462. OutlineRenderer.prototype.dispose = function () {
  109463. // Nothing to do here.
  109464. };
  109465. /**
  109466. * Renders the outline in the canvas.
  109467. * @param subMesh Defines the sumesh to render
  109468. * @param batch Defines the batch of meshes in case of instances
  109469. * @param useOverlay Defines if the rendering is for the overlay or the outline
  109470. */
  109471. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  109472. var _this = this;
  109473. if (useOverlay === void 0) { useOverlay = false; }
  109474. var scene = this.scene;
  109475. var engine = scene.getEngine();
  109476. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  109477. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  109478. return;
  109479. }
  109480. var mesh = subMesh.getRenderingMesh();
  109481. var material = subMesh.getMaterial();
  109482. if (!material || !scene.activeCamera) {
  109483. return;
  109484. }
  109485. engine.enableEffect(this._effect);
  109486. // Logarithmic depth
  109487. if (material.useLogarithmicDepth) {
  109488. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  109489. }
  109490. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  109491. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  109492. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  109493. // Bones
  109494. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  109495. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  109496. }
  109497. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  109498. // Alpha test
  109499. if (material && material.needAlphaTesting()) {
  109500. var alphaTexture = material.getAlphaTestTexture();
  109501. if (alphaTexture) {
  109502. this._effect.setTexture("diffuseSampler", alphaTexture);
  109503. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  109504. }
  109505. }
  109506. engine.setZOffset(-this.zOffset);
  109507. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  109508. engine.setZOffset(0);
  109509. };
  109510. /**
  109511. * Returns whether or not the outline renderer is ready for a given submesh.
  109512. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  109513. * @param subMesh Defines the submesh to check readyness for
  109514. * @param useInstances Defines wheter wee are trying to render instances or not
  109515. * @returns true if ready otherwise false
  109516. */
  109517. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  109518. var defines = [];
  109519. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  109520. var mesh = subMesh.getMesh();
  109521. var material = subMesh.getMaterial();
  109522. if (material) {
  109523. // Alpha test
  109524. if (material.needAlphaTesting()) {
  109525. defines.push("#define ALPHATEST");
  109526. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  109527. attribs.push(BABYLON.VertexBuffer.UVKind);
  109528. defines.push("#define UV1");
  109529. }
  109530. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  109531. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  109532. defines.push("#define UV2");
  109533. }
  109534. }
  109535. //Logarithmic depth
  109536. if (material.useLogarithmicDepth) {
  109537. defines.push("#define LOGARITHMICDEPTH");
  109538. }
  109539. }
  109540. // Bones
  109541. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  109542. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  109543. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  109544. if (mesh.numBoneInfluencers > 4) {
  109545. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  109546. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  109547. }
  109548. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  109549. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  109550. }
  109551. else {
  109552. defines.push("#define NUM_BONE_INFLUENCERS 0");
  109553. }
  109554. // Instances
  109555. if (useInstances) {
  109556. defines.push("#define INSTANCES");
  109557. attribs.push("world0");
  109558. attribs.push("world1");
  109559. attribs.push("world2");
  109560. attribs.push("world3");
  109561. }
  109562. // Get correct effect
  109563. var join = defines.join("\n");
  109564. if (this._cachedDefines !== join) {
  109565. this._cachedDefines = join;
  109566. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  109567. }
  109568. return this._effect.isReady();
  109569. };
  109570. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  109571. // Outline - step 1
  109572. this._savedDepthWrite = this._engine.getDepthWrite();
  109573. if (mesh.renderOutline) {
  109574. this._engine.setDepthWrite(false);
  109575. this.render(subMesh, batch);
  109576. this._engine.setDepthWrite(this._savedDepthWrite);
  109577. }
  109578. };
  109579. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  109580. // Outline - step 2
  109581. if (mesh.renderOutline && this._savedDepthWrite) {
  109582. this._engine.setDepthWrite(true);
  109583. this._engine.setColorWrite(false);
  109584. this.render(subMesh, batch);
  109585. this._engine.setColorWrite(true);
  109586. }
  109587. // Overlay
  109588. if (mesh.renderOverlay) {
  109589. var currentMode = this._engine.getAlphaMode();
  109590. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109591. this.render(subMesh, batch, true);
  109592. this._engine.setAlphaMode(currentMode);
  109593. }
  109594. };
  109595. return OutlineRenderer;
  109596. }());
  109597. BABYLON.OutlineRenderer = OutlineRenderer;
  109598. })(BABYLON || (BABYLON = {}));
  109599. //# sourceMappingURL=babylon.outlineRenderer.js.map
  109600. var BABYLON;
  109601. (function (BABYLON) {
  109602. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  109603. if (this._edgesRenderer) {
  109604. this._edgesRenderer.dispose();
  109605. this._edgesRenderer = null;
  109606. }
  109607. return this;
  109608. };
  109609. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109610. if (epsilon === void 0) { epsilon = 0.95; }
  109611. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109612. this.disableEdgesRendering();
  109613. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109614. return this;
  109615. };
  109616. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  109617. get: function () {
  109618. return this._edgesRenderer;
  109619. },
  109620. enumerable: true,
  109621. configurable: true
  109622. });
  109623. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  109624. if (epsilon === void 0) { epsilon = 0.95; }
  109625. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109626. this.disableEdgesRendering();
  109627. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  109628. return this;
  109629. };
  109630. /**
  109631. * FaceAdjacencies Helper class to generate edges
  109632. */
  109633. var FaceAdjacencies = /** @class */ (function () {
  109634. function FaceAdjacencies() {
  109635. this.edges = new Array();
  109636. this.edgesConnectedCount = 0;
  109637. }
  109638. return FaceAdjacencies;
  109639. }());
  109640. /**
  109641. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  109642. */
  109643. var EdgesRenderer = /** @class */ (function () {
  109644. /**
  109645. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  109646. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  109647. * @param source Mesh used to create edges
  109648. * @param epsilon sum of angles in adjacency to check for edge
  109649. * @param checkVerticesInsteadOfIndices
  109650. * @param generateEdgesLines - should generate Lines or only prepare resources.
  109651. */
  109652. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  109653. if (epsilon === void 0) { epsilon = 0.95; }
  109654. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109655. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  109656. var _this = this;
  109657. /**
  109658. * Define the size of the edges with an orthographic camera
  109659. */
  109660. this.edgesWidthScalerForOrthographic = 1000.0;
  109661. /**
  109662. * Define the size of the edges with a perspective camera
  109663. */
  109664. this.edgesWidthScalerForPerspective = 50.0;
  109665. this._linesPositions = new Array();
  109666. this._linesNormals = new Array();
  109667. this._linesIndices = new Array();
  109668. this._buffers = {};
  109669. this._checkVerticesInsteadOfIndices = false;
  109670. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  109671. this.isEnabled = true;
  109672. this._source = source;
  109673. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  109674. this._epsilon = epsilon;
  109675. this._prepareRessources();
  109676. if (generateEdgesLines) {
  109677. this._generateEdgesLines();
  109678. }
  109679. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  109680. _this._rebuild();
  109681. });
  109682. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  109683. _this.dispose();
  109684. });
  109685. }
  109686. EdgesRenderer.prototype._prepareRessources = function () {
  109687. if (this._lineShader) {
  109688. return;
  109689. }
  109690. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  109691. attributes: ["position", "normal"],
  109692. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  109693. });
  109694. this._lineShader.disableDepthWrite = true;
  109695. this._lineShader.backFaceCulling = false;
  109696. };
  109697. /** @hidden */
  109698. EdgesRenderer.prototype._rebuild = function () {
  109699. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109700. if (buffer) {
  109701. buffer._rebuild();
  109702. }
  109703. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109704. if (buffer) {
  109705. buffer._rebuild();
  109706. }
  109707. var scene = this._source.getScene();
  109708. var engine = scene.getEngine();
  109709. this._ib = engine.createIndexBuffer(this._linesIndices);
  109710. };
  109711. /**
  109712. * Releases the required resources for the edges renderer
  109713. */
  109714. EdgesRenderer.prototype.dispose = function () {
  109715. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  109716. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  109717. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  109718. if (buffer) {
  109719. buffer.dispose();
  109720. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  109721. }
  109722. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  109723. if (buffer) {
  109724. buffer.dispose();
  109725. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  109726. }
  109727. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  109728. this._lineShader.dispose();
  109729. };
  109730. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  109731. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  109732. return 0;
  109733. }
  109734. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  109735. return 1;
  109736. }
  109737. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  109738. return 2;
  109739. }
  109740. return -1;
  109741. };
  109742. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  109743. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  109744. return 0;
  109745. }
  109746. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  109747. return 1;
  109748. }
  109749. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  109750. return 2;
  109751. }
  109752. return -1;
  109753. };
  109754. /**
  109755. * Checks if the pair of p0 and p1 is en edge
  109756. * @param faceIndex
  109757. * @param edge
  109758. * @param faceNormals
  109759. * @param p0
  109760. * @param p1
  109761. * @private
  109762. */
  109763. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  109764. var needToCreateLine;
  109765. if (edge === undefined) {
  109766. needToCreateLine = true;
  109767. }
  109768. else {
  109769. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  109770. needToCreateLine = dotProduct < this._epsilon;
  109771. }
  109772. if (needToCreateLine) {
  109773. var offset = this._linesPositions.length / 3;
  109774. var normal = p0.subtract(p1);
  109775. normal.normalize();
  109776. // Positions
  109777. this._linesPositions.push(p0.x);
  109778. this._linesPositions.push(p0.y);
  109779. this._linesPositions.push(p0.z);
  109780. this._linesPositions.push(p0.x);
  109781. this._linesPositions.push(p0.y);
  109782. this._linesPositions.push(p0.z);
  109783. this._linesPositions.push(p1.x);
  109784. this._linesPositions.push(p1.y);
  109785. this._linesPositions.push(p1.z);
  109786. this._linesPositions.push(p1.x);
  109787. this._linesPositions.push(p1.y);
  109788. this._linesPositions.push(p1.z);
  109789. // Normals
  109790. this._linesNormals.push(p1.x);
  109791. this._linesNormals.push(p1.y);
  109792. this._linesNormals.push(p1.z);
  109793. this._linesNormals.push(-1);
  109794. this._linesNormals.push(p1.x);
  109795. this._linesNormals.push(p1.y);
  109796. this._linesNormals.push(p1.z);
  109797. this._linesNormals.push(1);
  109798. this._linesNormals.push(p0.x);
  109799. this._linesNormals.push(p0.y);
  109800. this._linesNormals.push(p0.z);
  109801. this._linesNormals.push(-1);
  109802. this._linesNormals.push(p0.x);
  109803. this._linesNormals.push(p0.y);
  109804. this._linesNormals.push(p0.z);
  109805. this._linesNormals.push(1);
  109806. // Indices
  109807. this._linesIndices.push(offset);
  109808. this._linesIndices.push(offset + 1);
  109809. this._linesIndices.push(offset + 2);
  109810. this._linesIndices.push(offset);
  109811. this._linesIndices.push(offset + 2);
  109812. this._linesIndices.push(offset + 3);
  109813. }
  109814. };
  109815. /**
  109816. * Generates lines edges from adjacencjes
  109817. * @private
  109818. */
  109819. EdgesRenderer.prototype._generateEdgesLines = function () {
  109820. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109821. var indices = this._source.getIndices();
  109822. if (!indices || !positions) {
  109823. return;
  109824. }
  109825. // First let's find adjacencies
  109826. var adjacencies = new Array();
  109827. var faceNormals = new Array();
  109828. var index;
  109829. var faceAdjacencies;
  109830. // Prepare faces
  109831. for (index = 0; index < indices.length; index += 3) {
  109832. faceAdjacencies = new FaceAdjacencies();
  109833. var p0Index = indices[index];
  109834. var p1Index = indices[index + 1];
  109835. var p2Index = indices[index + 2];
  109836. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  109837. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  109838. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  109839. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  109840. faceNormal.normalize();
  109841. faceNormals.push(faceNormal);
  109842. adjacencies.push(faceAdjacencies);
  109843. }
  109844. // Scan
  109845. for (index = 0; index < adjacencies.length; index++) {
  109846. faceAdjacencies = adjacencies[index];
  109847. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  109848. var otherFaceAdjacencies = adjacencies[otherIndex];
  109849. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  109850. break;
  109851. }
  109852. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  109853. continue;
  109854. }
  109855. var otherP0 = indices[otherIndex * 3];
  109856. var otherP1 = indices[otherIndex * 3 + 1];
  109857. var otherP2 = indices[otherIndex * 3 + 2];
  109858. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  109859. var otherEdgeIndex = 0;
  109860. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  109861. continue;
  109862. }
  109863. switch (edgeIndex) {
  109864. case 0:
  109865. if (this._checkVerticesInsteadOfIndices) {
  109866. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109867. }
  109868. else {
  109869. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  109870. }
  109871. break;
  109872. case 1:
  109873. if (this._checkVerticesInsteadOfIndices) {
  109874. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109875. }
  109876. else {
  109877. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  109878. }
  109879. break;
  109880. case 2:
  109881. if (this._checkVerticesInsteadOfIndices) {
  109882. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  109883. }
  109884. else {
  109885. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  109886. }
  109887. break;
  109888. }
  109889. if (otherEdgeIndex === -1) {
  109890. continue;
  109891. }
  109892. faceAdjacencies.edges[edgeIndex] = otherIndex;
  109893. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  109894. faceAdjacencies.edgesConnectedCount++;
  109895. otherFaceAdjacencies.edgesConnectedCount++;
  109896. if (faceAdjacencies.edgesConnectedCount === 3) {
  109897. break;
  109898. }
  109899. }
  109900. }
  109901. }
  109902. // Create lines
  109903. for (index = 0; index < adjacencies.length; index++) {
  109904. // 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
  109905. var current = adjacencies[index];
  109906. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  109907. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  109908. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  109909. }
  109910. // Merge into a single mesh
  109911. var engine = this._source.getScene().getEngine();
  109912. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  109913. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  109914. this._ib = engine.createIndexBuffer(this._linesIndices);
  109915. this._indicesCount = this._linesIndices.length;
  109916. };
  109917. /**
  109918. * Checks wether or not the edges renderer is ready to render.
  109919. * @return true if ready, otherwise false.
  109920. */
  109921. EdgesRenderer.prototype.isReady = function () {
  109922. return this._lineShader.isReady();
  109923. };
  109924. /**
  109925. * Renders the edges of the attached mesh,
  109926. */
  109927. EdgesRenderer.prototype.render = function () {
  109928. var scene = this._source.getScene();
  109929. if (!this.isReady() || !scene.activeCamera) {
  109930. return;
  109931. }
  109932. var engine = scene.getEngine();
  109933. this._lineShader._preBind();
  109934. if (this._source.edgesColor.a !== 1) {
  109935. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109936. }
  109937. else {
  109938. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  109939. }
  109940. // VBOs
  109941. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  109942. scene.resetCachedMaterial();
  109943. this._lineShader.setColor4("color", this._source.edgesColor);
  109944. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  109945. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  109946. }
  109947. else {
  109948. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  109949. }
  109950. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  109951. this._lineShader.bind(this._source.getWorldMatrix());
  109952. // Draw order
  109953. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  109954. this._lineShader.unbind();
  109955. };
  109956. return EdgesRenderer;
  109957. }());
  109958. BABYLON.EdgesRenderer = EdgesRenderer;
  109959. })(BABYLON || (BABYLON = {}));
  109960. //# sourceMappingURL=babylon.edgesRenderer.js.map
  109961. var BABYLON;
  109962. (function (BABYLON) {
  109963. /**
  109964. * FaceAdjacencies Helper class to generate edges
  109965. */
  109966. var FaceAdjacencies = /** @class */ (function () {
  109967. function FaceAdjacencies() {
  109968. this.edges = new Array();
  109969. this.edgesConnectedCount = 0;
  109970. }
  109971. return FaceAdjacencies;
  109972. }());
  109973. /**
  109974. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  109975. */
  109976. var LineEdgesRenderer = /** @class */ (function (_super) {
  109977. __extends(LineEdgesRenderer, _super);
  109978. /**
  109979. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  109980. * @param source LineMesh used to generate edges
  109981. * @param epsilon not important (specified angle for edge detection)
  109982. * @param checkVerticesInsteadOfIndices not important for LineMesh
  109983. */
  109984. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  109985. if (epsilon === void 0) { epsilon = 0.95; }
  109986. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  109987. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  109988. _this._generateEdgesLines();
  109989. return _this;
  109990. }
  109991. /**
  109992. * Always create the edge since its a line so only important things are p0 and p1
  109993. * @param faceIndex not important for LineMesh
  109994. * @param edge not important for LineMesh
  109995. * @param faceNormals not important for LineMesh
  109996. * @param p0 beginnig of line
  109997. * @param p1 end of line
  109998. */
  109999. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110000. var offset = this._linesPositions.length / 3;
  110001. var normal = p0.subtract(p1);
  110002. normal.normalize();
  110003. // Positions
  110004. this._linesPositions.push(p0.x);
  110005. this._linesPositions.push(p0.y);
  110006. this._linesPositions.push(p0.z);
  110007. this._linesPositions.push(p0.x);
  110008. this._linesPositions.push(p0.y);
  110009. this._linesPositions.push(p0.z);
  110010. this._linesPositions.push(p1.x);
  110011. this._linesPositions.push(p1.y);
  110012. this._linesPositions.push(p1.z);
  110013. this._linesPositions.push(p1.x);
  110014. this._linesPositions.push(p1.y);
  110015. this._linesPositions.push(p1.z);
  110016. // Normals
  110017. this._linesNormals.push(p1.x);
  110018. this._linesNormals.push(p1.y);
  110019. this._linesNormals.push(p1.z);
  110020. this._linesNormals.push(-1);
  110021. this._linesNormals.push(p1.x);
  110022. this._linesNormals.push(p1.y);
  110023. this._linesNormals.push(p1.z);
  110024. this._linesNormals.push(1);
  110025. this._linesNormals.push(p0.x);
  110026. this._linesNormals.push(p0.y);
  110027. this._linesNormals.push(p0.z);
  110028. this._linesNormals.push(-1);
  110029. this._linesNormals.push(p0.x);
  110030. this._linesNormals.push(p0.y);
  110031. this._linesNormals.push(p0.z);
  110032. this._linesNormals.push(1);
  110033. // Indices
  110034. this._linesIndices.push(offset);
  110035. this._linesIndices.push(offset + 1);
  110036. this._linesIndices.push(offset + 2);
  110037. this._linesIndices.push(offset);
  110038. this._linesIndices.push(offset + 2);
  110039. this._linesIndices.push(offset + 3);
  110040. };
  110041. /**
  110042. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  110043. */
  110044. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  110045. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110046. var indices = this._source.getIndices();
  110047. if (!indices || !positions) {
  110048. return;
  110049. }
  110050. // First let's find adjacencies
  110051. var adjacencies = new Array();
  110052. var faceNormals = new Array();
  110053. var index;
  110054. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  110055. var currentAdjecancy = new FaceAdjacencies();
  110056. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  110057. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  110058. adjacencies.push(currentAdjecancy);
  110059. }
  110060. // Create lines
  110061. for (index = 0; index < adjacencies.length; index++) {
  110062. // 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
  110063. var current = adjacencies[index];
  110064. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110065. }
  110066. // Merge into a single mesh
  110067. var engine = this._source.getScene().getEngine();
  110068. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110069. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110070. this._ib = engine.createIndexBuffer(this._linesIndices);
  110071. this._indicesCount = this._linesIndices.length;
  110072. };
  110073. return LineEdgesRenderer;
  110074. }(BABYLON.EdgesRenderer));
  110075. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  110076. })(BABYLON || (BABYLON = {}));
  110077. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  110078. var BABYLON;
  110079. (function (BABYLON) {
  110080. // Adds the parser to the scene parsers.
  110081. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  110082. if (parsedData.effectLayers) {
  110083. if (!container.effectLayers) {
  110084. container.effectLayers = new Array();
  110085. }
  110086. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  110087. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  110088. container.effectLayers.push(effectLayer);
  110089. }
  110090. }
  110091. });
  110092. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  110093. var index = this.effectLayers.indexOf(toRemove);
  110094. if (index !== -1) {
  110095. this.effectLayers.splice(index, 1);
  110096. }
  110097. return index;
  110098. };
  110099. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  110100. this.effectLayers.push(newEffectLayer);
  110101. };
  110102. /**
  110103. * Defines the layer scene component responsible to manage any effect layers
  110104. * in a given scene.
  110105. */
  110106. var EffectLayerSceneComponent = /** @class */ (function () {
  110107. /**
  110108. * Creates a new instance of the component for the given scene
  110109. * @param scene Defines the scene to register the component in
  110110. */
  110111. function EffectLayerSceneComponent(scene) {
  110112. /**
  110113. * The component name helpfull to identify the component in the list of scene components.
  110114. */
  110115. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  110116. this._renderEffects = false;
  110117. this._needStencil = false;
  110118. this._previousStencilState = false;
  110119. this.scene = scene;
  110120. this._engine = scene.getEngine();
  110121. scene.effectLayers = new Array();
  110122. }
  110123. /**
  110124. * Registers the component in a given scene
  110125. */
  110126. EffectLayerSceneComponent.prototype.register = function () {
  110127. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  110128. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  110129. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  110130. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  110131. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  110132. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  110133. };
  110134. /**
  110135. * Rebuilds the elements related to this component in case of
  110136. * context lost for instance.
  110137. */
  110138. EffectLayerSceneComponent.prototype.rebuild = function () {
  110139. var layers = this.scene.effectLayers;
  110140. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  110141. var effectLayer = layers_1[_i];
  110142. effectLayer._rebuild();
  110143. }
  110144. };
  110145. /**
  110146. * Serializes the component data to the specified json object
  110147. * @param serializationObject The object to serialize to
  110148. */
  110149. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  110150. // Effect layers
  110151. serializationObject.effectLayers = [];
  110152. var layers = this.scene.effectLayers;
  110153. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  110154. var effectLayer = layers_2[_i];
  110155. if (effectLayer.serialize) {
  110156. serializationObject.effectLayers.push(effectLayer.serialize());
  110157. }
  110158. }
  110159. };
  110160. /**
  110161. * Adds all the element from the container to the scene
  110162. * @param container the container holding the elements
  110163. */
  110164. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  110165. var _this = this;
  110166. if (!container.effectLayers) {
  110167. return;
  110168. }
  110169. container.effectLayers.forEach(function (o) {
  110170. _this.scene.addEffectLayer(o);
  110171. });
  110172. };
  110173. /**
  110174. * Removes all the elements in the container from the scene
  110175. * @param container contains the elements to remove
  110176. */
  110177. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  110178. var _this = this;
  110179. if (!container.effectLayers) {
  110180. return;
  110181. }
  110182. container.effectLayers.forEach(function (o) {
  110183. _this.scene.removeEffectLayer(o);
  110184. });
  110185. };
  110186. /**
  110187. * Disposes the component and the associated ressources.
  110188. */
  110189. EffectLayerSceneComponent.prototype.dispose = function () {
  110190. var layers = this.scene.effectLayers;
  110191. while (layers.length) {
  110192. layers[0].dispose();
  110193. }
  110194. };
  110195. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  110196. var layers = this.scene.effectLayers;
  110197. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  110198. var layer = layers_3[_i];
  110199. if (!layer.hasMesh(mesh)) {
  110200. continue;
  110201. }
  110202. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  110203. var subMesh = _b[_a];
  110204. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  110205. return false;
  110206. }
  110207. }
  110208. }
  110209. return true;
  110210. };
  110211. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  110212. this._renderEffects = false;
  110213. this._needStencil = false;
  110214. var layers = this.scene.effectLayers;
  110215. if (layers && layers.length > 0) {
  110216. this._previousStencilState = this._engine.getStencilBuffer();
  110217. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  110218. var effectLayer = layers_4[_i];
  110219. if (effectLayer.shouldRender() &&
  110220. (!effectLayer.camera ||
  110221. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  110222. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  110223. this._renderEffects = true;
  110224. this._needStencil = this._needStencil || effectLayer.needStencil();
  110225. var renderTarget = effectLayer._mainTexture;
  110226. if (renderTarget._shouldRender()) {
  110227. this.scene.incrementRenderId();
  110228. renderTarget.render(false, false);
  110229. }
  110230. }
  110231. }
  110232. this.scene.incrementRenderId();
  110233. }
  110234. };
  110235. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110236. // Activate effect Layer stencil
  110237. if (this._needStencil) {
  110238. this._engine.setStencilBuffer(true);
  110239. }
  110240. };
  110241. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110242. // Restore effect Layer stencil
  110243. if (this._needStencil) {
  110244. this._engine.setStencilBuffer(this._previousStencilState);
  110245. }
  110246. };
  110247. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110248. if (this._renderEffects) {
  110249. this._engine.setDepthBuffer(false);
  110250. var layers = this.scene.effectLayers;
  110251. for (var i = 0; i < layers.length; i++) {
  110252. var effectLayer = layers[i];
  110253. if (effectLayer.renderingGroupId === renderingGroupId) {
  110254. if (effectLayer.shouldRender()) {
  110255. effectLayer.render();
  110256. }
  110257. }
  110258. }
  110259. this._engine.setDepthBuffer(true);
  110260. }
  110261. };
  110262. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110263. if (this._renderEffects) {
  110264. this._draw(-1);
  110265. }
  110266. };
  110267. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110268. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110269. this._draw(index);
  110270. }
  110271. };
  110272. return EffectLayerSceneComponent;
  110273. }());
  110274. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110275. })(BABYLON || (BABYLON = {}));
  110276. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110277. var __assign = (this && this.__assign) || function () {
  110278. __assign = Object.assign || function(t) {
  110279. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110280. s = arguments[i];
  110281. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110282. t[p] = s[p];
  110283. }
  110284. return t;
  110285. };
  110286. return __assign.apply(this, arguments);
  110287. };
  110288. var BABYLON;
  110289. (function (BABYLON) {
  110290. /**
  110291. * The effect layer Helps adding post process effect blended with the main pass.
  110292. *
  110293. * This can be for instance use to generate glow or higlight effects on the scene.
  110294. *
  110295. * The effect layer class can not be used directly and is intented to inherited from to be
  110296. * customized per effects.
  110297. */
  110298. var EffectLayer = /** @class */ (function () {
  110299. /**
  110300. * Instantiates a new effect Layer and references it in the scene.
  110301. * @param name The name of the layer
  110302. * @param scene The scene to use the layer in
  110303. */
  110304. function EffectLayer(
  110305. /** The Friendly of the effect in the scene */
  110306. name, scene) {
  110307. this._vertexBuffers = {};
  110308. this._maxSize = 0;
  110309. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110310. this._shouldRender = true;
  110311. this._postProcesses = [];
  110312. this._textures = [];
  110313. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110314. /**
  110315. * The clear color of the texture used to generate the glow map.
  110316. */
  110317. this.neutralColor = new BABYLON.Color4();
  110318. /**
  110319. * Specifies wether the highlight layer is enabled or not.
  110320. */
  110321. this.isEnabled = true;
  110322. /**
  110323. * An event triggered when the effect layer has been disposed.
  110324. */
  110325. this.onDisposeObservable = new BABYLON.Observable();
  110326. /**
  110327. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110328. */
  110329. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110330. /**
  110331. * An event triggered when the generated texture is being merged in the scene.
  110332. */
  110333. this.onBeforeComposeObservable = new BABYLON.Observable();
  110334. /**
  110335. * An event triggered when the generated texture has been merged in the scene.
  110336. */
  110337. this.onAfterComposeObservable = new BABYLON.Observable();
  110338. /**
  110339. * An event triggered when the efffect layer changes its size.
  110340. */
  110341. this.onSizeChangedObservable = new BABYLON.Observable();
  110342. this.name = name;
  110343. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110344. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110345. if (!component) {
  110346. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110347. this._scene._addComponent(component);
  110348. }
  110349. this._engine = this._scene.getEngine();
  110350. this._maxSize = this._engine.getCaps().maxTextureSize;
  110351. this._scene.effectLayers.push(this);
  110352. // Generate Buffers
  110353. this._generateIndexBuffer();
  110354. this._genrateVertexBuffer();
  110355. }
  110356. Object.defineProperty(EffectLayer.prototype, "camera", {
  110357. /**
  110358. * Gets the camera attached to the layer.
  110359. */
  110360. get: function () {
  110361. return this._effectLayerOptions.camera;
  110362. },
  110363. enumerable: true,
  110364. configurable: true
  110365. });
  110366. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  110367. /**
  110368. * Gets the rendering group id the layer should render in.
  110369. */
  110370. get: function () {
  110371. return this._effectLayerOptions.renderingGroupId;
  110372. },
  110373. enumerable: true,
  110374. configurable: true
  110375. });
  110376. /**
  110377. * Initializes the effect layer with the required options.
  110378. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  110379. */
  110380. EffectLayer.prototype._init = function (options) {
  110381. // Adapt options
  110382. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110383. this._setMainTextureSize();
  110384. this._createMainTexture();
  110385. this._createTextureAndPostProcesses();
  110386. this._mergeEffect = this._createMergeEffect();
  110387. };
  110388. /**
  110389. * Generates the index buffer of the full screen quad blending to the main canvas.
  110390. */
  110391. EffectLayer.prototype._generateIndexBuffer = function () {
  110392. // Indices
  110393. var indices = [];
  110394. indices.push(0);
  110395. indices.push(1);
  110396. indices.push(2);
  110397. indices.push(0);
  110398. indices.push(2);
  110399. indices.push(3);
  110400. this._indexBuffer = this._engine.createIndexBuffer(indices);
  110401. };
  110402. /**
  110403. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  110404. */
  110405. EffectLayer.prototype._genrateVertexBuffer = function () {
  110406. // VBO
  110407. var vertices = [];
  110408. vertices.push(1, 1);
  110409. vertices.push(-1, 1);
  110410. vertices.push(-1, -1);
  110411. vertices.push(1, -1);
  110412. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  110413. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  110414. };
  110415. /**
  110416. * Sets the main texture desired size which is the closest power of two
  110417. * of the engine canvas size.
  110418. */
  110419. EffectLayer.prototype._setMainTextureSize = function () {
  110420. if (this._effectLayerOptions.mainTextureFixedSize) {
  110421. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  110422. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  110423. }
  110424. else {
  110425. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  110426. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  110427. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  110428. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  110429. }
  110430. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  110431. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  110432. };
  110433. /**
  110434. * Creates the main texture for the effect layer.
  110435. */
  110436. EffectLayer.prototype._createMainTexture = function () {
  110437. var _this = this;
  110438. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  110439. width: this._mainTextureDesiredSize.width,
  110440. height: this._mainTextureDesiredSize.height
  110441. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  110442. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  110443. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110444. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110445. this._mainTexture.anisotropicFilteringLevel = 1;
  110446. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  110447. this._mainTexture.renderParticles = false;
  110448. this._mainTexture.renderList = null;
  110449. this._mainTexture.ignoreCameraViewport = true;
  110450. // Custom render function
  110451. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  110452. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  110453. var index;
  110454. var engine = _this._scene.getEngine();
  110455. if (depthOnlySubMeshes.length) {
  110456. engine.setColorWrite(false);
  110457. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  110458. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  110459. }
  110460. engine.setColorWrite(true);
  110461. }
  110462. for (index = 0; index < opaqueSubMeshes.length; index++) {
  110463. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  110464. }
  110465. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  110466. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  110467. }
  110468. for (index = 0; index < transparentSubMeshes.length; index++) {
  110469. _this._renderSubMesh(transparentSubMeshes.data[index]);
  110470. }
  110471. };
  110472. this._mainTexture.onClearObservable.add(function (engine) {
  110473. engine.clear(_this.neutralColor, true, true, true);
  110474. });
  110475. };
  110476. /**
  110477. * Checks for the readiness of the element composing the layer.
  110478. * @param subMesh the mesh to check for
  110479. * @param useInstances specify wether or not to use instances to render the mesh
  110480. * @param emissiveTexture the associated emissive texture used to generate the glow
  110481. * @return true if ready otherwise, false
  110482. */
  110483. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  110484. var material = subMesh.getMaterial();
  110485. if (!material) {
  110486. return false;
  110487. }
  110488. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  110489. return false;
  110490. }
  110491. var defines = [];
  110492. var attribs = [BABYLON.VertexBuffer.PositionKind];
  110493. var mesh = subMesh.getMesh();
  110494. var uv1 = false;
  110495. var uv2 = false;
  110496. // Alpha test
  110497. if (material && material.needAlphaTesting()) {
  110498. var alphaTexture = material.getAlphaTestTexture();
  110499. if (alphaTexture) {
  110500. defines.push("#define ALPHATEST");
  110501. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110502. alphaTexture.coordinatesIndex === 1) {
  110503. defines.push("#define DIFFUSEUV2");
  110504. uv2 = true;
  110505. }
  110506. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110507. defines.push("#define DIFFUSEUV1");
  110508. uv1 = true;
  110509. }
  110510. }
  110511. }
  110512. // Emissive
  110513. if (emissiveTexture) {
  110514. defines.push("#define EMISSIVE");
  110515. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110516. emissiveTexture.coordinatesIndex === 1) {
  110517. defines.push("#define EMISSIVEUV2");
  110518. uv2 = true;
  110519. }
  110520. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110521. defines.push("#define EMISSIVEUV1");
  110522. uv1 = true;
  110523. }
  110524. }
  110525. if (uv1) {
  110526. attribs.push(BABYLON.VertexBuffer.UVKind);
  110527. defines.push("#define UV1");
  110528. }
  110529. if (uv2) {
  110530. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110531. defines.push("#define UV2");
  110532. }
  110533. // Bones
  110534. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110535. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110536. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110537. if (mesh.numBoneInfluencers > 4) {
  110538. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110539. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110540. }
  110541. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110542. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  110543. }
  110544. else {
  110545. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110546. }
  110547. // Morph targets
  110548. var manager = mesh.morphTargetManager;
  110549. var morphInfluencers = 0;
  110550. if (manager) {
  110551. if (manager.numInfluencers > 0) {
  110552. defines.push("#define MORPHTARGETS");
  110553. morphInfluencers = manager.numInfluencers;
  110554. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  110555. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  110556. }
  110557. }
  110558. // Instances
  110559. if (useInstances) {
  110560. defines.push("#define INSTANCES");
  110561. attribs.push("world0");
  110562. attribs.push("world1");
  110563. attribs.push("world2");
  110564. attribs.push("world3");
  110565. }
  110566. // Get correct effect
  110567. var join = defines.join("\n");
  110568. if (this._cachedDefines !== join) {
  110569. this._cachedDefines = join;
  110570. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  110571. }
  110572. return this._effectLayerMapGenerationEffect.isReady();
  110573. };
  110574. /**
  110575. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  110576. */
  110577. EffectLayer.prototype.render = function () {
  110578. var currentEffect = this._mergeEffect;
  110579. // Check
  110580. if (!currentEffect.isReady()) {
  110581. return;
  110582. }
  110583. for (var i = 0; i < this._postProcesses.length; i++) {
  110584. if (!this._postProcesses[i].isReady()) {
  110585. return;
  110586. }
  110587. }
  110588. var engine = this._scene.getEngine();
  110589. this.onBeforeComposeObservable.notifyObservers(this);
  110590. // Render
  110591. engine.enableEffect(currentEffect);
  110592. engine.setState(false);
  110593. // VBOs
  110594. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  110595. // Cache
  110596. var previousAlphaMode = engine.getAlphaMode();
  110597. // Go Blend.
  110598. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  110599. // Blends the map on the main canvas.
  110600. this._internalRender(currentEffect);
  110601. // Restore Alpha
  110602. engine.setAlphaMode(previousAlphaMode);
  110603. this.onAfterComposeObservable.notifyObservers(this);
  110604. // Handle size changes.
  110605. var size = this._mainTexture.getSize();
  110606. this._setMainTextureSize();
  110607. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  110608. // Recreate RTT and post processes on size change.
  110609. this.onSizeChangedObservable.notifyObservers(this);
  110610. this._disposeTextureAndPostProcesses();
  110611. this._createMainTexture();
  110612. this._createTextureAndPostProcesses();
  110613. }
  110614. };
  110615. /**
  110616. * Determine if a given mesh will be used in the current effect.
  110617. * @param mesh mesh to test
  110618. * @returns true if the mesh will be used
  110619. */
  110620. EffectLayer.prototype.hasMesh = function (mesh) {
  110621. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  110622. return true;
  110623. }
  110624. return false;
  110625. };
  110626. /**
  110627. * Returns true if the layer contains information to display, otherwise false.
  110628. * @returns true if the glow layer should be rendered
  110629. */
  110630. EffectLayer.prototype.shouldRender = function () {
  110631. return this.isEnabled && this._shouldRender;
  110632. };
  110633. /**
  110634. * Returns true if the mesh should render, otherwise false.
  110635. * @param mesh The mesh to render
  110636. * @returns true if it should render otherwise false
  110637. */
  110638. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  110639. return true;
  110640. };
  110641. /**
  110642. * Returns true if the mesh should render, otherwise false.
  110643. * @param mesh The mesh to render
  110644. * @returns true if it should render otherwise false
  110645. */
  110646. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  110647. return true;
  110648. };
  110649. /**
  110650. * Renders the submesh passed in parameter to the generation map.
  110651. */
  110652. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  110653. var _this = this;
  110654. if (!this.shouldRender()) {
  110655. return;
  110656. }
  110657. var material = subMesh.getMaterial();
  110658. var mesh = subMesh.getRenderingMesh();
  110659. var scene = this._scene;
  110660. var engine = scene.getEngine();
  110661. if (!material) {
  110662. return;
  110663. }
  110664. // Do not block in blend mode.
  110665. if (material.needAlphaBlendingForMesh(mesh)) {
  110666. return;
  110667. }
  110668. // Culling
  110669. engine.setState(material.backFaceCulling);
  110670. // Managing instances
  110671. var batch = mesh._getInstancesRenderList(subMesh._id);
  110672. if (batch.mustReturn) {
  110673. return;
  110674. }
  110675. // Early Exit per mesh
  110676. if (!this._shouldRenderMesh(mesh)) {
  110677. return;
  110678. }
  110679. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110680. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  110681. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  110682. engine.enableEffect(this._effectLayerMapGenerationEffect);
  110683. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  110684. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  110685. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  110686. // Alpha test
  110687. if (material && material.needAlphaTesting()) {
  110688. var alphaTexture = material.getAlphaTestTexture();
  110689. if (alphaTexture) {
  110690. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  110691. var textureMatrix = alphaTexture.getTextureMatrix();
  110692. if (textureMatrix) {
  110693. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  110694. }
  110695. }
  110696. }
  110697. // Glow emissive only
  110698. if (this._emissiveTextureAndColor.texture) {
  110699. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  110700. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  110701. }
  110702. // Bones
  110703. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110704. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110705. }
  110706. // Morph targets
  110707. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  110708. // Draw
  110709. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  110710. }
  110711. else {
  110712. // Need to reset refresh rate of the main map
  110713. this._mainTexture.resetRefreshCounter();
  110714. }
  110715. };
  110716. /**
  110717. * Rebuild the required buffers.
  110718. * @hidden Internal use only.
  110719. */
  110720. EffectLayer.prototype._rebuild = function () {
  110721. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110722. if (vb) {
  110723. vb._rebuild();
  110724. }
  110725. this._generateIndexBuffer();
  110726. };
  110727. /**
  110728. * Dispose only the render target textures and post process.
  110729. */
  110730. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  110731. this._mainTexture.dispose();
  110732. for (var i = 0; i < this._postProcesses.length; i++) {
  110733. if (this._postProcesses[i]) {
  110734. this._postProcesses[i].dispose();
  110735. }
  110736. }
  110737. this._postProcesses = [];
  110738. for (var i = 0; i < this._textures.length; i++) {
  110739. if (this._textures[i]) {
  110740. this._textures[i].dispose();
  110741. }
  110742. }
  110743. this._textures = [];
  110744. };
  110745. /**
  110746. * Dispose the highlight layer and free resources.
  110747. */
  110748. EffectLayer.prototype.dispose = function () {
  110749. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  110750. if (vertexBuffer) {
  110751. vertexBuffer.dispose();
  110752. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  110753. }
  110754. if (this._indexBuffer) {
  110755. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  110756. this._indexBuffer = null;
  110757. }
  110758. // Clean textures and post processes
  110759. this._disposeTextureAndPostProcesses();
  110760. // Remove from scene
  110761. var index = this._scene.effectLayers.indexOf(this, 0);
  110762. if (index > -1) {
  110763. this._scene.effectLayers.splice(index, 1);
  110764. }
  110765. // Callback
  110766. this.onDisposeObservable.notifyObservers(this);
  110767. this.onDisposeObservable.clear();
  110768. this.onBeforeRenderMainTextureObservable.clear();
  110769. this.onBeforeComposeObservable.clear();
  110770. this.onAfterComposeObservable.clear();
  110771. this.onSizeChangedObservable.clear();
  110772. };
  110773. /**
  110774. * Gets the class name of the effect layer
  110775. * @returns the string with the class name of the effect layer
  110776. */
  110777. EffectLayer.prototype.getClassName = function () {
  110778. return "EffectLayer";
  110779. };
  110780. /**
  110781. * Creates an effect layer from parsed effect layer data
  110782. * @param parsedEffectLayer defines effect layer data
  110783. * @param scene defines the current scene
  110784. * @param rootUrl defines the root URL containing the effect layer information
  110785. * @returns a parsed effect Layer
  110786. */
  110787. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  110788. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  110789. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  110790. };
  110791. __decorate([
  110792. BABYLON.serialize()
  110793. ], EffectLayer.prototype, "name", void 0);
  110794. __decorate([
  110795. BABYLON.serializeAsColor4()
  110796. ], EffectLayer.prototype, "neutralColor", void 0);
  110797. __decorate([
  110798. BABYLON.serialize()
  110799. ], EffectLayer.prototype, "isEnabled", void 0);
  110800. __decorate([
  110801. BABYLON.serializeAsCameraReference()
  110802. ], EffectLayer.prototype, "camera", null);
  110803. __decorate([
  110804. BABYLON.serialize()
  110805. ], EffectLayer.prototype, "renderingGroupId", null);
  110806. return EffectLayer;
  110807. }());
  110808. BABYLON.EffectLayer = EffectLayer;
  110809. })(BABYLON || (BABYLON = {}));
  110810. //# sourceMappingURL=babylon.effectLayer.js.map
  110811. var BABYLON;
  110812. (function (BABYLON) {
  110813. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  110814. for (var index = 0; index < this.effectLayers.length; index++) {
  110815. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  110816. return this.effectLayers[index];
  110817. }
  110818. }
  110819. return null;
  110820. };
  110821. /**
  110822. * Special Glow Blur post process only blurring the alpha channel
  110823. * It enforces keeping the most luminous color in the color channel.
  110824. */
  110825. var GlowBlurPostProcess = /** @class */ (function (_super) {
  110826. __extends(GlowBlurPostProcess, _super);
  110827. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  110828. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  110829. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  110830. _this.direction = direction;
  110831. _this.kernel = kernel;
  110832. _this.onApplyObservable.add(function (effect) {
  110833. effect.setFloat2("screenSize", _this.width, _this.height);
  110834. effect.setVector2("direction", _this.direction);
  110835. effect.setFloat("blurWidth", _this.kernel);
  110836. });
  110837. return _this;
  110838. }
  110839. return GlowBlurPostProcess;
  110840. }(BABYLON.PostProcess));
  110841. /**
  110842. * The highlight layer Helps adding a glow effect around a mesh.
  110843. *
  110844. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  110845. * glowy meshes to your scene.
  110846. *
  110847. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  110848. */
  110849. var HighlightLayer = /** @class */ (function (_super) {
  110850. __extends(HighlightLayer, _super);
  110851. /**
  110852. * Instantiates a new highlight Layer and references it to the scene..
  110853. * @param name The name of the layer
  110854. * @param scene The scene to use the layer in
  110855. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  110856. */
  110857. function HighlightLayer(name, scene, options) {
  110858. var _this = _super.call(this, name, scene) || this;
  110859. _this.name = name;
  110860. /**
  110861. * Specifies whether or not the inner glow is ACTIVE in the layer.
  110862. */
  110863. _this.innerGlow = true;
  110864. /**
  110865. * Specifies whether or not the outer glow is ACTIVE in the layer.
  110866. */
  110867. _this.outerGlow = true;
  110868. /**
  110869. * An event triggered when the highlight layer is being blurred.
  110870. */
  110871. _this.onBeforeBlurObservable = new BABYLON.Observable();
  110872. /**
  110873. * An event triggered when the highlight layer has been blurred.
  110874. */
  110875. _this.onAfterBlurObservable = new BABYLON.Observable();
  110876. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  110877. _this._meshes = {};
  110878. _this._excludedMeshes = {};
  110879. _this.neutralColor = HighlightLayer.NeutralColor;
  110880. // Warn on stencil
  110881. if (!_this._engine.isStencilEnable) {
  110882. 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 }");
  110883. }
  110884. // Adapt options
  110885. _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);
  110886. // Initialize the layer
  110887. _this._init({
  110888. alphaBlendingMode: _this._options.alphaBlendingMode,
  110889. camera: _this._options.camera,
  110890. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  110891. mainTextureRatio: _this._options.mainTextureRatio,
  110892. renderingGroupId: _this._options.renderingGroupId
  110893. });
  110894. // Do not render as long as no meshes have been added
  110895. _this._shouldRender = false;
  110896. return _this;
  110897. }
  110898. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  110899. /**
  110900. * Gets the horizontal size of the blur.
  110901. */
  110902. get: function () {
  110903. return this._horizontalBlurPostprocess.kernel;
  110904. },
  110905. /**
  110906. * Specifies the horizontal size of the blur.
  110907. */
  110908. set: function (value) {
  110909. this._horizontalBlurPostprocess.kernel = value;
  110910. },
  110911. enumerable: true,
  110912. configurable: true
  110913. });
  110914. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  110915. /**
  110916. * Gets the vertical size of the blur.
  110917. */
  110918. get: function () {
  110919. return this._verticalBlurPostprocess.kernel;
  110920. },
  110921. /**
  110922. * Specifies the vertical size of the blur.
  110923. */
  110924. set: function (value) {
  110925. this._verticalBlurPostprocess.kernel = value;
  110926. },
  110927. enumerable: true,
  110928. configurable: true
  110929. });
  110930. /**
  110931. * Get the effect name of the layer.
  110932. * @return The effect name
  110933. */
  110934. HighlightLayer.prototype.getEffectName = function () {
  110935. return HighlightLayer.EffectName;
  110936. };
  110937. /**
  110938. * Create the merge effect. This is the shader use to blit the information back
  110939. * to the main canvas at the end of the scene rendering.
  110940. */
  110941. HighlightLayer.prototype._createMergeEffect = function () {
  110942. // Effect
  110943. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  110944. };
  110945. /**
  110946. * Creates the render target textures and post processes used in the highlight layer.
  110947. */
  110948. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  110949. var _this = this;
  110950. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  110951. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  110952. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  110953. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  110954. var textureType = 0;
  110955. if (this._engine.getCaps().textureHalfFloatRender) {
  110956. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  110957. }
  110958. else {
  110959. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  110960. }
  110961. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  110962. width: blurTextureWidth,
  110963. height: blurTextureHeight
  110964. }, this._scene, false, true, textureType);
  110965. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110966. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110967. this._blurTexture.anisotropicFilteringLevel = 16;
  110968. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  110969. this._blurTexture.renderParticles = false;
  110970. this._blurTexture.ignoreCameraViewport = true;
  110971. this._textures = [this._blurTexture];
  110972. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  110973. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110974. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  110975. effect.setTexture("textureSampler", _this._mainTexture);
  110976. });
  110977. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110978. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110979. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110980. });
  110981. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  110982. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  110983. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  110984. });
  110985. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  110986. }
  110987. else {
  110988. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  110989. width: blurTextureWidth,
  110990. height: blurTextureHeight
  110991. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  110992. this._horizontalBlurPostprocess.width = blurTextureWidth;
  110993. this._horizontalBlurPostprocess.height = blurTextureHeight;
  110994. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  110995. effect.setTexture("textureSampler", _this._mainTexture);
  110996. });
  110997. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  110998. width: blurTextureWidth,
  110999. height: blurTextureHeight
  111000. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111001. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111002. }
  111003. this._mainTexture.onAfterUnbindObservable.add(function () {
  111004. _this.onBeforeBlurObservable.notifyObservers(_this);
  111005. var internalTexture = _this._blurTexture.getInternalTexture();
  111006. if (internalTexture) {
  111007. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  111008. }
  111009. _this.onAfterBlurObservable.notifyObservers(_this);
  111010. });
  111011. // Prevent autoClear.
  111012. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111013. };
  111014. /**
  111015. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111016. */
  111017. HighlightLayer.prototype.needStencil = function () {
  111018. return true;
  111019. };
  111020. /**
  111021. * Checks for the readiness of the element composing the layer.
  111022. * @param subMesh the mesh to check for
  111023. * @param useInstances specify wether or not to use instances to render the mesh
  111024. * @param emissiveTexture the associated emissive texture used to generate the glow
  111025. * @return true if ready otherwise, false
  111026. */
  111027. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  111028. var material = subMesh.getMaterial();
  111029. var mesh = subMesh.getRenderingMesh();
  111030. if (!material || !mesh || !this._meshes) {
  111031. return false;
  111032. }
  111033. var emissiveTexture = null;
  111034. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111035. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111036. emissiveTexture = material.emissiveTexture;
  111037. }
  111038. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111039. };
  111040. /**
  111041. * Implementation specific of rendering the generating effect on the main canvas.
  111042. * @param effect The effect used to render through
  111043. */
  111044. HighlightLayer.prototype._internalRender = function (effect) {
  111045. // Texture
  111046. effect.setTexture("textureSampler", this._blurTexture);
  111047. // Cache
  111048. var engine = this._engine;
  111049. var previousStencilBuffer = engine.getStencilBuffer();
  111050. var previousStencilFunction = engine.getStencilFunction();
  111051. var previousStencilMask = engine.getStencilMask();
  111052. var previousStencilOperationPass = engine.getStencilOperationPass();
  111053. var previousStencilOperationFail = engine.getStencilOperationFail();
  111054. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  111055. var previousStencilReference = engine.getStencilFunctionReference();
  111056. // Stencil operations
  111057. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  111058. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  111059. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  111060. // Draw order
  111061. engine.setStencilMask(0x00);
  111062. engine.setStencilBuffer(true);
  111063. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  111064. // 2 passes inner outer
  111065. if (this.outerGlow) {
  111066. effect.setFloat("offset", 0);
  111067. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  111068. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111069. }
  111070. if (this.innerGlow) {
  111071. effect.setFloat("offset", 1);
  111072. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  111073. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111074. }
  111075. // Restore Cache
  111076. engine.setStencilFunction(previousStencilFunction);
  111077. engine.setStencilMask(previousStencilMask);
  111078. engine.setStencilBuffer(previousStencilBuffer);
  111079. engine.setStencilOperationPass(previousStencilOperationPass);
  111080. engine.setStencilOperationFail(previousStencilOperationFail);
  111081. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  111082. engine.setStencilFunctionReference(previousStencilReference);
  111083. };
  111084. /**
  111085. * Returns true if the layer contains information to display, otherwise false.
  111086. */
  111087. HighlightLayer.prototype.shouldRender = function () {
  111088. if (_super.prototype.shouldRender.call(this)) {
  111089. return this._meshes ? true : false;
  111090. }
  111091. return false;
  111092. };
  111093. /**
  111094. * Returns true if the mesh should render, otherwise false.
  111095. * @param mesh The mesh to render
  111096. * @returns true if it should render otherwise false
  111097. */
  111098. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  111099. // Excluded Mesh
  111100. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  111101. return false;
  111102. }
  111103. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111104. return false;
  111105. }
  111106. return true;
  111107. };
  111108. /**
  111109. * Sets the required values for both the emissive texture and and the main color.
  111110. */
  111111. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111112. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111113. if (highlightLayerMesh) {
  111114. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  111115. }
  111116. else {
  111117. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111118. }
  111119. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111120. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111121. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  111122. }
  111123. else {
  111124. this._emissiveTextureAndColor.texture = null;
  111125. }
  111126. };
  111127. /**
  111128. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111129. * @param mesh The mesh to exclude from the highlight layer
  111130. */
  111131. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  111132. if (!this._excludedMeshes) {
  111133. return;
  111134. }
  111135. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111136. if (!meshExcluded) {
  111137. this._excludedMeshes[mesh.uniqueId] = {
  111138. mesh: mesh,
  111139. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  111140. mesh.getEngine().setStencilBuffer(false);
  111141. }),
  111142. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  111143. mesh.getEngine().setStencilBuffer(true);
  111144. }),
  111145. };
  111146. }
  111147. };
  111148. /**
  111149. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111150. * @param mesh The mesh to highlight
  111151. */
  111152. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  111153. if (!this._excludedMeshes) {
  111154. return;
  111155. }
  111156. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111157. if (meshExcluded) {
  111158. if (meshExcluded.beforeRender) {
  111159. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  111160. }
  111161. if (meshExcluded.afterRender) {
  111162. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  111163. }
  111164. }
  111165. this._excludedMeshes[mesh.uniqueId] = null;
  111166. };
  111167. /**
  111168. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111169. * @param mesh mesh to test
  111170. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111171. */
  111172. HighlightLayer.prototype.hasMesh = function (mesh) {
  111173. if (!this._meshes) {
  111174. return false;
  111175. }
  111176. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111177. return false;
  111178. }
  111179. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  111180. };
  111181. /**
  111182. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111183. * @param mesh The mesh to highlight
  111184. * @param color The color of the highlight
  111185. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111186. */
  111187. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  111188. var _this = this;
  111189. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  111190. if (!this._meshes) {
  111191. return;
  111192. }
  111193. var meshHighlight = this._meshes[mesh.uniqueId];
  111194. if (meshHighlight) {
  111195. meshHighlight.color = color;
  111196. }
  111197. else {
  111198. this._meshes[mesh.uniqueId] = {
  111199. mesh: mesh,
  111200. color: color,
  111201. // Lambda required for capture due to Observable this context
  111202. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  111203. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  111204. _this._defaultStencilReference(mesh);
  111205. }
  111206. else {
  111207. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  111208. }
  111209. }),
  111210. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  111211. glowEmissiveOnly: glowEmissiveOnly
  111212. };
  111213. mesh.onDisposeObservable.add(function () {
  111214. _this._disposeMesh(mesh);
  111215. });
  111216. }
  111217. this._shouldRender = true;
  111218. };
  111219. /**
  111220. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111221. * @param mesh The mesh to highlight
  111222. */
  111223. HighlightLayer.prototype.removeMesh = function (mesh) {
  111224. if (!this._meshes) {
  111225. return;
  111226. }
  111227. var meshHighlight = this._meshes[mesh.uniqueId];
  111228. if (meshHighlight) {
  111229. if (meshHighlight.observerHighlight) {
  111230. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111231. }
  111232. if (meshHighlight.observerDefault) {
  111233. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111234. }
  111235. delete this._meshes[mesh.uniqueId];
  111236. }
  111237. this._shouldRender = false;
  111238. for (var meshHighlightToCheck in this._meshes) {
  111239. if (this._meshes[meshHighlightToCheck]) {
  111240. this._shouldRender = true;
  111241. break;
  111242. }
  111243. }
  111244. };
  111245. /**
  111246. * Force the stencil to the normal expected value for none glowing parts
  111247. */
  111248. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111249. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111250. };
  111251. /**
  111252. * Free any resources and references associated to a mesh.
  111253. * Internal use
  111254. * @param mesh The mesh to free.
  111255. * @hidden
  111256. */
  111257. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111258. this.removeMesh(mesh);
  111259. this.removeExcludedMesh(mesh);
  111260. };
  111261. /**
  111262. * Dispose the highlight layer and free resources.
  111263. */
  111264. HighlightLayer.prototype.dispose = function () {
  111265. if (this._meshes) {
  111266. // Clean mesh references
  111267. for (var id in this._meshes) {
  111268. var meshHighlight = this._meshes[id];
  111269. if (meshHighlight && meshHighlight.mesh) {
  111270. if (meshHighlight.observerHighlight) {
  111271. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111272. }
  111273. if (meshHighlight.observerDefault) {
  111274. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111275. }
  111276. }
  111277. }
  111278. this._meshes = null;
  111279. }
  111280. if (this._excludedMeshes) {
  111281. for (var id in this._excludedMeshes) {
  111282. var meshHighlight = this._excludedMeshes[id];
  111283. if (meshHighlight) {
  111284. if (meshHighlight.beforeRender) {
  111285. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111286. }
  111287. if (meshHighlight.afterRender) {
  111288. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111289. }
  111290. }
  111291. }
  111292. this._excludedMeshes = null;
  111293. }
  111294. _super.prototype.dispose.call(this);
  111295. };
  111296. /**
  111297. * Gets the class name of the effect layer
  111298. * @returns the string with the class name of the effect layer
  111299. */
  111300. HighlightLayer.prototype.getClassName = function () {
  111301. return "HighlightLayer";
  111302. };
  111303. /**
  111304. * Serializes this Highlight layer
  111305. * @returns a serialized Highlight layer object
  111306. */
  111307. HighlightLayer.prototype.serialize = function () {
  111308. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111309. serializationObject.customType = "BABYLON.HighlightLayer";
  111310. // Highlighted meshes
  111311. serializationObject.meshes = [];
  111312. if (this._meshes) {
  111313. for (var m in this._meshes) {
  111314. var mesh = this._meshes[m];
  111315. if (mesh) {
  111316. serializationObject.meshes.push({
  111317. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111318. color: mesh.color.asArray(),
  111319. meshId: mesh.mesh.id
  111320. });
  111321. }
  111322. }
  111323. }
  111324. // Excluded meshes
  111325. serializationObject.excludedMeshes = [];
  111326. if (this._excludedMeshes) {
  111327. for (var e in this._excludedMeshes) {
  111328. var excludedMesh = this._excludedMeshes[e];
  111329. if (excludedMesh) {
  111330. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111331. }
  111332. }
  111333. }
  111334. return serializationObject;
  111335. };
  111336. /**
  111337. * Creates a Highlight layer from parsed Highlight layer data
  111338. * @param parsedHightlightLayer defines the Highlight layer data
  111339. * @param scene defines the current scene
  111340. * @param rootUrl defines the root URL containing the Highlight layer information
  111341. * @returns a parsed Highlight layer
  111342. */
  111343. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111344. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111345. var index;
  111346. // Excluded meshes
  111347. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111348. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111349. if (mesh) {
  111350. hl.addExcludedMesh(mesh);
  111351. }
  111352. }
  111353. // Included meshes
  111354. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111355. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111356. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111357. if (mesh) {
  111358. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111359. }
  111360. }
  111361. return hl;
  111362. };
  111363. /**
  111364. * Effect Name of the highlight layer.
  111365. */
  111366. HighlightLayer.EffectName = "HighlightLayer";
  111367. /**
  111368. * The neutral color used during the preparation of the glow effect.
  111369. * This is black by default as the blend operation is a blend operation.
  111370. */
  111371. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  111372. /**
  111373. * Stencil value used for glowing meshes.
  111374. */
  111375. HighlightLayer.GlowingMeshStencilReference = 0x02;
  111376. /**
  111377. * Stencil value used for the other meshes in the scene.
  111378. */
  111379. HighlightLayer.NormalMeshStencilReference = 0x01;
  111380. __decorate([
  111381. BABYLON.serialize()
  111382. ], HighlightLayer.prototype, "innerGlow", void 0);
  111383. __decorate([
  111384. BABYLON.serialize()
  111385. ], HighlightLayer.prototype, "outerGlow", void 0);
  111386. __decorate([
  111387. BABYLON.serialize()
  111388. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  111389. __decorate([
  111390. BABYLON.serialize()
  111391. ], HighlightLayer.prototype, "blurVerticalSize", null);
  111392. __decorate([
  111393. BABYLON.serialize("options")
  111394. ], HighlightLayer.prototype, "_options", void 0);
  111395. return HighlightLayer;
  111396. }(BABYLON.EffectLayer));
  111397. BABYLON.HighlightLayer = HighlightLayer;
  111398. })(BABYLON || (BABYLON = {}));
  111399. //# sourceMappingURL=babylon.highlightLayer.js.map
  111400. var BABYLON;
  111401. (function (BABYLON) {
  111402. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  111403. for (var index = 0; index < this.effectLayers.length; index++) {
  111404. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  111405. return this.effectLayers[index];
  111406. }
  111407. }
  111408. return null;
  111409. };
  111410. /**
  111411. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111412. *
  111413. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111414. * glowy meshes to your scene.
  111415. *
  111416. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111417. */
  111418. var GlowLayer = /** @class */ (function (_super) {
  111419. __extends(GlowLayer, _super);
  111420. /**
  111421. * Instantiates a new glow Layer and references it to the scene.
  111422. * @param name The name of the layer
  111423. * @param scene The scene to use the layer in
  111424. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111425. */
  111426. function GlowLayer(name, scene, options) {
  111427. var _this = _super.call(this, name, scene) || this;
  111428. _this._intensity = 1.0;
  111429. _this._includedOnlyMeshes = [];
  111430. _this._excludedMeshes = [];
  111431. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  111432. // Adapt options
  111433. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  111434. // Initialize the layer
  111435. _this._init({
  111436. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  111437. camera: _this._options.camera,
  111438. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111439. mainTextureRatio: _this._options.mainTextureRatio,
  111440. renderingGroupId: _this._options.renderingGroupId
  111441. });
  111442. return _this;
  111443. }
  111444. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  111445. /**
  111446. * Gets the kernel size of the blur.
  111447. */
  111448. get: function () {
  111449. return this._horizontalBlurPostprocess1.kernel;
  111450. },
  111451. /**
  111452. * Sets the kernel size of the blur.
  111453. */
  111454. set: function (value) {
  111455. this._horizontalBlurPostprocess1.kernel = value;
  111456. this._verticalBlurPostprocess1.kernel = value;
  111457. this._horizontalBlurPostprocess2.kernel = value;
  111458. this._verticalBlurPostprocess2.kernel = value;
  111459. },
  111460. enumerable: true,
  111461. configurable: true
  111462. });
  111463. Object.defineProperty(GlowLayer.prototype, "intensity", {
  111464. /**
  111465. * Gets the glow intensity.
  111466. */
  111467. get: function () {
  111468. return this._intensity;
  111469. },
  111470. /**
  111471. * Sets the glow intensity.
  111472. */
  111473. set: function (value) {
  111474. this._intensity = value;
  111475. },
  111476. enumerable: true,
  111477. configurable: true
  111478. });
  111479. /**
  111480. * Get the effect name of the layer.
  111481. * @return The effect name
  111482. */
  111483. GlowLayer.prototype.getEffectName = function () {
  111484. return GlowLayer.EffectName;
  111485. };
  111486. /**
  111487. * Create the merge effect. This is the shader use to blit the information back
  111488. * to the main canvas at the end of the scene rendering.
  111489. */
  111490. GlowLayer.prototype._createMergeEffect = function () {
  111491. // Effect
  111492. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  111493. };
  111494. /**
  111495. * Creates the render target textures and post processes used in the glow layer.
  111496. */
  111497. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  111498. var _this = this;
  111499. var blurTextureWidth = this._mainTextureDesiredSize.width;
  111500. var blurTextureHeight = this._mainTextureDesiredSize.height;
  111501. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111502. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111503. var textureType = 0;
  111504. if (this._engine.getCaps().textureHalfFloatRender) {
  111505. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111506. }
  111507. else {
  111508. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111509. }
  111510. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  111511. width: blurTextureWidth,
  111512. height: blurTextureHeight
  111513. }, this._scene, false, true, textureType);
  111514. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111515. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111516. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111517. this._blurTexture1.renderParticles = false;
  111518. this._blurTexture1.ignoreCameraViewport = true;
  111519. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  111520. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  111521. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  111522. width: blurTextureWidth2,
  111523. height: blurTextureHeight2
  111524. }, this._scene, false, true, textureType);
  111525. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111526. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111527. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111528. this._blurTexture2.renderParticles = false;
  111529. this._blurTexture2.ignoreCameraViewport = true;
  111530. this._textures = [this._blurTexture1, this._blurTexture2];
  111531. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111532. width: blurTextureWidth,
  111533. height: blurTextureHeight
  111534. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111535. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  111536. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  111537. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  111538. effect.setTexture("textureSampler", _this._mainTexture);
  111539. });
  111540. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111541. width: blurTextureWidth,
  111542. height: blurTextureHeight
  111543. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111544. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111545. width: blurTextureWidth2,
  111546. height: blurTextureHeight2
  111547. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111548. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  111549. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  111550. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  111551. effect.setTexture("textureSampler", _this._blurTexture1);
  111552. });
  111553. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111554. width: blurTextureWidth2,
  111555. height: blurTextureHeight2
  111556. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111557. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111558. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  111559. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111560. this._mainTexture.samples = this._options.mainTextureSamples;
  111561. this._mainTexture.onAfterUnbindObservable.add(function () {
  111562. var internalTexture = _this._blurTexture1.getInternalTexture();
  111563. if (internalTexture) {
  111564. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  111565. internalTexture = _this._blurTexture2.getInternalTexture();
  111566. if (internalTexture) {
  111567. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  111568. }
  111569. }
  111570. });
  111571. // Prevent autoClear.
  111572. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111573. };
  111574. /**
  111575. * Checks for the readiness of the element composing the layer.
  111576. * @param subMesh the mesh to check for
  111577. * @param useInstances specify wether or not to use instances to render the mesh
  111578. * @param emissiveTexture the associated emissive texture used to generate the glow
  111579. * @return true if ready otherwise, false
  111580. */
  111581. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  111582. var material = subMesh.getMaterial();
  111583. var mesh = subMesh.getRenderingMesh();
  111584. if (!material || !mesh) {
  111585. return false;
  111586. }
  111587. var emissiveTexture = material.emissiveTexture;
  111588. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111589. };
  111590. /**
  111591. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111592. */
  111593. GlowLayer.prototype.needStencil = function () {
  111594. return false;
  111595. };
  111596. /**
  111597. * Implementation specific of rendering the generating effect on the main canvas.
  111598. * @param effect The effect used to render through
  111599. */
  111600. GlowLayer.prototype._internalRender = function (effect) {
  111601. // Texture
  111602. effect.setTexture("textureSampler", this._blurTexture1);
  111603. effect.setTexture("textureSampler2", this._blurTexture2);
  111604. effect.setFloat("offset", this._intensity);
  111605. // Cache
  111606. var engine = this._engine;
  111607. var previousStencilBuffer = engine.getStencilBuffer();
  111608. // Draw order
  111609. engine.setStencilBuffer(false);
  111610. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111611. // Draw order
  111612. engine.setStencilBuffer(previousStencilBuffer);
  111613. };
  111614. /**
  111615. * Sets the required values for both the emissive texture and and the main color.
  111616. */
  111617. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111618. var textureLevel = 1.0;
  111619. if (this.customEmissiveTextureSelector) {
  111620. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  111621. }
  111622. else {
  111623. if (material) {
  111624. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111625. if (this._emissiveTextureAndColor.texture) {
  111626. textureLevel = this._emissiveTextureAndColor.texture.level;
  111627. }
  111628. }
  111629. else {
  111630. this._emissiveTextureAndColor.texture = null;
  111631. }
  111632. }
  111633. if (this.customEmissiveColorSelector) {
  111634. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  111635. }
  111636. else {
  111637. if (material.emissiveColor) {
  111638. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  111639. }
  111640. else {
  111641. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111642. }
  111643. }
  111644. };
  111645. /**
  111646. * Returns true if the mesh should render, otherwise false.
  111647. * @param mesh The mesh to render
  111648. * @returns true if it should render otherwise false
  111649. */
  111650. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  111651. return this.hasMesh(mesh);
  111652. };
  111653. /**
  111654. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  111655. * @param mesh The mesh to exclude from the glow layer
  111656. */
  111657. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  111658. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  111659. this._excludedMeshes.push(mesh.uniqueId);
  111660. }
  111661. };
  111662. /**
  111663. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  111664. * @param mesh The mesh to remove
  111665. */
  111666. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  111667. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  111668. if (index !== -1) {
  111669. this._excludedMeshes.splice(index, 1);
  111670. }
  111671. };
  111672. /**
  111673. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  111674. * @param mesh The mesh to include in the glow layer
  111675. */
  111676. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  111677. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  111678. this._includedOnlyMeshes.push(mesh.uniqueId);
  111679. }
  111680. };
  111681. /**
  111682. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  111683. * @param mesh The mesh to remove
  111684. */
  111685. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  111686. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  111687. if (index !== -1) {
  111688. this._includedOnlyMeshes.splice(index, 1);
  111689. }
  111690. };
  111691. /**
  111692. * Determine if a given mesh will be used in the glow layer
  111693. * @param mesh The mesh to test
  111694. * @returns true if the mesh will be highlighted by the current glow layer
  111695. */
  111696. GlowLayer.prototype.hasMesh = function (mesh) {
  111697. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111698. return false;
  111699. }
  111700. // Included Mesh
  111701. if (this._includedOnlyMeshes.length) {
  111702. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  111703. }
  111704. // Excluded Mesh
  111705. if (this._excludedMeshes.length) {
  111706. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  111707. }
  111708. return true;
  111709. };
  111710. /**
  111711. * Free any resources and references associated to a mesh.
  111712. * Internal use
  111713. * @param mesh The mesh to free.
  111714. * @hidden
  111715. */
  111716. GlowLayer.prototype._disposeMesh = function (mesh) {
  111717. this.removeIncludedOnlyMesh(mesh);
  111718. this.removeExcludedMesh(mesh);
  111719. };
  111720. /**
  111721. * Gets the class name of the effect layer
  111722. * @returns the string with the class name of the effect layer
  111723. */
  111724. GlowLayer.prototype.getClassName = function () {
  111725. return "GlowLayer";
  111726. };
  111727. /**
  111728. * Serializes this glow layer
  111729. * @returns a serialized glow layer object
  111730. */
  111731. GlowLayer.prototype.serialize = function () {
  111732. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111733. serializationObject.customType = "BABYLON.GlowLayer";
  111734. var index;
  111735. // Included meshes
  111736. serializationObject.includedMeshes = [];
  111737. if (this._includedOnlyMeshes.length) {
  111738. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  111739. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  111740. if (mesh) {
  111741. serializationObject.includedMeshes.push(mesh.id);
  111742. }
  111743. }
  111744. }
  111745. // Excluded meshes
  111746. serializationObject.excludedMeshes = [];
  111747. if (this._excludedMeshes.length) {
  111748. for (index = 0; index < this._excludedMeshes.length; index++) {
  111749. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  111750. if (mesh) {
  111751. serializationObject.excludedMeshes.push(mesh.id);
  111752. }
  111753. }
  111754. }
  111755. return serializationObject;
  111756. };
  111757. /**
  111758. * Creates a Glow Layer from parsed glow layer data
  111759. * @param parsedGlowLayer defines glow layer data
  111760. * @param scene defines the current scene
  111761. * @param rootUrl defines the root URL containing the glow layer information
  111762. * @returns a parsed Glow Layer
  111763. */
  111764. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  111765. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  111766. var index;
  111767. // Excluded meshes
  111768. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  111769. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  111770. if (mesh) {
  111771. gl.addExcludedMesh(mesh);
  111772. }
  111773. }
  111774. // Included meshes
  111775. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  111776. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  111777. if (mesh) {
  111778. gl.addIncludedOnlyMesh(mesh);
  111779. }
  111780. }
  111781. return gl;
  111782. };
  111783. /**
  111784. * Effect Name of the layer.
  111785. */
  111786. GlowLayer.EffectName = "GlowLayer";
  111787. /**
  111788. * The default blur kernel size used for the glow.
  111789. */
  111790. GlowLayer.DefaultBlurKernelSize = 32;
  111791. /**
  111792. * The default texture size ratio used for the glow.
  111793. */
  111794. GlowLayer.DefaultTextureRatio = 0.5;
  111795. __decorate([
  111796. BABYLON.serialize()
  111797. ], GlowLayer.prototype, "blurKernelSize", null);
  111798. __decorate([
  111799. BABYLON.serialize()
  111800. ], GlowLayer.prototype, "intensity", null);
  111801. __decorate([
  111802. BABYLON.serialize("options")
  111803. ], GlowLayer.prototype, "_options", void 0);
  111804. return GlowLayer;
  111805. }(BABYLON.EffectLayer));
  111806. BABYLON.GlowLayer = GlowLayer;
  111807. })(BABYLON || (BABYLON = {}));
  111808. //# sourceMappingURL=babylon.glowLayer.js.map
  111809. var BABYLON;
  111810. (function (BABYLON) {
  111811. /**
  111812. * Defines the list of states available for a task inside a AssetsManager
  111813. */
  111814. var AssetTaskState;
  111815. (function (AssetTaskState) {
  111816. /**
  111817. * Initialization
  111818. */
  111819. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  111820. /**
  111821. * Running
  111822. */
  111823. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  111824. /**
  111825. * Done
  111826. */
  111827. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  111828. /**
  111829. * Error
  111830. */
  111831. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  111832. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  111833. /**
  111834. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  111835. */
  111836. var AbstractAssetTask = /** @class */ (function () {
  111837. /**
  111838. * Creates a new AssetsManager
  111839. * @param name defines the name of the task
  111840. */
  111841. function AbstractAssetTask(
  111842. /**
  111843. * Task name
  111844. */ name) {
  111845. this.name = name;
  111846. this._isCompleted = false;
  111847. this._taskState = AssetTaskState.INIT;
  111848. }
  111849. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  111850. /**
  111851. * Get if the task is completed
  111852. */
  111853. get: function () {
  111854. return this._isCompleted;
  111855. },
  111856. enumerable: true,
  111857. configurable: true
  111858. });
  111859. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  111860. /**
  111861. * Gets the current state of the task
  111862. */
  111863. get: function () {
  111864. return this._taskState;
  111865. },
  111866. enumerable: true,
  111867. configurable: true
  111868. });
  111869. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  111870. /**
  111871. * Gets the current error object (if task is in error)
  111872. */
  111873. get: function () {
  111874. return this._errorObject;
  111875. },
  111876. enumerable: true,
  111877. configurable: true
  111878. });
  111879. /**
  111880. * Internal only
  111881. * @hidden
  111882. */
  111883. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  111884. if (this._errorObject) {
  111885. return;
  111886. }
  111887. this._errorObject = {
  111888. message: message,
  111889. exception: exception
  111890. };
  111891. };
  111892. /**
  111893. * Execute the current task
  111894. * @param scene defines the scene where you want your assets to be loaded
  111895. * @param onSuccess is a callback called when the task is successfully executed
  111896. * @param onError is a callback called if an error occurs
  111897. */
  111898. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  111899. var _this = this;
  111900. this._taskState = AssetTaskState.RUNNING;
  111901. this.runTask(scene, function () {
  111902. _this.onDoneCallback(onSuccess, onError);
  111903. }, function (msg, exception) {
  111904. _this.onErrorCallback(onError, msg, exception);
  111905. });
  111906. };
  111907. /**
  111908. * Execute the current task
  111909. * @param scene defines the scene where you want your assets to be loaded
  111910. * @param onSuccess is a callback called when the task is successfully executed
  111911. * @param onError is a callback called if an error occurs
  111912. */
  111913. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  111914. throw new Error("runTask is not implemented");
  111915. };
  111916. /**
  111917. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  111918. * This can be used with failed tasks that have the reason for failure fixed.
  111919. */
  111920. AbstractAssetTask.prototype.reset = function () {
  111921. this._taskState = AssetTaskState.INIT;
  111922. };
  111923. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  111924. this._taskState = AssetTaskState.ERROR;
  111925. this._errorObject = {
  111926. message: message,
  111927. exception: exception
  111928. };
  111929. if (this.onError) {
  111930. this.onError(this, message, exception);
  111931. }
  111932. onError();
  111933. };
  111934. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  111935. try {
  111936. this._taskState = AssetTaskState.DONE;
  111937. this._isCompleted = true;
  111938. if (this.onSuccess) {
  111939. this.onSuccess(this);
  111940. }
  111941. onSuccess();
  111942. }
  111943. catch (e) {
  111944. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  111945. }
  111946. };
  111947. return AbstractAssetTask;
  111948. }());
  111949. BABYLON.AbstractAssetTask = AbstractAssetTask;
  111950. /**
  111951. * Class used to share progress information about assets loading
  111952. */
  111953. var AssetsProgressEvent = /** @class */ (function () {
  111954. /**
  111955. * Creates a AssetsProgressEvent
  111956. * @param remainingCount defines the number of remaining tasks to process
  111957. * @param totalCount defines the total number of tasks
  111958. * @param task defines the task that was just processed
  111959. */
  111960. function AssetsProgressEvent(remainingCount, totalCount, task) {
  111961. this.remainingCount = remainingCount;
  111962. this.totalCount = totalCount;
  111963. this.task = task;
  111964. }
  111965. return AssetsProgressEvent;
  111966. }());
  111967. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  111968. /**
  111969. * Define a task used by AssetsManager to load meshes
  111970. */
  111971. var MeshAssetTask = /** @class */ (function (_super) {
  111972. __extends(MeshAssetTask, _super);
  111973. /**
  111974. * Creates a new MeshAssetTask
  111975. * @param name defines the name of the task
  111976. * @param meshesNames defines the list of mesh's names you want to load
  111977. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  111978. * @param sceneFilename defines the filename of the scene to load from
  111979. */
  111980. function MeshAssetTask(
  111981. /**
  111982. * Defines the name of the task
  111983. */
  111984. name,
  111985. /**
  111986. * Defines the list of mesh's names you want to load
  111987. */
  111988. meshesNames,
  111989. /**
  111990. * Defines the root url to use as a base to load your meshes and associated resources
  111991. */
  111992. rootUrl,
  111993. /**
  111994. * Defines the filename of the scene to load from
  111995. */
  111996. sceneFilename) {
  111997. var _this = _super.call(this, name) || this;
  111998. _this.name = name;
  111999. _this.meshesNames = meshesNames;
  112000. _this.rootUrl = rootUrl;
  112001. _this.sceneFilename = sceneFilename;
  112002. return _this;
  112003. }
  112004. /**
  112005. * Execute the current task
  112006. * @param scene defines the scene where you want your assets to be loaded
  112007. * @param onSuccess is a callback called when the task is successfully executed
  112008. * @param onError is a callback called if an error occurs
  112009. */
  112010. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112011. var _this = this;
  112012. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  112013. _this.loadedMeshes = meshes;
  112014. _this.loadedParticleSystems = particleSystems;
  112015. _this.loadedSkeletons = skeletons;
  112016. onSuccess();
  112017. }, null, function (scene, message, exception) {
  112018. onError(message, exception);
  112019. });
  112020. };
  112021. return MeshAssetTask;
  112022. }(AbstractAssetTask));
  112023. BABYLON.MeshAssetTask = MeshAssetTask;
  112024. /**
  112025. * Define a task used by AssetsManager to load text content
  112026. */
  112027. var TextFileAssetTask = /** @class */ (function (_super) {
  112028. __extends(TextFileAssetTask, _super);
  112029. /**
  112030. * Creates a new TextFileAssetTask object
  112031. * @param name defines the name of the task
  112032. * @param url defines the location of the file to load
  112033. */
  112034. function TextFileAssetTask(
  112035. /**
  112036. * Defines the name of the task
  112037. */
  112038. name,
  112039. /**
  112040. * Defines the location of the file to load
  112041. */
  112042. url) {
  112043. var _this = _super.call(this, name) || this;
  112044. _this.name = name;
  112045. _this.url = url;
  112046. return _this;
  112047. }
  112048. /**
  112049. * Execute the current task
  112050. * @param scene defines the scene where you want your assets to be loaded
  112051. * @param onSuccess is a callback called when the task is successfully executed
  112052. * @param onError is a callback called if an error occurs
  112053. */
  112054. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112055. var _this = this;
  112056. scene._loadFile(this.url, function (data) {
  112057. _this.text = data;
  112058. onSuccess();
  112059. }, undefined, false, false, function (request, exception) {
  112060. if (request) {
  112061. onError(request.status + " " + request.statusText, exception);
  112062. }
  112063. });
  112064. };
  112065. return TextFileAssetTask;
  112066. }(AbstractAssetTask));
  112067. BABYLON.TextFileAssetTask = TextFileAssetTask;
  112068. /**
  112069. * Define a task used by AssetsManager to load binary data
  112070. */
  112071. var BinaryFileAssetTask = /** @class */ (function (_super) {
  112072. __extends(BinaryFileAssetTask, _super);
  112073. /**
  112074. * Creates a new BinaryFileAssetTask object
  112075. * @param name defines the name of the new task
  112076. * @param url defines the location of the file to load
  112077. */
  112078. function BinaryFileAssetTask(
  112079. /**
  112080. * Defines the name of the task
  112081. */
  112082. name,
  112083. /**
  112084. * Defines the location of the file to load
  112085. */
  112086. url) {
  112087. var _this = _super.call(this, name) || this;
  112088. _this.name = name;
  112089. _this.url = url;
  112090. return _this;
  112091. }
  112092. /**
  112093. * Execute the current task
  112094. * @param scene defines the scene where you want your assets to be loaded
  112095. * @param onSuccess is a callback called when the task is successfully executed
  112096. * @param onError is a callback called if an error occurs
  112097. */
  112098. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112099. var _this = this;
  112100. scene._loadFile(this.url, function (data) {
  112101. _this.data = data;
  112102. onSuccess();
  112103. }, undefined, true, true, function (request, exception) {
  112104. if (request) {
  112105. onError(request.status + " " + request.statusText, exception);
  112106. }
  112107. });
  112108. };
  112109. return BinaryFileAssetTask;
  112110. }(AbstractAssetTask));
  112111. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  112112. /**
  112113. * Define a task used by AssetsManager to load images
  112114. */
  112115. var ImageAssetTask = /** @class */ (function (_super) {
  112116. __extends(ImageAssetTask, _super);
  112117. /**
  112118. * Creates a new ImageAssetTask
  112119. * @param name defines the name of the task
  112120. * @param url defines the location of the image to load
  112121. */
  112122. function ImageAssetTask(
  112123. /**
  112124. * Defines the name of the task
  112125. */
  112126. name,
  112127. /**
  112128. * Defines the location of the image to load
  112129. */
  112130. url) {
  112131. var _this = _super.call(this, name) || this;
  112132. _this.name = name;
  112133. _this.url = url;
  112134. return _this;
  112135. }
  112136. /**
  112137. * Execute the current task
  112138. * @param scene defines the scene where you want your assets to be loaded
  112139. * @param onSuccess is a callback called when the task is successfully executed
  112140. * @param onError is a callback called if an error occurs
  112141. */
  112142. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112143. var _this = this;
  112144. var img = new Image();
  112145. BABYLON.Tools.SetCorsBehavior(this.url, img);
  112146. img.onload = function () {
  112147. _this.image = img;
  112148. onSuccess();
  112149. };
  112150. img.onerror = function (err) {
  112151. onError("Error loading image", err);
  112152. };
  112153. img.src = this.url;
  112154. };
  112155. return ImageAssetTask;
  112156. }(AbstractAssetTask));
  112157. BABYLON.ImageAssetTask = ImageAssetTask;
  112158. /**
  112159. * Define a task used by AssetsManager to load 2D textures
  112160. */
  112161. var TextureAssetTask = /** @class */ (function (_super) {
  112162. __extends(TextureAssetTask, _super);
  112163. /**
  112164. * Creates a new TextureAssetTask object
  112165. * @param name defines the name of the task
  112166. * @param url defines the location of the file to load
  112167. * @param noMipmap defines if mipmap should not be generated (default is false)
  112168. * @param invertY defines if texture must be inverted on Y axis (default is false)
  112169. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112170. */
  112171. function TextureAssetTask(
  112172. /**
  112173. * Defines the name of the task
  112174. */
  112175. name,
  112176. /**
  112177. * Defines the location of the file to load
  112178. */
  112179. url,
  112180. /**
  112181. * Defines if mipmap should not be generated (default is false)
  112182. */
  112183. noMipmap,
  112184. /**
  112185. * Defines if texture must be inverted on Y axis (default is false)
  112186. */
  112187. invertY,
  112188. /**
  112189. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112190. */
  112191. samplingMode) {
  112192. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112193. var _this = _super.call(this, name) || this;
  112194. _this.name = name;
  112195. _this.url = url;
  112196. _this.noMipmap = noMipmap;
  112197. _this.invertY = invertY;
  112198. _this.samplingMode = samplingMode;
  112199. return _this;
  112200. }
  112201. /**
  112202. * Execute the current task
  112203. * @param scene defines the scene where you want your assets to be loaded
  112204. * @param onSuccess is a callback called when the task is successfully executed
  112205. * @param onError is a callback called if an error occurs
  112206. */
  112207. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112208. var onload = function () {
  112209. onSuccess();
  112210. };
  112211. var onerror = function (message, exception) {
  112212. onError(message, exception);
  112213. };
  112214. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  112215. };
  112216. return TextureAssetTask;
  112217. }(AbstractAssetTask));
  112218. BABYLON.TextureAssetTask = TextureAssetTask;
  112219. /**
  112220. * Define a task used by AssetsManager to load cube textures
  112221. */
  112222. var CubeTextureAssetTask = /** @class */ (function (_super) {
  112223. __extends(CubeTextureAssetTask, _super);
  112224. /**
  112225. * Creates a new CubeTextureAssetTask
  112226. * @param name defines the name of the task
  112227. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112228. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112229. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112230. * @param files defines the explicit list of files (undefined by default)
  112231. */
  112232. function CubeTextureAssetTask(
  112233. /**
  112234. * Defines the name of the task
  112235. */
  112236. name,
  112237. /**
  112238. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112239. */
  112240. url,
  112241. /**
  112242. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112243. */
  112244. extensions,
  112245. /**
  112246. * Defines if mipmaps should not be generated (default is false)
  112247. */
  112248. noMipmap,
  112249. /**
  112250. * Defines the explicit list of files (undefined by default)
  112251. */
  112252. files) {
  112253. var _this = _super.call(this, name) || this;
  112254. _this.name = name;
  112255. _this.url = url;
  112256. _this.extensions = extensions;
  112257. _this.noMipmap = noMipmap;
  112258. _this.files = files;
  112259. return _this;
  112260. }
  112261. /**
  112262. * Execute the current task
  112263. * @param scene defines the scene where you want your assets to be loaded
  112264. * @param onSuccess is a callback called when the task is successfully executed
  112265. * @param onError is a callback called if an error occurs
  112266. */
  112267. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112268. var onload = function () {
  112269. onSuccess();
  112270. };
  112271. var onerror = function (message, exception) {
  112272. onError(message, exception);
  112273. };
  112274. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112275. };
  112276. return CubeTextureAssetTask;
  112277. }(AbstractAssetTask));
  112278. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112279. /**
  112280. * Define a task used by AssetsManager to load HDR cube textures
  112281. */
  112282. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112283. __extends(HDRCubeTextureAssetTask, _super);
  112284. /**
  112285. * Creates a new HDRCubeTextureAssetTask object
  112286. * @param name defines the name of the task
  112287. * @param url defines the location of the file to load
  112288. * @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.
  112289. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112290. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112291. * @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)
  112292. * @param reserved Internal use only
  112293. */
  112294. function HDRCubeTextureAssetTask(
  112295. /**
  112296. * Defines the name of the task
  112297. */
  112298. name,
  112299. /**
  112300. * Defines the location of the file to load
  112301. */
  112302. url,
  112303. /**
  112304. * Defines the desired size (the more it increases the longer the generation will be)
  112305. */
  112306. size,
  112307. /**
  112308. * Defines if mipmaps should not be generated (default is false)
  112309. */
  112310. noMipmap,
  112311. /**
  112312. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112313. */
  112314. generateHarmonics,
  112315. /**
  112316. * 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)
  112317. */
  112318. gammaSpace,
  112319. /**
  112320. * Internal Use Only
  112321. */
  112322. reserved) {
  112323. if (noMipmap === void 0) { noMipmap = false; }
  112324. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112325. if (gammaSpace === void 0) { gammaSpace = false; }
  112326. if (reserved === void 0) { reserved = false; }
  112327. var _this = _super.call(this, name) || this;
  112328. _this.name = name;
  112329. _this.url = url;
  112330. _this.size = size;
  112331. _this.noMipmap = noMipmap;
  112332. _this.generateHarmonics = generateHarmonics;
  112333. _this.gammaSpace = gammaSpace;
  112334. _this.reserved = reserved;
  112335. return _this;
  112336. }
  112337. /**
  112338. * Execute the current task
  112339. * @param scene defines the scene where you want your assets to be loaded
  112340. * @param onSuccess is a callback called when the task is successfully executed
  112341. * @param onError is a callback called if an error occurs
  112342. */
  112343. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112344. var onload = function () {
  112345. onSuccess();
  112346. };
  112347. var onerror = function (message, exception) {
  112348. onError(message, exception);
  112349. };
  112350. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112351. };
  112352. return HDRCubeTextureAssetTask;
  112353. }(AbstractAssetTask));
  112354. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112355. /**
  112356. * This class can be used to easily import assets into a scene
  112357. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112358. */
  112359. var AssetsManager = /** @class */ (function () {
  112360. /**
  112361. * Creates a new AssetsManager
  112362. * @param scene defines the scene to work on
  112363. */
  112364. function AssetsManager(scene) {
  112365. this._isLoading = false;
  112366. this._tasks = new Array();
  112367. this._waitingTasksCount = 0;
  112368. this._totalTasksCount = 0;
  112369. /**
  112370. * Observable called when all tasks are processed
  112371. */
  112372. this.onTaskSuccessObservable = new BABYLON.Observable();
  112373. /**
  112374. * Observable called when a task had an error
  112375. */
  112376. this.onTaskErrorObservable = new BABYLON.Observable();
  112377. /**
  112378. * Observable called when a task is successful
  112379. */
  112380. this.onTasksDoneObservable = new BABYLON.Observable();
  112381. /**
  112382. * Observable called when a task is done (whatever the result is)
  112383. */
  112384. this.onProgressObservable = new BABYLON.Observable();
  112385. /**
  112386. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  112387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  112388. */
  112389. this.useDefaultLoadingScreen = true;
  112390. this._scene = scene;
  112391. }
  112392. /**
  112393. * Add a MeshAssetTask to the list of active tasks
  112394. * @param taskName defines the name of the new task
  112395. * @param meshesNames defines the name of meshes to load
  112396. * @param rootUrl defines the root url to use to locate files
  112397. * @param sceneFilename defines the filename of the scene file
  112398. * @returns a new MeshAssetTask object
  112399. */
  112400. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  112401. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  112402. this._tasks.push(task);
  112403. return task;
  112404. };
  112405. /**
  112406. * Add a TextFileAssetTask to the list of active tasks
  112407. * @param taskName defines the name of the new task
  112408. * @param url defines the url of the file to load
  112409. * @returns a new TextFileAssetTask object
  112410. */
  112411. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  112412. var task = new TextFileAssetTask(taskName, url);
  112413. this._tasks.push(task);
  112414. return task;
  112415. };
  112416. /**
  112417. * Add a BinaryFileAssetTask to the list of active tasks
  112418. * @param taskName defines the name of the new task
  112419. * @param url defines the url of the file to load
  112420. * @returns a new BinaryFileAssetTask object
  112421. */
  112422. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  112423. var task = new BinaryFileAssetTask(taskName, url);
  112424. this._tasks.push(task);
  112425. return task;
  112426. };
  112427. /**
  112428. * Add a ImageAssetTask to the list of active tasks
  112429. * @param taskName defines the name of the new task
  112430. * @param url defines the url of the file to load
  112431. * @returns a new ImageAssetTask object
  112432. */
  112433. AssetsManager.prototype.addImageTask = function (taskName, url) {
  112434. var task = new ImageAssetTask(taskName, url);
  112435. this._tasks.push(task);
  112436. return task;
  112437. };
  112438. /**
  112439. * Add a TextureAssetTask to the list of active tasks
  112440. * @param taskName defines the name of the new task
  112441. * @param url defines the url of the file to load
  112442. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112443. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  112444. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  112445. * @returns a new TextureAssetTask object
  112446. */
  112447. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  112448. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112449. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  112450. this._tasks.push(task);
  112451. return task;
  112452. };
  112453. /**
  112454. * Add a CubeTextureAssetTask to the list of active tasks
  112455. * @param taskName defines the name of the new task
  112456. * @param url defines the url of the file to load
  112457. * @param extensions defines the extension to use to load the cube map (can be null)
  112458. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112459. * @param files defines the list of files to load (can be null)
  112460. * @returns a new CubeTextureAssetTask object
  112461. */
  112462. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  112463. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  112464. this._tasks.push(task);
  112465. return task;
  112466. };
  112467. /**
  112468. *
  112469. * Add a HDRCubeTextureAssetTask to the list of active tasks
  112470. * @param taskName defines the name of the new task
  112471. * @param url defines the url of the file to load
  112472. * @param size defines the size you want for the cubemap (can be null)
  112473. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112474. * @param generateHarmonics defines if you want to automatically generate (true by default)
  112475. * @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)
  112476. * @param reserved Internal use only
  112477. * @returns a new HDRCubeTextureAssetTask object
  112478. */
  112479. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  112480. if (noMipmap === void 0) { noMipmap = false; }
  112481. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112482. if (gammaSpace === void 0) { gammaSpace = false; }
  112483. if (reserved === void 0) { reserved = false; }
  112484. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  112485. this._tasks.push(task);
  112486. return task;
  112487. };
  112488. /**
  112489. * Remove a task from the assets manager.
  112490. * @param task the task to remove
  112491. */
  112492. AssetsManager.prototype.removeTask = function (task) {
  112493. var index = this._tasks.indexOf(task);
  112494. if (index > -1) {
  112495. this._tasks.splice(index, 1);
  112496. }
  112497. };
  112498. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  112499. this._waitingTasksCount--;
  112500. try {
  112501. if (this.onProgress) {
  112502. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  112503. }
  112504. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  112505. }
  112506. catch (e) {
  112507. BABYLON.Tools.Error("Error running progress callbacks.");
  112508. console.log(e);
  112509. }
  112510. if (this._waitingTasksCount === 0) {
  112511. try {
  112512. if (this.onFinish) {
  112513. this.onFinish(this._tasks);
  112514. }
  112515. // Let's remove successfull tasks
  112516. var currentTasks = this._tasks.slice();
  112517. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  112518. var task = currentTasks_1[_i];
  112519. if (task.taskState === AssetTaskState.DONE) {
  112520. var index = this._tasks.indexOf(task);
  112521. if (index > -1) {
  112522. this._tasks.splice(index, 1);
  112523. }
  112524. }
  112525. }
  112526. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112527. }
  112528. catch (e) {
  112529. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  112530. console.log(e);
  112531. }
  112532. this._isLoading = false;
  112533. this._scene.getEngine().hideLoadingUI();
  112534. }
  112535. };
  112536. AssetsManager.prototype._runTask = function (task) {
  112537. var _this = this;
  112538. var done = function () {
  112539. try {
  112540. if (_this.onTaskSuccess) {
  112541. _this.onTaskSuccess(task);
  112542. }
  112543. _this.onTaskSuccessObservable.notifyObservers(task);
  112544. _this._decreaseWaitingTasksCount(task);
  112545. }
  112546. catch (e) {
  112547. error("Error executing task success callbacks", e);
  112548. }
  112549. };
  112550. var error = function (message, exception) {
  112551. task._setErrorObject(message, exception);
  112552. if (_this.onTaskError) {
  112553. _this.onTaskError(task);
  112554. }
  112555. _this.onTaskErrorObservable.notifyObservers(task);
  112556. _this._decreaseWaitingTasksCount(task);
  112557. };
  112558. task.run(this._scene, done, error);
  112559. };
  112560. /**
  112561. * Reset the AssetsManager and remove all tasks
  112562. * @return the current instance of the AssetsManager
  112563. */
  112564. AssetsManager.prototype.reset = function () {
  112565. this._isLoading = false;
  112566. this._tasks = new Array();
  112567. return this;
  112568. };
  112569. /**
  112570. * Start the loading process
  112571. * @return the current instance of the AssetsManager
  112572. */
  112573. AssetsManager.prototype.load = function () {
  112574. if (this._isLoading) {
  112575. return this;
  112576. }
  112577. this._isLoading = true;
  112578. this._waitingTasksCount = this._tasks.length;
  112579. this._totalTasksCount = this._tasks.length;
  112580. if (this._waitingTasksCount === 0) {
  112581. this._isLoading = false;
  112582. if (this.onFinish) {
  112583. this.onFinish(this._tasks);
  112584. }
  112585. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112586. return this;
  112587. }
  112588. if (this.useDefaultLoadingScreen) {
  112589. this._scene.getEngine().displayLoadingUI();
  112590. }
  112591. for (var index = 0; index < this._tasks.length; index++) {
  112592. var task = this._tasks[index];
  112593. if (task.taskState === AssetTaskState.INIT) {
  112594. this._runTask(task);
  112595. }
  112596. }
  112597. return this;
  112598. };
  112599. return AssetsManager;
  112600. }());
  112601. BABYLON.AssetsManager = AssetsManager;
  112602. })(BABYLON || (BABYLON = {}));
  112603. //# sourceMappingURL=babylon.assetsManager.js.map
  112604. var BABYLON;
  112605. (function (BABYLON) {
  112606. var serializedGeometries = [];
  112607. var serializeGeometry = function (geometry, serializationGeometries) {
  112608. if (serializedGeometries[geometry.id]) {
  112609. return;
  112610. }
  112611. if (geometry.doNotSerialize) {
  112612. return;
  112613. }
  112614. if (geometry instanceof BABYLON.BoxGeometry) {
  112615. serializationGeometries.boxes.push(geometry.serialize());
  112616. }
  112617. else if (geometry instanceof BABYLON.SphereGeometry) {
  112618. serializationGeometries.spheres.push(geometry.serialize());
  112619. }
  112620. else if (geometry instanceof BABYLON.CylinderGeometry) {
  112621. serializationGeometries.cylinders.push(geometry.serialize());
  112622. }
  112623. else if (geometry instanceof BABYLON.TorusGeometry) {
  112624. serializationGeometries.toruses.push(geometry.serialize());
  112625. }
  112626. else if (geometry instanceof BABYLON.GroundGeometry) {
  112627. serializationGeometries.grounds.push(geometry.serialize());
  112628. }
  112629. else if (geometry instanceof BABYLON.Plane) {
  112630. serializationGeometries.planes.push(geometry.serialize());
  112631. }
  112632. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  112633. serializationGeometries.torusKnots.push(geometry.serialize());
  112634. }
  112635. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  112636. throw new Error("Unknown primitive type");
  112637. }
  112638. else {
  112639. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  112640. }
  112641. serializedGeometries[geometry.id] = true;
  112642. };
  112643. var serializeMesh = function (mesh, serializationScene) {
  112644. var serializationObject = {};
  112645. // Geometry
  112646. var geometry = mesh._geometry;
  112647. if (geometry) {
  112648. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  112649. // 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
  112650. serializeGeometry(geometry, serializationScene.geometries);
  112651. }
  112652. }
  112653. // Custom
  112654. if (mesh.serialize) {
  112655. mesh.serialize(serializationObject);
  112656. }
  112657. return serializationObject;
  112658. };
  112659. var finalizeSingleMesh = function (mesh, serializationObject) {
  112660. //only works if the mesh is already loaded
  112661. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112662. //serialize material
  112663. if (mesh.material) {
  112664. if (mesh.material instanceof BABYLON.MultiMaterial) {
  112665. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  112666. serializationObject.materials = serializationObject.materials || [];
  112667. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112668. serializationObject.multiMaterials.push(mesh.material.serialize());
  112669. var _loop_1 = function (submaterial) {
  112670. if (submaterial) {
  112671. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  112672. serializationObject.materials.push(submaterial.serialize());
  112673. }
  112674. }
  112675. };
  112676. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  112677. var submaterial = _a[_i];
  112678. _loop_1(submaterial);
  112679. }
  112680. }
  112681. }
  112682. else {
  112683. serializationObject.materials = serializationObject.materials || [];
  112684. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  112685. serializationObject.materials.push(mesh.material.serialize());
  112686. }
  112687. }
  112688. }
  112689. //serialize geometry
  112690. var geometry = mesh._geometry;
  112691. if (geometry) {
  112692. if (!serializationObject.geometries) {
  112693. serializationObject.geometries = {};
  112694. serializationObject.geometries.boxes = [];
  112695. serializationObject.geometries.spheres = [];
  112696. serializationObject.geometries.cylinders = [];
  112697. serializationObject.geometries.toruses = [];
  112698. serializationObject.geometries.grounds = [];
  112699. serializationObject.geometries.planes = [];
  112700. serializationObject.geometries.torusKnots = [];
  112701. serializationObject.geometries.vertexData = [];
  112702. }
  112703. serializeGeometry(geometry, serializationObject.geometries);
  112704. }
  112705. // Skeletons
  112706. if (mesh.skeleton) {
  112707. serializationObject.skeletons = serializationObject.skeletons || [];
  112708. serializationObject.skeletons.push(mesh.skeleton.serialize());
  112709. }
  112710. //serialize the actual mesh
  112711. serializationObject.meshes = serializationObject.meshes || [];
  112712. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112713. }
  112714. };
  112715. /**
  112716. * Class used to serialize a scene into a string
  112717. */
  112718. var SceneSerializer = /** @class */ (function () {
  112719. function SceneSerializer() {
  112720. }
  112721. /**
  112722. * Clear cache used by a previous serialization
  112723. */
  112724. SceneSerializer.ClearCache = function () {
  112725. serializedGeometries = [];
  112726. };
  112727. /**
  112728. * Serialize a scene into a JSON compatible object
  112729. * @param scene defines the scene to serialize
  112730. * @returns a JSON compatible object
  112731. */
  112732. SceneSerializer.Serialize = function (scene) {
  112733. var serializationObject = {};
  112734. SceneSerializer.ClearCache();
  112735. // Scene
  112736. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  112737. serializationObject.autoClear = scene.autoClear;
  112738. serializationObject.clearColor = scene.clearColor.asArray();
  112739. serializationObject.ambientColor = scene.ambientColor.asArray();
  112740. serializationObject.gravity = scene.gravity.asArray();
  112741. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  112742. serializationObject.workerCollisions = scene.workerCollisions;
  112743. // Fog
  112744. if (scene.fogMode && scene.fogMode !== 0) {
  112745. serializationObject.fogMode = scene.fogMode;
  112746. serializationObject.fogColor = scene.fogColor.asArray();
  112747. serializationObject.fogStart = scene.fogStart;
  112748. serializationObject.fogEnd = scene.fogEnd;
  112749. serializationObject.fogDensity = scene.fogDensity;
  112750. }
  112751. //Physics
  112752. if (scene.isPhysicsEnabled()) {
  112753. var physicEngine = scene.getPhysicsEngine();
  112754. if (physicEngine) {
  112755. serializationObject.physicsEnabled = true;
  112756. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  112757. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  112758. }
  112759. }
  112760. // Metadata
  112761. if (scene.metadata) {
  112762. serializationObject.metadata = scene.metadata;
  112763. }
  112764. // Morph targets
  112765. serializationObject.morphTargetManagers = [];
  112766. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  112767. var abstractMesh = _a[_i];
  112768. var manager = abstractMesh.morphTargetManager;
  112769. if (manager) {
  112770. serializationObject.morphTargetManagers.push(manager.serialize());
  112771. }
  112772. }
  112773. // Lights
  112774. serializationObject.lights = [];
  112775. var index;
  112776. var light;
  112777. for (index = 0; index < scene.lights.length; index++) {
  112778. light = scene.lights[index];
  112779. if (!light.doNotSerialize) {
  112780. serializationObject.lights.push(light.serialize());
  112781. }
  112782. }
  112783. // Cameras
  112784. serializationObject.cameras = [];
  112785. for (index = 0; index < scene.cameras.length; index++) {
  112786. var camera = scene.cameras[index];
  112787. if (!camera.doNotSerialize) {
  112788. serializationObject.cameras.push(camera.serialize());
  112789. }
  112790. }
  112791. if (scene.activeCamera) {
  112792. serializationObject.activeCameraID = scene.activeCamera.id;
  112793. }
  112794. // Animations
  112795. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  112796. // Materials
  112797. serializationObject.materials = [];
  112798. serializationObject.multiMaterials = [];
  112799. var material;
  112800. for (index = 0; index < scene.materials.length; index++) {
  112801. material = scene.materials[index];
  112802. if (!material.doNotSerialize) {
  112803. serializationObject.materials.push(material.serialize());
  112804. }
  112805. }
  112806. // MultiMaterials
  112807. serializationObject.multiMaterials = [];
  112808. for (index = 0; index < scene.multiMaterials.length; index++) {
  112809. var multiMaterial = scene.multiMaterials[index];
  112810. serializationObject.multiMaterials.push(multiMaterial.serialize());
  112811. }
  112812. // Environment texture
  112813. if (scene.environmentTexture) {
  112814. serializationObject.environmentTexture = scene.environmentTexture.name;
  112815. }
  112816. // Skeletons
  112817. serializationObject.skeletons = [];
  112818. for (index = 0; index < scene.skeletons.length; index++) {
  112819. var skeleton = scene.skeletons[index];
  112820. if (!skeleton.doNotSerialize) {
  112821. serializationObject.skeletons.push(skeleton.serialize());
  112822. }
  112823. }
  112824. // Transform nodes
  112825. serializationObject.transformNodes = [];
  112826. for (index = 0; index < scene.transformNodes.length; index++) {
  112827. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  112828. }
  112829. // Geometries
  112830. serializationObject.geometries = {};
  112831. serializationObject.geometries.boxes = [];
  112832. serializationObject.geometries.spheres = [];
  112833. serializationObject.geometries.cylinders = [];
  112834. serializationObject.geometries.toruses = [];
  112835. serializationObject.geometries.grounds = [];
  112836. serializationObject.geometries.planes = [];
  112837. serializationObject.geometries.torusKnots = [];
  112838. serializationObject.geometries.vertexData = [];
  112839. serializedGeometries = [];
  112840. var geometries = scene.getGeometries();
  112841. for (index = 0; index < geometries.length; index++) {
  112842. var geometry = geometries[index];
  112843. if (geometry.isReady()) {
  112844. serializeGeometry(geometry, serializationObject.geometries);
  112845. }
  112846. }
  112847. // Meshes
  112848. serializationObject.meshes = [];
  112849. for (index = 0; index < scene.meshes.length; index++) {
  112850. var abstractMesh = scene.meshes[index];
  112851. if (abstractMesh instanceof BABYLON.Mesh) {
  112852. var mesh = abstractMesh;
  112853. if (!mesh.doNotSerialize) {
  112854. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  112855. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  112856. }
  112857. }
  112858. }
  112859. }
  112860. // Particles Systems
  112861. serializationObject.particleSystems = [];
  112862. for (index = 0; index < scene.particleSystems.length; index++) {
  112863. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  112864. }
  112865. // Action Manager
  112866. if (scene.actionManager) {
  112867. serializationObject.actions = scene.actionManager.serialize("scene");
  112868. }
  112869. // Components
  112870. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  112871. var component = _c[_b];
  112872. component.serialize(serializationObject);
  112873. }
  112874. return serializationObject;
  112875. };
  112876. /**
  112877. * Serialize a mesh into a JSON compatible object
  112878. * @param toSerialize defines the mesh to serialize
  112879. * @param withParents defines if parents must be serialized as well
  112880. * @param withChildren defines if children must be serialized as well
  112881. * @returns a JSON compatible object
  112882. */
  112883. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  112884. if (withParents === void 0) { withParents = false; }
  112885. if (withChildren === void 0) { withChildren = false; }
  112886. var serializationObject = {};
  112887. SceneSerializer.ClearCache();
  112888. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  112889. if (withParents || withChildren) {
  112890. //deliberate for loop! not for each, appended should be processed as well.
  112891. for (var i = 0; i < toSerialize.length; ++i) {
  112892. if (withChildren) {
  112893. toSerialize[i].getDescendants().forEach(function (node) {
  112894. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  112895. toSerialize.push(node);
  112896. }
  112897. });
  112898. }
  112899. //make sure the array doesn't contain the object already
  112900. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  112901. toSerialize.push(toSerialize[i].parent);
  112902. }
  112903. }
  112904. }
  112905. toSerialize.forEach(function (mesh) {
  112906. finalizeSingleMesh(mesh, serializationObject);
  112907. });
  112908. return serializationObject;
  112909. };
  112910. return SceneSerializer;
  112911. }());
  112912. BABYLON.SceneSerializer = SceneSerializer;
  112913. })(BABYLON || (BABYLON = {}));
  112914. //# sourceMappingURL=babylon.sceneSerializer.js.map
  112915. var BABYLON;
  112916. (function (BABYLON) {
  112917. /**
  112918. * Class used to generate realtime reflection / refraction cube textures
  112919. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  112920. */
  112921. var ReflectionProbe = /** @class */ (function () {
  112922. /**
  112923. * Creates a new reflection probe
  112924. * @param name defines the name of the probe
  112925. * @param size defines the texture resolution (for each face)
  112926. * @param scene defines the hosting scene
  112927. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  112928. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  112929. */
  112930. function ReflectionProbe(
  112931. /** defines the name of the probe */
  112932. name, size, scene, generateMipMaps, useFloat) {
  112933. if (generateMipMaps === void 0) { generateMipMaps = true; }
  112934. if (useFloat === void 0) { useFloat = false; }
  112935. var _this = this;
  112936. this.name = name;
  112937. this._viewMatrix = BABYLON.Matrix.Identity();
  112938. this._target = BABYLON.Vector3.Zero();
  112939. this._add = BABYLON.Vector3.Zero();
  112940. this._invertYAxis = false;
  112941. /** Gets or sets probe position (center of the cube map) */
  112942. this.position = BABYLON.Vector3.Zero();
  112943. this._scene = scene;
  112944. // Create the scene field if not exist.
  112945. if (!this._scene.reflectionProbes) {
  112946. this._scene.reflectionProbes = new Array();
  112947. }
  112948. this._scene.reflectionProbes.push(this);
  112949. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  112950. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  112951. switch (faceIndex) {
  112952. case 0:
  112953. _this._add.copyFromFloats(1, 0, 0);
  112954. break;
  112955. case 1:
  112956. _this._add.copyFromFloats(-1, 0, 0);
  112957. break;
  112958. case 2:
  112959. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  112960. break;
  112961. case 3:
  112962. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  112963. break;
  112964. case 4:
  112965. _this._add.copyFromFloats(0, 0, 1);
  112966. break;
  112967. case 5:
  112968. _this._add.copyFromFloats(0, 0, -1);
  112969. break;
  112970. }
  112971. if (_this._attachedMesh) {
  112972. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  112973. }
  112974. _this.position.addToRef(_this._add, _this._target);
  112975. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  112976. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  112977. scene._forcedViewPosition = _this.position;
  112978. });
  112979. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  112980. scene._forcedViewPosition = null;
  112981. scene.updateTransformMatrix(true);
  112982. });
  112983. if (scene.activeCamera) {
  112984. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  112985. }
  112986. }
  112987. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  112988. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  112989. get: function () {
  112990. return this._renderTargetTexture.samples;
  112991. },
  112992. set: function (value) {
  112993. this._renderTargetTexture.samples = value;
  112994. },
  112995. enumerable: true,
  112996. configurable: true
  112997. });
  112998. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  112999. /** Gets or sets the refresh rate to use (on every frame by default) */
  113000. get: function () {
  113001. return this._renderTargetTexture.refreshRate;
  113002. },
  113003. set: function (value) {
  113004. this._renderTargetTexture.refreshRate = value;
  113005. },
  113006. enumerable: true,
  113007. configurable: true
  113008. });
  113009. /**
  113010. * Gets the hosting scene
  113011. * @returns a Scene
  113012. */
  113013. ReflectionProbe.prototype.getScene = function () {
  113014. return this._scene;
  113015. };
  113016. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  113017. /** Gets the internal CubeTexture used to render to */
  113018. get: function () {
  113019. return this._renderTargetTexture;
  113020. },
  113021. enumerable: true,
  113022. configurable: true
  113023. });
  113024. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  113025. /** Gets the list of meshes to render */
  113026. get: function () {
  113027. return this._renderTargetTexture.renderList;
  113028. },
  113029. enumerable: true,
  113030. configurable: true
  113031. });
  113032. /**
  113033. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113034. * @param mesh defines the mesh to attach to
  113035. */
  113036. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  113037. this._attachedMesh = mesh;
  113038. };
  113039. /**
  113040. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113041. * @param renderingGroupId The rendering group id corresponding to its index
  113042. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113043. */
  113044. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  113045. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  113046. };
  113047. /**
  113048. * Clean all associated resources
  113049. */
  113050. ReflectionProbe.prototype.dispose = function () {
  113051. var index = this._scene.reflectionProbes.indexOf(this);
  113052. if (index !== -1) {
  113053. // Remove from the scene if found
  113054. this._scene.reflectionProbes.splice(index, 1);
  113055. }
  113056. if (this._renderTargetTexture) {
  113057. this._renderTargetTexture.dispose();
  113058. this._renderTargetTexture = null;
  113059. }
  113060. };
  113061. return ReflectionProbe;
  113062. }());
  113063. BABYLON.ReflectionProbe = ReflectionProbe;
  113064. })(BABYLON || (BABYLON = {}));
  113065. //# sourceMappingURL=babylon.reflectionProbe.js.map
  113066. var BABYLON;
  113067. (function (BABYLON) {
  113068. /**
  113069. * Defines the layer scene component responsible to manage any layers
  113070. * in a given scene.
  113071. */
  113072. var LayerSceneComponent = /** @class */ (function () {
  113073. /**
  113074. * Creates a new instance of the component for the given scene
  113075. * @param scene Defines the scene to register the component in
  113076. */
  113077. function LayerSceneComponent(scene) {
  113078. /**
  113079. * The component name helpfull to identify the component in the list of scene components.
  113080. */
  113081. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  113082. this.scene = scene;
  113083. this._engine = scene.getEngine();
  113084. scene.layers = new Array();
  113085. }
  113086. /**
  113087. * Registers the component in a given scene
  113088. */
  113089. LayerSceneComponent.prototype.register = function () {
  113090. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  113091. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  113092. };
  113093. /**
  113094. * Rebuilds the elements related to this component in case of
  113095. * context lost for instance.
  113096. */
  113097. LayerSceneComponent.prototype.rebuild = function () {
  113098. var layers = this.scene.layers;
  113099. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113100. var layer = layers_1[_i];
  113101. layer._rebuild();
  113102. }
  113103. };
  113104. /**
  113105. * Disposes the component and the associated ressources.
  113106. */
  113107. LayerSceneComponent.prototype.dispose = function () {
  113108. var layers = this.scene.layers;
  113109. while (layers.length) {
  113110. layers[0].dispose();
  113111. }
  113112. };
  113113. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  113114. var layers = this.scene.layers;
  113115. if (layers.length) {
  113116. this._engine.setDepthBuffer(false);
  113117. var cameraLayerMask = camera.layerMask;
  113118. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113119. var layer = layers_2[_i];
  113120. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  113121. layer.render();
  113122. }
  113123. }
  113124. this._engine.setDepthBuffer(true);
  113125. }
  113126. };
  113127. LayerSceneComponent.prototype._drawBackground = function (camera) {
  113128. this._draw(camera, true);
  113129. };
  113130. LayerSceneComponent.prototype._drawForeground = function (camera) {
  113131. this._draw(camera, false);
  113132. };
  113133. return LayerSceneComponent;
  113134. }());
  113135. BABYLON.LayerSceneComponent = LayerSceneComponent;
  113136. })(BABYLON || (BABYLON = {}));
  113137. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  113138. var BABYLON;
  113139. (function (BABYLON) {
  113140. /**
  113141. * This represents a full screen 2d layer.
  113142. * This can be usefull to display a picture in the background of your scene for instance.
  113143. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113144. */
  113145. var Layer = /** @class */ (function () {
  113146. /**
  113147. * Instantiates a new layer.
  113148. * This represents a full screen 2d layer.
  113149. * This can be usefull to display a picture in the background of your scene for instance.
  113150. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113151. * @param name Define the name of the layer in the scene
  113152. * @param imgUrl Define the url of the texture to display in the layer
  113153. * @param scene Define the scene the layer belongs to
  113154. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113155. * @param color Defines a color for the layer
  113156. */
  113157. function Layer(
  113158. /**
  113159. * Define the name of the layer.
  113160. */
  113161. name, imgUrl, scene, isBackground, color) {
  113162. this.name = name;
  113163. /**
  113164. * Define the scale of the layer in order to zoom in out of the texture.
  113165. */
  113166. this.scale = new BABYLON.Vector2(1, 1);
  113167. /**
  113168. * Define an offset for the layer in order to shift the texture.
  113169. */
  113170. this.offset = new BABYLON.Vector2(0, 0);
  113171. /**
  113172. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113173. */
  113174. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  113175. /**
  113176. * Define a mask to restrict the layer to only some of the scene cameras.
  113177. */
  113178. this.layerMask = 0x0FFFFFFF;
  113179. this._vertexBuffers = {};
  113180. /**
  113181. * An event triggered when the layer is disposed.
  113182. */
  113183. this.onDisposeObservable = new BABYLON.Observable();
  113184. /**
  113185. * An event triggered before rendering the scene
  113186. */
  113187. this.onBeforeRenderObservable = new BABYLON.Observable();
  113188. /**
  113189. * An event triggered after rendering the scene
  113190. */
  113191. this.onAfterRenderObservable = new BABYLON.Observable();
  113192. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  113193. this.isBackground = isBackground === undefined ? true : isBackground;
  113194. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  113195. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  113196. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  113197. if (!layerComponent) {
  113198. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  113199. this._scene._addComponent(layerComponent);
  113200. }
  113201. this._scene.layers.push(this);
  113202. var engine = this._scene.getEngine();
  113203. // VBO
  113204. var vertices = [];
  113205. vertices.push(1, 1);
  113206. vertices.push(-1, 1);
  113207. vertices.push(-1, -1);
  113208. vertices.push(1, -1);
  113209. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113210. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113211. this._createIndexBuffer();
  113212. // Effects
  113213. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  113214. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  113215. }
  113216. Object.defineProperty(Layer.prototype, "onDispose", {
  113217. /**
  113218. * Back compatibility with callback before the onDisposeObservable existed.
  113219. * The set callback will be triggered when the layer has been disposed.
  113220. */
  113221. set: function (callback) {
  113222. if (this._onDisposeObserver) {
  113223. this.onDisposeObservable.remove(this._onDisposeObserver);
  113224. }
  113225. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  113226. },
  113227. enumerable: true,
  113228. configurable: true
  113229. });
  113230. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  113231. /**
  113232. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113233. * The set callback will be triggered just before rendering the layer.
  113234. */
  113235. set: function (callback) {
  113236. if (this._onBeforeRenderObserver) {
  113237. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113238. }
  113239. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113240. },
  113241. enumerable: true,
  113242. configurable: true
  113243. });
  113244. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113245. /**
  113246. * Back compatibility with callback before the onAfterRenderObservable existed.
  113247. * The set callback will be triggered just after rendering the layer.
  113248. */
  113249. set: function (callback) {
  113250. if (this._onAfterRenderObserver) {
  113251. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113252. }
  113253. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113254. },
  113255. enumerable: true,
  113256. configurable: true
  113257. });
  113258. Layer.prototype._createIndexBuffer = function () {
  113259. var engine = this._scene.getEngine();
  113260. // Indices
  113261. var indices = [];
  113262. indices.push(0);
  113263. indices.push(1);
  113264. indices.push(2);
  113265. indices.push(0);
  113266. indices.push(2);
  113267. indices.push(3);
  113268. this._indexBuffer = engine.createIndexBuffer(indices);
  113269. };
  113270. /** @hidden */
  113271. Layer.prototype._rebuild = function () {
  113272. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113273. if (vb) {
  113274. vb._rebuild();
  113275. }
  113276. this._createIndexBuffer();
  113277. };
  113278. /**
  113279. * Renders the layer in the scene.
  113280. */
  113281. Layer.prototype.render = function () {
  113282. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113283. // Check
  113284. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113285. return;
  113286. }
  113287. var engine = this._scene.getEngine();
  113288. this.onBeforeRenderObservable.notifyObservers(this);
  113289. // Render
  113290. engine.enableEffect(currentEffect);
  113291. engine.setState(false);
  113292. // Texture
  113293. currentEffect.setTexture("textureSampler", this.texture);
  113294. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113295. // Color
  113296. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113297. // Scale / offset
  113298. currentEffect.setVector2("offset", this.offset);
  113299. currentEffect.setVector2("scale", this.scale);
  113300. // VBOs
  113301. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113302. // Draw order
  113303. if (!this.alphaTest) {
  113304. engine.setAlphaMode(this.alphaBlendingMode);
  113305. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113306. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113307. }
  113308. else {
  113309. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113310. }
  113311. this.onAfterRenderObservable.notifyObservers(this);
  113312. };
  113313. /**
  113314. * Disposes and releases the associated ressources.
  113315. */
  113316. Layer.prototype.dispose = function () {
  113317. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113318. if (vertexBuffer) {
  113319. vertexBuffer.dispose();
  113320. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113321. }
  113322. if (this._indexBuffer) {
  113323. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113324. this._indexBuffer = null;
  113325. }
  113326. if (this.texture) {
  113327. this.texture.dispose();
  113328. this.texture = null;
  113329. }
  113330. // Remove from scene
  113331. var index = this._scene.layers.indexOf(this);
  113332. this._scene.layers.splice(index, 1);
  113333. // Callback
  113334. this.onDisposeObservable.notifyObservers(this);
  113335. this.onDisposeObservable.clear();
  113336. this.onAfterRenderObservable.clear();
  113337. this.onBeforeRenderObservable.clear();
  113338. };
  113339. return Layer;
  113340. }());
  113341. BABYLON.Layer = Layer;
  113342. })(BABYLON || (BABYLON = {}));
  113343. //# sourceMappingURL=babylon.layer.js.map
  113344. var BABYLON;
  113345. (function (BABYLON) {
  113346. /**
  113347. * Class used to host texture specific utilities
  113348. */
  113349. var TextureTools = /** @class */ (function () {
  113350. function TextureTools() {
  113351. }
  113352. /**
  113353. * Uses the GPU to create a copy texture rescaled at a given size
  113354. * @param texture Texture to copy from
  113355. * @param width defines the desired width
  113356. * @param height defines the desired height
  113357. * @param useBilinearMode defines if bilinear mode has to be used
  113358. * @return the generated texture
  113359. */
  113360. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113361. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113362. var scene = texture.getScene();
  113363. var engine = scene.getEngine();
  113364. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  113365. rtt.wrapU = texture.wrapU;
  113366. rtt.wrapV = texture.wrapV;
  113367. rtt.uOffset = texture.uOffset;
  113368. rtt.vOffset = texture.vOffset;
  113369. rtt.uScale = texture.uScale;
  113370. rtt.vScale = texture.vScale;
  113371. rtt.uAng = texture.uAng;
  113372. rtt.vAng = texture.vAng;
  113373. rtt.wAng = texture.wAng;
  113374. rtt.coordinatesIndex = texture.coordinatesIndex;
  113375. rtt.level = texture.level;
  113376. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  113377. rtt._texture.isReady = false;
  113378. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113379. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113380. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113381. passPostProcess.getEffect().executeWhenCompiled(function () {
  113382. passPostProcess.onApply = function (effect) {
  113383. effect.setTexture("textureSampler", texture);
  113384. };
  113385. var internalTexture = rtt.getInternalTexture();
  113386. if (internalTexture) {
  113387. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  113388. engine.unBindFramebuffer(internalTexture);
  113389. rtt.disposeFramebufferObjects();
  113390. passPostProcess.dispose();
  113391. internalTexture.isReady = true;
  113392. }
  113393. });
  113394. return rtt;
  113395. };
  113396. /**
  113397. * Gets an environment BRDF texture for a given scene
  113398. * @param scene defines the hosting scene
  113399. * @returns the environment BRDF texture
  113400. */
  113401. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  113402. if (!scene._environmentBRDFTexture) {
  113403. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113404. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113405. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113406. scene._environmentBRDFTexture = texture;
  113407. }
  113408. return scene._environmentBRDFTexture;
  113409. };
  113410. TextureTools._environmentBRDFBase64Texture = 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";
  113411. return TextureTools;
  113412. }());
  113413. BABYLON.TextureTools = TextureTools;
  113414. })(BABYLON || (BABYLON = {}));
  113415. //# sourceMappingURL=babylon.textureTools.js.map
  113416. var BABYLON;
  113417. (function (BABYLON) {
  113418. /**
  113419. * 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.
  113420. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  113421. */
  113422. var FramingBehavior = /** @class */ (function () {
  113423. function FramingBehavior() {
  113424. this._mode = FramingBehavior.FitFrustumSidesMode;
  113425. this._radiusScale = 1.0;
  113426. this._positionScale = 0.5;
  113427. this._defaultElevation = 0.3;
  113428. this._elevationReturnTime = 1500;
  113429. this._elevationReturnWaitTime = 1000;
  113430. this._zoomStopsAnimation = false;
  113431. this._framingTime = 1500;
  113432. /**
  113433. * Define if the behavior should automatically change the configured
  113434. * camera limits and sensibilities.
  113435. */
  113436. this.autoCorrectCameraLimitsAndSensibility = true;
  113437. this._isPointerDown = false;
  113438. this._lastInteractionTime = -Infinity;
  113439. // Framing control
  113440. this._animatables = new Array();
  113441. this._betaIsAnimating = false;
  113442. }
  113443. Object.defineProperty(FramingBehavior.prototype, "name", {
  113444. /**
  113445. * Gets the name of the behavior.
  113446. */
  113447. get: function () {
  113448. return "Framing";
  113449. },
  113450. enumerable: true,
  113451. configurable: true
  113452. });
  113453. Object.defineProperty(FramingBehavior.prototype, "mode", {
  113454. /**
  113455. * Gets current mode used by the behavior.
  113456. */
  113457. get: function () {
  113458. return this._mode;
  113459. },
  113460. /**
  113461. * Sets the current mode used by the behavior
  113462. */
  113463. set: function (mode) {
  113464. this._mode = mode;
  113465. },
  113466. enumerable: true,
  113467. configurable: true
  113468. });
  113469. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  113470. /**
  113471. * Gets the scale applied to the radius
  113472. */
  113473. get: function () {
  113474. return this._radiusScale;
  113475. },
  113476. /**
  113477. * Sets the scale applied to the radius (1 by default)
  113478. */
  113479. set: function (radius) {
  113480. this._radiusScale = radius;
  113481. },
  113482. enumerable: true,
  113483. configurable: true
  113484. });
  113485. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  113486. /**
  113487. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113488. */
  113489. get: function () {
  113490. return this._positionScale;
  113491. },
  113492. /**
  113493. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113494. */
  113495. set: function (scale) {
  113496. this._positionScale = scale;
  113497. },
  113498. enumerable: true,
  113499. configurable: true
  113500. });
  113501. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  113502. /**
  113503. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113504. * behaviour is triggered, in radians.
  113505. */
  113506. get: function () {
  113507. return this._defaultElevation;
  113508. },
  113509. /**
  113510. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113511. * behaviour is triggered, in radians.
  113512. */
  113513. set: function (elevation) {
  113514. this._defaultElevation = elevation;
  113515. },
  113516. enumerable: true,
  113517. configurable: true
  113518. });
  113519. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  113520. /**
  113521. * Gets the time (in milliseconds) taken to return to the default beta position.
  113522. * Negative value indicates camera should not return to default.
  113523. */
  113524. get: function () {
  113525. return this._elevationReturnTime;
  113526. },
  113527. /**
  113528. * Sets the time (in milliseconds) taken to return to the default beta position.
  113529. * Negative value indicates camera should not return to default.
  113530. */
  113531. set: function (speed) {
  113532. this._elevationReturnTime = speed;
  113533. },
  113534. enumerable: true,
  113535. configurable: true
  113536. });
  113537. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  113538. /**
  113539. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113540. */
  113541. get: function () {
  113542. return this._elevationReturnWaitTime;
  113543. },
  113544. /**
  113545. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113546. */
  113547. set: function (time) {
  113548. this._elevationReturnWaitTime = time;
  113549. },
  113550. enumerable: true,
  113551. configurable: true
  113552. });
  113553. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  113554. /**
  113555. * Gets the flag that indicates if user zooming should stop animation.
  113556. */
  113557. get: function () {
  113558. return this._zoomStopsAnimation;
  113559. },
  113560. /**
  113561. * Sets the flag that indicates if user zooming should stop animation.
  113562. */
  113563. set: function (flag) {
  113564. this._zoomStopsAnimation = flag;
  113565. },
  113566. enumerable: true,
  113567. configurable: true
  113568. });
  113569. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  113570. /**
  113571. * Gets the transition time when framing the mesh, in milliseconds
  113572. */
  113573. get: function () {
  113574. return this._framingTime;
  113575. },
  113576. /**
  113577. * Sets the transition time when framing the mesh, in milliseconds
  113578. */
  113579. set: function (time) {
  113580. this._framingTime = time;
  113581. },
  113582. enumerable: true,
  113583. configurable: true
  113584. });
  113585. /**
  113586. * Initializes the behavior.
  113587. */
  113588. FramingBehavior.prototype.init = function () {
  113589. // Do notihng
  113590. };
  113591. /**
  113592. * Attaches the behavior to its arc rotate camera.
  113593. * @param camera Defines the camera to attach the behavior to
  113594. */
  113595. FramingBehavior.prototype.attach = function (camera) {
  113596. var _this = this;
  113597. this._attachedCamera = camera;
  113598. var scene = this._attachedCamera.getScene();
  113599. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  113600. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  113601. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  113602. _this._isPointerDown = true;
  113603. return;
  113604. }
  113605. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  113606. _this._isPointerDown = false;
  113607. }
  113608. });
  113609. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113610. if (mesh) {
  113611. _this.zoomOnMesh(mesh);
  113612. }
  113613. });
  113614. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  113615. // Stop the animation if there is user interaction and the animation should stop for this interaction
  113616. _this._applyUserInteraction();
  113617. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  113618. // back to the default position after a given timeout
  113619. _this._maintainCameraAboveGround();
  113620. });
  113621. };
  113622. /**
  113623. * Detaches the behavior from its current arc rotate camera.
  113624. */
  113625. FramingBehavior.prototype.detach = function () {
  113626. if (!this._attachedCamera) {
  113627. return;
  113628. }
  113629. var scene = this._attachedCamera.getScene();
  113630. if (this._onPrePointerObservableObserver) {
  113631. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  113632. }
  113633. if (this._onAfterCheckInputsObserver) {
  113634. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  113635. }
  113636. if (this._onMeshTargetChangedObserver) {
  113637. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113638. }
  113639. this._attachedCamera = null;
  113640. };
  113641. /**
  113642. * Targets the given mesh and updates zoom level accordingly.
  113643. * @param mesh The mesh to target.
  113644. * @param radius Optional. If a cached radius position already exists, overrides default.
  113645. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113646. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113647. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113648. */
  113649. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113650. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113651. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113652. mesh.computeWorldMatrix(true);
  113653. var boundingBox = mesh.getBoundingInfo().boundingBox;
  113654. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  113655. };
  113656. /**
  113657. * Targets the given mesh with its children and updates zoom level accordingly.
  113658. * @param mesh The mesh to target.
  113659. * @param radius Optional. If a cached radius position already exists, overrides default.
  113660. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113661. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113662. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113663. */
  113664. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  113665. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113666. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113667. mesh.computeWorldMatrix(true);
  113668. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  113669. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  113670. };
  113671. /**
  113672. * Targets the given meshes with their children and updates zoom level accordingly.
  113673. * @param meshes The mesh to target.
  113674. * @param radius Optional. If a cached radius position already exists, overrides default.
  113675. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  113676. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113677. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113678. */
  113679. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  113680. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113681. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113682. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  113683. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  113684. for (var i = 0; i < meshes.length; i++) {
  113685. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  113686. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  113687. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  113688. }
  113689. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  113690. };
  113691. /**
  113692. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  113693. * @param minimumWorld Determines the smaller position of the bounding box extend
  113694. * @param maximumWorld Determines the bigger position of the bounding box extend
  113695. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  113696. * @param onAnimationEnd Callback triggered at the end of the framing animation
  113697. */
  113698. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  113699. var _this = this;
  113700. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  113701. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  113702. var zoomTarget;
  113703. if (!this._attachedCamera) {
  113704. return;
  113705. }
  113706. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  113707. var bottom = minimumWorld.y;
  113708. var top = maximumWorld.y;
  113709. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  113710. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  113711. if (focusOnOriginXZ) {
  113712. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  113713. }
  113714. else {
  113715. var centerWorld = minimumWorld.add(radiusWorld);
  113716. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  113717. }
  113718. if (!this._vectorTransition) {
  113719. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  113720. }
  113721. this._betaIsAnimating = true;
  113722. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  113723. if (animatable) {
  113724. this._animatables.push(animatable);
  113725. }
  113726. // sets the radius and lower radius bounds
  113727. // Small delta ensures camera is not always at lower zoom limit.
  113728. var radius = 0;
  113729. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  113730. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113731. if (this.autoCorrectCameraLimitsAndSensibility) {
  113732. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  113733. }
  113734. radius = position;
  113735. }
  113736. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113737. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  113738. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  113739. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  113740. }
  113741. }
  113742. // Set sensibilities
  113743. if (this.autoCorrectCameraLimitsAndSensibility) {
  113744. var extend = maximumWorld.subtract(minimumWorld).length();
  113745. this._attachedCamera.panningSensibility = 5000 / extend;
  113746. this._attachedCamera.wheelPrecision = 100 / radius;
  113747. }
  113748. // transition to new radius
  113749. if (!this._radiusTransition) {
  113750. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113751. }
  113752. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  113753. _this.stopAllAnimations();
  113754. if (onAnimationEnd) {
  113755. onAnimationEnd();
  113756. }
  113757. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  113758. _this._attachedCamera.storeState();
  113759. }
  113760. });
  113761. if (animatable) {
  113762. this._animatables.push(animatable);
  113763. }
  113764. };
  113765. /**
  113766. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  113767. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  113768. * frustum width.
  113769. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  113770. * to fully enclose the mesh in the viewing frustum.
  113771. */
  113772. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  113773. var size = maximumWorld.subtract(minimumWorld);
  113774. var boxVectorGlobalDiagonal = size.length();
  113775. var frustumSlope = this._getFrustumSlope();
  113776. // Formula for setting distance
  113777. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  113778. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  113779. // Horizon distance
  113780. var radius = radiusWithoutFraming * this._radiusScale;
  113781. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  113782. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  113783. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  113784. var camera = this._attachedCamera;
  113785. if (!camera) {
  113786. return 0;
  113787. }
  113788. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  113789. // Don't exceed the requested limit
  113790. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  113791. }
  113792. // Don't exceed the upper radius limit
  113793. if (camera.upperRadiusLimit) {
  113794. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  113795. }
  113796. return distance;
  113797. };
  113798. /**
  113799. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  113800. * is automatically returned to its default position (expected to be above ground plane).
  113801. */
  113802. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  113803. var _this = this;
  113804. if (this._elevationReturnTime < 0) {
  113805. return;
  113806. }
  113807. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  113808. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  113809. var limitBeta = Math.PI * 0.5;
  113810. // Bring the camera back up if below the ground plane
  113811. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  113812. this._betaIsAnimating = true;
  113813. //Transition to new position
  113814. this.stopAllAnimations();
  113815. if (!this._betaTransition) {
  113816. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  113817. }
  113818. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  113819. _this._clearAnimationLocks();
  113820. _this.stopAllAnimations();
  113821. });
  113822. if (animatabe) {
  113823. this._animatables.push(animatabe);
  113824. }
  113825. }
  113826. };
  113827. /**
  113828. * Returns the frustum slope based on the canvas ratio and camera FOV
  113829. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  113830. */
  113831. FramingBehavior.prototype._getFrustumSlope = function () {
  113832. // Calculate the viewport ratio
  113833. // Aspect Ratio is Height/Width.
  113834. var camera = this._attachedCamera;
  113835. if (!camera) {
  113836. return BABYLON.Vector2.Zero();
  113837. }
  113838. var engine = camera.getScene().getEngine();
  113839. var aspectRatio = engine.getAspectRatio(camera);
  113840. // Camera FOV is the vertical field of view (top-bottom) in radians.
  113841. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  113842. var frustumSlopeY = Math.tan(camera.fov / 2);
  113843. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  113844. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  113845. // along the forward vector.
  113846. var frustumSlopeX = frustumSlopeY * aspectRatio;
  113847. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  113848. };
  113849. /**
  113850. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  113851. */
  113852. FramingBehavior.prototype._clearAnimationLocks = function () {
  113853. this._betaIsAnimating = false;
  113854. };
  113855. /**
  113856. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  113857. */
  113858. FramingBehavior.prototype._applyUserInteraction = function () {
  113859. if (this.isUserIsMoving) {
  113860. this._lastInteractionTime = BABYLON.Tools.Now;
  113861. this.stopAllAnimations();
  113862. this._clearAnimationLocks();
  113863. }
  113864. };
  113865. /**
  113866. * Stops and removes all animations that have been applied to the camera
  113867. */
  113868. FramingBehavior.prototype.stopAllAnimations = function () {
  113869. if (this._attachedCamera) {
  113870. this._attachedCamera.animations = [];
  113871. }
  113872. while (this._animatables.length) {
  113873. if (this._animatables[0]) {
  113874. this._animatables[0].onAnimationEnd = null;
  113875. this._animatables[0].stop();
  113876. }
  113877. this._animatables.shift();
  113878. }
  113879. };
  113880. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  113881. /**
  113882. * Gets a value indicating if the user is moving the camera
  113883. */
  113884. get: function () {
  113885. if (!this._attachedCamera) {
  113886. return false;
  113887. }
  113888. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  113889. this._attachedCamera.inertialBetaOffset !== 0 ||
  113890. this._attachedCamera.inertialRadiusOffset !== 0 ||
  113891. this._attachedCamera.inertialPanningX !== 0 ||
  113892. this._attachedCamera.inertialPanningY !== 0 ||
  113893. this._isPointerDown;
  113894. },
  113895. enumerable: true,
  113896. configurable: true
  113897. });
  113898. /**
  113899. * The easing function used by animations
  113900. */
  113901. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  113902. /**
  113903. * The easing mode used by animations
  113904. */
  113905. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  113906. // Statics
  113907. /**
  113908. * The camera can move all the way towards the mesh.
  113909. */
  113910. FramingBehavior.IgnoreBoundsSizeMode = 0;
  113911. /**
  113912. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  113913. */
  113914. FramingBehavior.FitFrustumSidesMode = 1;
  113915. return FramingBehavior;
  113916. }());
  113917. BABYLON.FramingBehavior = FramingBehavior;
  113918. })(BABYLON || (BABYLON = {}));
  113919. //# sourceMappingURL=babylon.framingBehavior.js.map
  113920. var BABYLON;
  113921. (function (BABYLON) {
  113922. /**
  113923. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  113924. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  113925. */
  113926. var BouncingBehavior = /** @class */ (function () {
  113927. function BouncingBehavior() {
  113928. /**
  113929. * The duration of the animation, in milliseconds
  113930. */
  113931. this.transitionDuration = 450;
  113932. /**
  113933. * Length of the distance animated by the transition when lower radius is reached
  113934. */
  113935. this.lowerRadiusTransitionRange = 2;
  113936. /**
  113937. * Length of the distance animated by the transition when upper radius is reached
  113938. */
  113939. this.upperRadiusTransitionRange = -2;
  113940. this._autoTransitionRange = false;
  113941. // Animations
  113942. this._radiusIsAnimating = false;
  113943. this._radiusBounceTransition = null;
  113944. this._animatables = new Array();
  113945. }
  113946. Object.defineProperty(BouncingBehavior.prototype, "name", {
  113947. /**
  113948. * Gets the name of the behavior.
  113949. */
  113950. get: function () {
  113951. return "Bouncing";
  113952. },
  113953. enumerable: true,
  113954. configurable: true
  113955. });
  113956. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  113957. /**
  113958. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113959. */
  113960. get: function () {
  113961. return this._autoTransitionRange;
  113962. },
  113963. /**
  113964. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  113965. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  113966. */
  113967. set: function (value) {
  113968. var _this = this;
  113969. if (this._autoTransitionRange === value) {
  113970. return;
  113971. }
  113972. this._autoTransitionRange = value;
  113973. var camera = this._attachedCamera;
  113974. if (!camera) {
  113975. return;
  113976. }
  113977. if (value) {
  113978. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  113979. if (!mesh) {
  113980. return;
  113981. }
  113982. mesh.computeWorldMatrix(true);
  113983. var diagonal = mesh.getBoundingInfo().diagonalLength;
  113984. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  113985. _this.upperRadiusTransitionRange = diagonal * 0.05;
  113986. });
  113987. }
  113988. else if (this._onMeshTargetChangedObserver) {
  113989. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  113990. }
  113991. },
  113992. enumerable: true,
  113993. configurable: true
  113994. });
  113995. /**
  113996. * Initializes the behavior.
  113997. */
  113998. BouncingBehavior.prototype.init = function () {
  113999. // Do notihng
  114000. };
  114001. /**
  114002. * Attaches the behavior to its arc rotate camera.
  114003. * @param camera Defines the camera to attach the behavior to
  114004. */
  114005. BouncingBehavior.prototype.attach = function (camera) {
  114006. var _this = this;
  114007. this._attachedCamera = camera;
  114008. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114009. if (!_this._attachedCamera) {
  114010. return;
  114011. }
  114012. // Add the bounce animation to the lower radius limit
  114013. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  114014. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  114015. }
  114016. // Add the bounce animation to the upper radius limit
  114017. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  114018. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  114019. }
  114020. });
  114021. };
  114022. /**
  114023. * Detaches the behavior from its current arc rotate camera.
  114024. */
  114025. BouncingBehavior.prototype.detach = function () {
  114026. if (!this._attachedCamera) {
  114027. return;
  114028. }
  114029. if (this._onAfterCheckInputsObserver) {
  114030. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114031. }
  114032. if (this._onMeshTargetChangedObserver) {
  114033. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114034. }
  114035. this._attachedCamera = null;
  114036. };
  114037. /**
  114038. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  114039. * @param radiusLimit The limit to check against.
  114040. * @return Bool to indicate if at limit.
  114041. */
  114042. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  114043. if (!this._attachedCamera) {
  114044. return false;
  114045. }
  114046. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  114047. return true;
  114048. }
  114049. return false;
  114050. };
  114051. /**
  114052. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  114053. * @param radiusDelta The delta by which to animate to. Can be negative.
  114054. */
  114055. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  114056. var _this = this;
  114057. if (!this._attachedCamera) {
  114058. return;
  114059. }
  114060. if (!this._radiusBounceTransition) {
  114061. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  114062. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  114063. }
  114064. // Prevent zoom until bounce has completed
  114065. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  114066. this._attachedCamera.wheelPrecision = Infinity;
  114067. this._attachedCamera.inertialRadiusOffset = 0;
  114068. // Animate to the radius limit
  114069. this.stopAllAnimations();
  114070. this._radiusIsAnimating = true;
  114071. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  114072. if (animatable) {
  114073. this._animatables.push(animatable);
  114074. }
  114075. };
  114076. /**
  114077. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  114078. */
  114079. BouncingBehavior.prototype._clearAnimationLocks = function () {
  114080. this._radiusIsAnimating = false;
  114081. if (this._attachedCamera) {
  114082. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  114083. }
  114084. };
  114085. /**
  114086. * Stops and removes all animations that have been applied to the camera
  114087. */
  114088. BouncingBehavior.prototype.stopAllAnimations = function () {
  114089. if (this._attachedCamera) {
  114090. this._attachedCamera.animations = [];
  114091. }
  114092. while (this._animatables.length) {
  114093. this._animatables[0].onAnimationEnd = null;
  114094. this._animatables[0].stop();
  114095. this._animatables.shift();
  114096. }
  114097. };
  114098. /**
  114099. * The easing function used by animations
  114100. */
  114101. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  114102. /**
  114103. * The easing mode used by animations
  114104. */
  114105. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  114106. return BouncingBehavior;
  114107. }());
  114108. BABYLON.BouncingBehavior = BouncingBehavior;
  114109. })(BABYLON || (BABYLON = {}));
  114110. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  114111. var BABYLON;
  114112. (function (BABYLON) {
  114113. /**
  114114. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  114115. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  114116. */
  114117. var AutoRotationBehavior = /** @class */ (function () {
  114118. function AutoRotationBehavior() {
  114119. this._zoomStopsAnimation = false;
  114120. this._idleRotationSpeed = 0.05;
  114121. this._idleRotationWaitTime = 2000;
  114122. this._idleRotationSpinupTime = 2000;
  114123. this._isPointerDown = false;
  114124. this._lastFrameTime = null;
  114125. this._lastInteractionTime = -Infinity;
  114126. this._cameraRotationSpeed = 0;
  114127. this._lastFrameRadius = 0;
  114128. }
  114129. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  114130. /**
  114131. * Gets the name of the behavior.
  114132. */
  114133. get: function () {
  114134. return "AutoRotation";
  114135. },
  114136. enumerable: true,
  114137. configurable: true
  114138. });
  114139. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  114140. /**
  114141. * Gets the flag that indicates if user zooming should stop animation.
  114142. */
  114143. get: function () {
  114144. return this._zoomStopsAnimation;
  114145. },
  114146. /**
  114147. * Sets the flag that indicates if user zooming should stop animation.
  114148. */
  114149. set: function (flag) {
  114150. this._zoomStopsAnimation = flag;
  114151. },
  114152. enumerable: true,
  114153. configurable: true
  114154. });
  114155. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  114156. /**
  114157. * Gets the default speed at which the camera rotates around the model.
  114158. */
  114159. get: function () {
  114160. return this._idleRotationSpeed;
  114161. },
  114162. /**
  114163. * Sets the default speed at which the camera rotates around the model.
  114164. */
  114165. set: function (speed) {
  114166. this._idleRotationSpeed = speed;
  114167. },
  114168. enumerable: true,
  114169. configurable: true
  114170. });
  114171. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  114172. /**
  114173. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  114174. */
  114175. get: function () {
  114176. return this._idleRotationWaitTime;
  114177. },
  114178. /**
  114179. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  114180. */
  114181. set: function (time) {
  114182. this._idleRotationWaitTime = time;
  114183. },
  114184. enumerable: true,
  114185. configurable: true
  114186. });
  114187. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  114188. /**
  114189. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114190. */
  114191. get: function () {
  114192. return this._idleRotationSpinupTime;
  114193. },
  114194. /**
  114195. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114196. */
  114197. set: function (time) {
  114198. this._idleRotationSpinupTime = time;
  114199. },
  114200. enumerable: true,
  114201. configurable: true
  114202. });
  114203. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  114204. /**
  114205. * Gets a value indicating if the camera is currently rotating because of this behavior
  114206. */
  114207. get: function () {
  114208. return Math.abs(this._cameraRotationSpeed) > 0;
  114209. },
  114210. enumerable: true,
  114211. configurable: true
  114212. });
  114213. /**
  114214. * Initializes the behavior.
  114215. */
  114216. AutoRotationBehavior.prototype.init = function () {
  114217. // Do notihng
  114218. };
  114219. /**
  114220. * Attaches the behavior to its arc rotate camera.
  114221. * @param camera Defines the camera to attach the behavior to
  114222. */
  114223. AutoRotationBehavior.prototype.attach = function (camera) {
  114224. var _this = this;
  114225. this._attachedCamera = camera;
  114226. var scene = this._attachedCamera.getScene();
  114227. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114228. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114229. _this._isPointerDown = true;
  114230. return;
  114231. }
  114232. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114233. _this._isPointerDown = false;
  114234. }
  114235. });
  114236. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114237. var now = BABYLON.Tools.Now;
  114238. var dt = 0;
  114239. if (_this._lastFrameTime != null) {
  114240. dt = now - _this._lastFrameTime;
  114241. }
  114242. _this._lastFrameTime = now;
  114243. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114244. _this._applyUserInteraction();
  114245. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114246. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114247. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114248. // Step camera rotation by rotation speed
  114249. if (_this._attachedCamera) {
  114250. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114251. }
  114252. });
  114253. };
  114254. /**
  114255. * Detaches the behavior from its current arc rotate camera.
  114256. */
  114257. AutoRotationBehavior.prototype.detach = function () {
  114258. if (!this._attachedCamera) {
  114259. return;
  114260. }
  114261. var scene = this._attachedCamera.getScene();
  114262. if (this._onPrePointerObservableObserver) {
  114263. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114264. }
  114265. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114266. this._attachedCamera = null;
  114267. };
  114268. /**
  114269. * Returns true if user is scrolling.
  114270. * @return true if user is scrolling.
  114271. */
  114272. AutoRotationBehavior.prototype._userIsZooming = function () {
  114273. if (!this._attachedCamera) {
  114274. return false;
  114275. }
  114276. return this._attachedCamera.inertialRadiusOffset !== 0;
  114277. };
  114278. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114279. if (!this._attachedCamera) {
  114280. return false;
  114281. }
  114282. var zoomHasHitLimit = false;
  114283. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114284. zoomHasHitLimit = true;
  114285. }
  114286. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114287. this._lastFrameRadius = this._attachedCamera.radius;
  114288. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114289. };
  114290. /**
  114291. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114292. */
  114293. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114294. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114295. this._lastInteractionTime = BABYLON.Tools.Now;
  114296. }
  114297. };
  114298. // Tools
  114299. AutoRotationBehavior.prototype._userIsMoving = function () {
  114300. if (!this._attachedCamera) {
  114301. return false;
  114302. }
  114303. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114304. this._attachedCamera.inertialBetaOffset !== 0 ||
  114305. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114306. this._attachedCamera.inertialPanningX !== 0 ||
  114307. this._attachedCamera.inertialPanningY !== 0 ||
  114308. this._isPointerDown;
  114309. };
  114310. return AutoRotationBehavior;
  114311. }());
  114312. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114313. })(BABYLON || (BABYLON = {}));
  114314. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114315. var BABYLON;
  114316. (function (BABYLON) {
  114317. /**
  114318. * Options to create the null engine
  114319. */
  114320. var NullEngineOptions = /** @class */ (function () {
  114321. function NullEngineOptions() {
  114322. /**
  114323. * Render width (Default: 512)
  114324. */
  114325. this.renderWidth = 512;
  114326. /**
  114327. * Render height (Default: 256)
  114328. */
  114329. this.renderHeight = 256;
  114330. /**
  114331. * Texture size (Default: 512)
  114332. */
  114333. this.textureSize = 512;
  114334. /**
  114335. * If delta time between frames should be constant
  114336. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114337. */
  114338. this.deterministicLockstep = false;
  114339. /**
  114340. * Maximum about of steps between frames (Default: 4)
  114341. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114342. */
  114343. this.lockstepMaxSteps = 4;
  114344. }
  114345. return NullEngineOptions;
  114346. }());
  114347. BABYLON.NullEngineOptions = NullEngineOptions;
  114348. /**
  114349. * The null engine class provides support for headless version of babylon.js.
  114350. * This can be used in server side scenario or for testing purposes
  114351. */
  114352. var NullEngine = /** @class */ (function (_super) {
  114353. __extends(NullEngine, _super);
  114354. function NullEngine(options) {
  114355. if (options === void 0) { options = new NullEngineOptions(); }
  114356. var _this = _super.call(this, null) || this;
  114357. if (options.deterministicLockstep === undefined) {
  114358. options.deterministicLockstep = false;
  114359. }
  114360. if (options.lockstepMaxSteps === undefined) {
  114361. options.lockstepMaxSteps = 4;
  114362. }
  114363. _this._options = options;
  114364. // Init caps
  114365. // We consider we are on a webgl1 capable device
  114366. _this._caps = new BABYLON.EngineCapabilities();
  114367. _this._caps.maxTexturesImageUnits = 16;
  114368. _this._caps.maxVertexTextureImageUnits = 16;
  114369. _this._caps.maxTextureSize = 512;
  114370. _this._caps.maxCubemapTextureSize = 512;
  114371. _this._caps.maxRenderTextureSize = 512;
  114372. _this._caps.maxVertexAttribs = 16;
  114373. _this._caps.maxVaryingVectors = 16;
  114374. _this._caps.maxFragmentUniformVectors = 16;
  114375. _this._caps.maxVertexUniformVectors = 16;
  114376. // Extensions
  114377. _this._caps.standardDerivatives = false;
  114378. _this._caps.astc = null;
  114379. _this._caps.s3tc = null;
  114380. _this._caps.pvrtc = null;
  114381. _this._caps.etc1 = null;
  114382. _this._caps.etc2 = null;
  114383. _this._caps.textureAnisotropicFilterExtension = null;
  114384. _this._caps.maxAnisotropy = 0;
  114385. _this._caps.uintIndices = false;
  114386. _this._caps.fragmentDepthSupported = false;
  114387. _this._caps.highPrecisionShaderSupported = true;
  114388. _this._caps.colorBufferFloat = false;
  114389. _this._caps.textureFloat = false;
  114390. _this._caps.textureFloatLinearFiltering = false;
  114391. _this._caps.textureFloatRender = false;
  114392. _this._caps.textureHalfFloat = false;
  114393. _this._caps.textureHalfFloatLinearFiltering = false;
  114394. _this._caps.textureHalfFloatRender = false;
  114395. _this._caps.textureLOD = false;
  114396. _this._caps.drawBuffersExtension = false;
  114397. _this._caps.depthTextureExtension = false;
  114398. _this._caps.vertexArrayObject = false;
  114399. _this._caps.instancedArrays = false;
  114400. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  114401. // Wrappers
  114402. if (typeof URL === "undefined") {
  114403. URL = {
  114404. createObjectURL: function () { },
  114405. revokeObjectURL: function () { }
  114406. };
  114407. }
  114408. if (typeof Blob === "undefined") {
  114409. Blob = function () { };
  114410. }
  114411. return _this;
  114412. }
  114413. /**
  114414. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114415. */
  114416. NullEngine.prototype.isDeterministicLockStep = function () {
  114417. return this._options.deterministicLockstep;
  114418. };
  114419. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  114420. NullEngine.prototype.getLockstepMaxSteps = function () {
  114421. return this._options.lockstepMaxSteps;
  114422. };
  114423. /**
  114424. * Sets hardware scaling, used to save performance if needed
  114425. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  114426. */
  114427. NullEngine.prototype.getHardwareScalingLevel = function () {
  114428. return 1.0;
  114429. };
  114430. NullEngine.prototype.createVertexBuffer = function (vertices) {
  114431. return {
  114432. capacity: 0,
  114433. references: 1,
  114434. is32Bits: false
  114435. };
  114436. };
  114437. NullEngine.prototype.createIndexBuffer = function (indices) {
  114438. return {
  114439. capacity: 0,
  114440. references: 1,
  114441. is32Bits: false
  114442. };
  114443. };
  114444. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  114445. if (stencil === void 0) { stencil = false; }
  114446. };
  114447. NullEngine.prototype.getRenderWidth = function (useScreen) {
  114448. if (useScreen === void 0) { useScreen = false; }
  114449. if (!useScreen && this._currentRenderTarget) {
  114450. return this._currentRenderTarget.width;
  114451. }
  114452. return this._options.renderWidth;
  114453. };
  114454. NullEngine.prototype.getRenderHeight = function (useScreen) {
  114455. if (useScreen === void 0) { useScreen = false; }
  114456. if (!useScreen && this._currentRenderTarget) {
  114457. return this._currentRenderTarget.height;
  114458. }
  114459. return this._options.renderHeight;
  114460. };
  114461. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  114462. this._cachedViewport = viewport;
  114463. };
  114464. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  114465. return {
  114466. transformFeedback: null,
  114467. __SPECTOR_rebuildProgram: null,
  114468. isParallelCompiled: false
  114469. };
  114470. };
  114471. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  114472. return [];
  114473. };
  114474. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  114475. return [];
  114476. };
  114477. NullEngine.prototype.bindSamplers = function (effect) {
  114478. this._currentEffect = null;
  114479. };
  114480. NullEngine.prototype.enableEffect = function (effect) {
  114481. this._currentEffect = effect;
  114482. if (effect.onBind) {
  114483. effect.onBind(effect);
  114484. }
  114485. if (effect._onBindObservable) {
  114486. effect._onBindObservable.notifyObservers(effect);
  114487. }
  114488. };
  114489. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  114490. if (zOffset === void 0) { zOffset = 0; }
  114491. if (reverseSide === void 0) { reverseSide = false; }
  114492. };
  114493. NullEngine.prototype.setIntArray = function (uniform, array) {
  114494. };
  114495. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  114496. };
  114497. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  114498. };
  114499. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  114500. };
  114501. NullEngine.prototype.setFloatArray = function (uniform, array) {
  114502. };
  114503. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  114504. };
  114505. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  114506. };
  114507. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  114508. };
  114509. NullEngine.prototype.setArray = function (uniform, array) {
  114510. };
  114511. NullEngine.prototype.setArray2 = function (uniform, array) {
  114512. };
  114513. NullEngine.prototype.setArray3 = function (uniform, array) {
  114514. };
  114515. NullEngine.prototype.setArray4 = function (uniform, array) {
  114516. };
  114517. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  114518. };
  114519. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  114520. };
  114521. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  114522. };
  114523. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  114524. };
  114525. NullEngine.prototype.setFloat = function (uniform, value) {
  114526. };
  114527. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  114528. };
  114529. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  114530. };
  114531. NullEngine.prototype.setBool = function (uniform, bool) {
  114532. };
  114533. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  114534. };
  114535. NullEngine.prototype.setColor3 = function (uniform, color3) {
  114536. };
  114537. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  114538. };
  114539. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  114540. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  114541. if (this._alphaMode === mode) {
  114542. return;
  114543. }
  114544. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  114545. if (!noDepthWriteChange) {
  114546. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  114547. }
  114548. this._alphaMode = mode;
  114549. };
  114550. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  114551. };
  114552. NullEngine.prototype.wipeCaches = function (bruteForce) {
  114553. if (this.preventCacheWipeBetweenFrames) {
  114554. return;
  114555. }
  114556. this.resetTextureCache();
  114557. this._currentEffect = null;
  114558. if (bruteForce) {
  114559. this._currentProgram = null;
  114560. this._stencilState.reset();
  114561. this._depthCullingState.reset();
  114562. this._alphaState.reset();
  114563. }
  114564. this._cachedVertexBuffers = null;
  114565. this._cachedIndexBuffer = null;
  114566. this._cachedEffectForVertexBuffers = null;
  114567. };
  114568. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  114569. };
  114570. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  114571. };
  114572. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  114573. };
  114574. /** @hidden */
  114575. NullEngine.prototype._createTexture = function () {
  114576. return {};
  114577. };
  114578. /** @hidden */
  114579. NullEngine.prototype._releaseTexture = function (texture) {
  114580. };
  114581. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  114582. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114583. if (onLoad === void 0) { onLoad = null; }
  114584. if (onError === void 0) { onError = null; }
  114585. if (buffer === void 0) { buffer = null; }
  114586. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  114587. var url = String(urlArg);
  114588. texture.url = url;
  114589. texture.generateMipMaps = !noMipmap;
  114590. texture.samplingMode = samplingMode;
  114591. texture.invertY = invertY;
  114592. texture.baseWidth = this._options.textureSize;
  114593. texture.baseHeight = this._options.textureSize;
  114594. texture.width = this._options.textureSize;
  114595. texture.height = this._options.textureSize;
  114596. if (format) {
  114597. texture.format = format;
  114598. }
  114599. texture.isReady = true;
  114600. if (onLoad) {
  114601. onLoad();
  114602. }
  114603. this._internalTexturesCache.push(texture);
  114604. return texture;
  114605. };
  114606. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  114607. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  114608. if (options !== undefined && typeof options === "object") {
  114609. fullOptions.generateMipMaps = options.generateMipMaps;
  114610. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  114611. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  114612. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  114613. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  114614. }
  114615. else {
  114616. fullOptions.generateMipMaps = options;
  114617. fullOptions.generateDepthBuffer = true;
  114618. fullOptions.generateStencilBuffer = false;
  114619. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114620. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  114621. }
  114622. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  114623. var width = size.width || size;
  114624. var height = size.height || size;
  114625. texture._depthStencilBuffer = {};
  114626. texture._framebuffer = {};
  114627. texture.baseWidth = width;
  114628. texture.baseHeight = height;
  114629. texture.width = width;
  114630. texture.height = height;
  114631. texture.isReady = true;
  114632. texture.samples = 1;
  114633. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  114634. texture.samplingMode = fullOptions.samplingMode;
  114635. texture.type = fullOptions.type;
  114636. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  114637. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  114638. this._internalTexturesCache.push(texture);
  114639. return texture;
  114640. };
  114641. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  114642. texture.samplingMode = samplingMode;
  114643. };
  114644. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  114645. if (this._currentRenderTarget) {
  114646. this.unBindFramebuffer(this._currentRenderTarget);
  114647. }
  114648. this._currentRenderTarget = texture;
  114649. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  114650. if (this._cachedViewport && !forceFullscreenViewport) {
  114651. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  114652. }
  114653. };
  114654. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  114655. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  114656. this._currentRenderTarget = null;
  114657. if (onBeforeUnbind) {
  114658. if (texture._MSAAFramebuffer) {
  114659. this._currentFramebuffer = texture._framebuffer;
  114660. }
  114661. onBeforeUnbind();
  114662. }
  114663. this._currentFramebuffer = null;
  114664. };
  114665. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  114666. var vbo = {
  114667. capacity: 1,
  114668. references: 1,
  114669. is32Bits: false
  114670. };
  114671. return vbo;
  114672. };
  114673. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  114674. if (premulAlpha === void 0) { premulAlpha = false; }
  114675. };
  114676. NullEngine.prototype.areAllEffectsReady = function () {
  114677. return true;
  114678. };
  114679. /**
  114680. * @hidden
  114681. * Get the current error code of the webGL context
  114682. * @returns the error code
  114683. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  114684. */
  114685. NullEngine.prototype.getError = function () {
  114686. return 0;
  114687. };
  114688. /** @hidden */
  114689. NullEngine.prototype._getUnpackAlignement = function () {
  114690. return 1;
  114691. };
  114692. /** @hidden */
  114693. NullEngine.prototype._unpackFlipY = function (value) {
  114694. };
  114695. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  114696. if (offset === void 0) { offset = 0; }
  114697. };
  114698. /**
  114699. * Updates a dynamic vertex buffer.
  114700. * @param vertexBuffer the vertex buffer to update
  114701. * @param data the data used to update the vertex buffer
  114702. * @param byteOffset the byte offset of the data (optional)
  114703. * @param byteLength the byte length of the data (optional)
  114704. */
  114705. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  114706. };
  114707. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  114708. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  114709. this._boundTexturesCache[this._activeChannel] = texture;
  114710. return true;
  114711. }
  114712. return false;
  114713. };
  114714. /** @hidden */
  114715. NullEngine.prototype._bindTexture = function (channel, texture) {
  114716. if (channel < 0) {
  114717. return;
  114718. }
  114719. this._bindTextureDirectly(0, texture);
  114720. };
  114721. /** @hidden */
  114722. NullEngine.prototype._releaseBuffer = function (buffer) {
  114723. buffer.references--;
  114724. if (buffer.references === 0) {
  114725. return true;
  114726. }
  114727. return false;
  114728. };
  114729. NullEngine.prototype.releaseEffects = function () {
  114730. };
  114731. NullEngine.prototype.displayLoadingUI = function () {
  114732. };
  114733. NullEngine.prototype.hideLoadingUI = function () {
  114734. };
  114735. /** @hidden */
  114736. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  114737. if (faceIndex === void 0) { faceIndex = 0; }
  114738. if (lod === void 0) { lod = 0; }
  114739. };
  114740. /** @hidden */
  114741. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  114742. if (faceIndex === void 0) { faceIndex = 0; }
  114743. if (lod === void 0) { lod = 0; }
  114744. };
  114745. /** @hidden */
  114746. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  114747. if (faceIndex === void 0) { faceIndex = 0; }
  114748. if (lod === void 0) { lod = 0; }
  114749. };
  114750. /** @hidden */
  114751. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  114752. if (faceIndex === void 0) { faceIndex = 0; }
  114753. if (lod === void 0) { lod = 0; }
  114754. };
  114755. return NullEngine;
  114756. }(BABYLON.Engine));
  114757. BABYLON.NullEngine = NullEngine;
  114758. })(BABYLON || (BABYLON = {}));
  114759. //# sourceMappingURL=babylon.nullEngine.js.map
  114760. var BABYLON;
  114761. (function (BABYLON) {
  114762. /**
  114763. * This class can be used to get instrumentation data from a Babylon engine
  114764. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114765. */
  114766. var EngineInstrumentation = /** @class */ (function () {
  114767. /**
  114768. * Instantiates a new engine instrumentation.
  114769. * This class can be used to get instrumentation data from a Babylon engine
  114770. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114771. * @param engine Defines the engine to instrument
  114772. */
  114773. function EngineInstrumentation(
  114774. /**
  114775. * Define the instrumented engine.
  114776. */
  114777. engine) {
  114778. this.engine = engine;
  114779. this._captureGPUFrameTime = false;
  114780. this._gpuFrameTime = new BABYLON.PerfCounter();
  114781. this._captureShaderCompilationTime = false;
  114782. this._shaderCompilationTime = new BABYLON.PerfCounter();
  114783. // Observers
  114784. this._onBeginFrameObserver = null;
  114785. this._onEndFrameObserver = null;
  114786. this._onBeforeShaderCompilationObserver = null;
  114787. this._onAfterShaderCompilationObserver = null;
  114788. }
  114789. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  114790. // Properties
  114791. /**
  114792. * Gets the perf counter used for GPU frame time
  114793. */
  114794. get: function () {
  114795. return this._gpuFrameTime;
  114796. },
  114797. enumerable: true,
  114798. configurable: true
  114799. });
  114800. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  114801. /**
  114802. * Gets the GPU frame time capture status
  114803. */
  114804. get: function () {
  114805. return this._captureGPUFrameTime;
  114806. },
  114807. /**
  114808. * Enable or disable the GPU frame time capture
  114809. */
  114810. set: function (value) {
  114811. var _this = this;
  114812. if (value === this._captureGPUFrameTime) {
  114813. return;
  114814. }
  114815. this._captureGPUFrameTime = value;
  114816. if (value) {
  114817. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  114818. if (!_this._gpuFrameTimeToken) {
  114819. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  114820. }
  114821. });
  114822. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  114823. if (!_this._gpuFrameTimeToken) {
  114824. return;
  114825. }
  114826. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  114827. if (time > -1) {
  114828. _this._gpuFrameTimeToken = null;
  114829. _this._gpuFrameTime.fetchNewFrame();
  114830. _this._gpuFrameTime.addCount(time, true);
  114831. }
  114832. });
  114833. }
  114834. else {
  114835. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114836. this._onBeginFrameObserver = null;
  114837. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114838. this._onEndFrameObserver = null;
  114839. }
  114840. },
  114841. enumerable: true,
  114842. configurable: true
  114843. });
  114844. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  114845. /**
  114846. * Gets the perf counter used for shader compilation time
  114847. */
  114848. get: function () {
  114849. return this._shaderCompilationTime;
  114850. },
  114851. enumerable: true,
  114852. configurable: true
  114853. });
  114854. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  114855. /**
  114856. * Gets the shader compilation time capture status
  114857. */
  114858. get: function () {
  114859. return this._captureShaderCompilationTime;
  114860. },
  114861. /**
  114862. * Enable or disable the shader compilation time capture
  114863. */
  114864. set: function (value) {
  114865. var _this = this;
  114866. if (value === this._captureShaderCompilationTime) {
  114867. return;
  114868. }
  114869. this._captureShaderCompilationTime = value;
  114870. if (value) {
  114871. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  114872. _this._shaderCompilationTime.fetchNewFrame();
  114873. _this._shaderCompilationTime.beginMonitoring();
  114874. });
  114875. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  114876. _this._shaderCompilationTime.endMonitoring();
  114877. });
  114878. }
  114879. else {
  114880. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114881. this._onBeforeShaderCompilationObserver = null;
  114882. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114883. this._onAfterShaderCompilationObserver = null;
  114884. }
  114885. },
  114886. enumerable: true,
  114887. configurable: true
  114888. });
  114889. /**
  114890. * Dispose and release associated resources.
  114891. */
  114892. EngineInstrumentation.prototype.dispose = function () {
  114893. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  114894. this._onBeginFrameObserver = null;
  114895. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  114896. this._onEndFrameObserver = null;
  114897. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  114898. this._onBeforeShaderCompilationObserver = null;
  114899. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  114900. this._onAfterShaderCompilationObserver = null;
  114901. this.engine = null;
  114902. };
  114903. return EngineInstrumentation;
  114904. }());
  114905. BABYLON.EngineInstrumentation = EngineInstrumentation;
  114906. })(BABYLON || (BABYLON = {}));
  114907. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  114908. var BABYLON;
  114909. (function (BABYLON) {
  114910. /**
  114911. * This class can be used to get instrumentation data from a Babylon engine
  114912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114913. */
  114914. var SceneInstrumentation = /** @class */ (function () {
  114915. /**
  114916. * Instantiates a new scene instrumentation.
  114917. * This class can be used to get instrumentation data from a Babylon engine
  114918. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114919. * @param scene Defines the scene to instrument
  114920. */
  114921. function SceneInstrumentation(
  114922. /**
  114923. * Defines the scene to instrument
  114924. */
  114925. scene) {
  114926. var _this = this;
  114927. this.scene = scene;
  114928. this._captureActiveMeshesEvaluationTime = false;
  114929. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  114930. this._captureRenderTargetsRenderTime = false;
  114931. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  114932. this._captureFrameTime = false;
  114933. this._frameTime = new BABYLON.PerfCounter();
  114934. this._captureRenderTime = false;
  114935. this._renderTime = new BABYLON.PerfCounter();
  114936. this._captureInterFrameTime = false;
  114937. this._interFrameTime = new BABYLON.PerfCounter();
  114938. this._captureParticlesRenderTime = false;
  114939. this._particlesRenderTime = new BABYLON.PerfCounter();
  114940. this._captureSpritesRenderTime = false;
  114941. this._spritesRenderTime = new BABYLON.PerfCounter();
  114942. this._capturePhysicsTime = false;
  114943. this._physicsTime = new BABYLON.PerfCounter();
  114944. this._captureAnimationsTime = false;
  114945. this._animationsTime = new BABYLON.PerfCounter();
  114946. this._captureCameraRenderTime = false;
  114947. this._cameraRenderTime = new BABYLON.PerfCounter();
  114948. // Observers
  114949. this._onBeforeActiveMeshesEvaluationObserver = null;
  114950. this._onAfterActiveMeshesEvaluationObserver = null;
  114951. this._onBeforeRenderTargetsRenderObserver = null;
  114952. this._onAfterRenderTargetsRenderObserver = null;
  114953. this._onAfterRenderObserver = null;
  114954. this._onBeforeDrawPhaseObserver = null;
  114955. this._onAfterDrawPhaseObserver = null;
  114956. this._onBeforeAnimationsObserver = null;
  114957. this._onBeforeParticlesRenderingObserver = null;
  114958. this._onAfterParticlesRenderingObserver = null;
  114959. this._onBeforeSpritesRenderingObserver = null;
  114960. this._onAfterSpritesRenderingObserver = null;
  114961. this._onBeforePhysicsObserver = null;
  114962. this._onAfterPhysicsObserver = null;
  114963. this._onAfterAnimationsObserver = null;
  114964. this._onBeforeCameraRenderObserver = null;
  114965. this._onAfterCameraRenderObserver = null;
  114966. // Before render
  114967. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  114968. if (_this._captureActiveMeshesEvaluationTime) {
  114969. _this._activeMeshesEvaluationTime.fetchNewFrame();
  114970. }
  114971. if (_this._captureRenderTargetsRenderTime) {
  114972. _this._renderTargetsRenderTime.fetchNewFrame();
  114973. }
  114974. if (_this._captureFrameTime) {
  114975. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  114976. _this._frameTime.beginMonitoring();
  114977. }
  114978. if (_this._captureInterFrameTime) {
  114979. _this._interFrameTime.endMonitoring();
  114980. }
  114981. if (_this._captureParticlesRenderTime) {
  114982. _this._particlesRenderTime.fetchNewFrame();
  114983. }
  114984. if (_this._captureSpritesRenderTime) {
  114985. _this._spritesRenderTime.fetchNewFrame();
  114986. }
  114987. if (_this._captureAnimationsTime) {
  114988. _this._animationsTime.beginMonitoring();
  114989. }
  114990. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  114991. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  114992. });
  114993. // After render
  114994. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  114995. if (_this._captureFrameTime) {
  114996. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  114997. _this._frameTime.endMonitoring();
  114998. }
  114999. if (_this._captureRenderTime) {
  115000. _this._renderTime.endMonitoring(false);
  115001. }
  115002. if (_this._captureInterFrameTime) {
  115003. _this._interFrameTime.beginMonitoring();
  115004. }
  115005. });
  115006. }
  115007. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  115008. // Properties
  115009. /**
  115010. * Gets the perf counter used for active meshes evaluation time
  115011. */
  115012. get: function () {
  115013. return this._activeMeshesEvaluationTime;
  115014. },
  115015. enumerable: true,
  115016. configurable: true
  115017. });
  115018. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  115019. /**
  115020. * Gets the active meshes evaluation time capture status
  115021. */
  115022. get: function () {
  115023. return this._captureActiveMeshesEvaluationTime;
  115024. },
  115025. /**
  115026. * Enable or disable the active meshes evaluation time capture
  115027. */
  115028. set: function (value) {
  115029. var _this = this;
  115030. if (value === this._captureActiveMeshesEvaluationTime) {
  115031. return;
  115032. }
  115033. this._captureActiveMeshesEvaluationTime = value;
  115034. if (value) {
  115035. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  115036. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  115037. _this._activeMeshesEvaluationTime.beginMonitoring();
  115038. });
  115039. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  115040. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  115041. _this._activeMeshesEvaluationTime.endMonitoring();
  115042. });
  115043. }
  115044. else {
  115045. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115046. this._onBeforeActiveMeshesEvaluationObserver = null;
  115047. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115048. this._onAfterActiveMeshesEvaluationObserver = null;
  115049. }
  115050. },
  115051. enumerable: true,
  115052. configurable: true
  115053. });
  115054. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  115055. /**
  115056. * Gets the perf counter used for render targets render time
  115057. */
  115058. get: function () {
  115059. return this._renderTargetsRenderTime;
  115060. },
  115061. enumerable: true,
  115062. configurable: true
  115063. });
  115064. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  115065. /**
  115066. * Gets the render targets render time capture status
  115067. */
  115068. get: function () {
  115069. return this._captureRenderTargetsRenderTime;
  115070. },
  115071. /**
  115072. * Enable or disable the render targets render time capture
  115073. */
  115074. set: function (value) {
  115075. var _this = this;
  115076. if (value === this._captureRenderTargetsRenderTime) {
  115077. return;
  115078. }
  115079. this._captureRenderTargetsRenderTime = value;
  115080. if (value) {
  115081. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  115082. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  115083. _this._renderTargetsRenderTime.beginMonitoring();
  115084. });
  115085. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  115086. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  115087. _this._renderTargetsRenderTime.endMonitoring(false);
  115088. });
  115089. }
  115090. else {
  115091. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115092. this._onBeforeRenderTargetsRenderObserver = null;
  115093. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115094. this._onAfterRenderTargetsRenderObserver = null;
  115095. }
  115096. },
  115097. enumerable: true,
  115098. configurable: true
  115099. });
  115100. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  115101. /**
  115102. * Gets the perf counter used for particles render time
  115103. */
  115104. get: function () {
  115105. return this._particlesRenderTime;
  115106. },
  115107. enumerable: true,
  115108. configurable: true
  115109. });
  115110. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  115111. /**
  115112. * Gets the particles render time capture status
  115113. */
  115114. get: function () {
  115115. return this._captureParticlesRenderTime;
  115116. },
  115117. /**
  115118. * Enable or disable the particles render time capture
  115119. */
  115120. set: function (value) {
  115121. var _this = this;
  115122. if (value === this._captureParticlesRenderTime) {
  115123. return;
  115124. }
  115125. this._captureParticlesRenderTime = value;
  115126. if (value) {
  115127. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  115128. BABYLON.Tools.StartPerformanceCounter("Particles");
  115129. _this._particlesRenderTime.beginMonitoring();
  115130. });
  115131. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  115132. BABYLON.Tools.EndPerformanceCounter("Particles");
  115133. _this._particlesRenderTime.endMonitoring(false);
  115134. });
  115135. }
  115136. else {
  115137. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115138. this._onBeforeParticlesRenderingObserver = null;
  115139. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115140. this._onAfterParticlesRenderingObserver = null;
  115141. }
  115142. },
  115143. enumerable: true,
  115144. configurable: true
  115145. });
  115146. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  115147. /**
  115148. * Gets the perf counter used for sprites render time
  115149. */
  115150. get: function () {
  115151. return this._spritesRenderTime;
  115152. },
  115153. enumerable: true,
  115154. configurable: true
  115155. });
  115156. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  115157. /**
  115158. * Gets the sprites render time capture status
  115159. */
  115160. get: function () {
  115161. return this._captureSpritesRenderTime;
  115162. },
  115163. /**
  115164. * Enable or disable the sprites render time capture
  115165. */
  115166. set: function (value) {
  115167. var _this = this;
  115168. if (value === this._captureSpritesRenderTime) {
  115169. return;
  115170. }
  115171. this._captureSpritesRenderTime = value;
  115172. if (!this.scene.spriteManagers) {
  115173. return;
  115174. }
  115175. if (value) {
  115176. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  115177. BABYLON.Tools.StartPerformanceCounter("Sprites");
  115178. _this._spritesRenderTime.beginMonitoring();
  115179. });
  115180. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  115181. BABYLON.Tools.EndPerformanceCounter("Sprites");
  115182. _this._spritesRenderTime.endMonitoring(false);
  115183. });
  115184. }
  115185. else {
  115186. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115187. this._onBeforeSpritesRenderingObserver = null;
  115188. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115189. this._onAfterSpritesRenderingObserver = null;
  115190. }
  115191. },
  115192. enumerable: true,
  115193. configurable: true
  115194. });
  115195. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  115196. /**
  115197. * Gets the perf counter used for physics time
  115198. */
  115199. get: function () {
  115200. return this._physicsTime;
  115201. },
  115202. enumerable: true,
  115203. configurable: true
  115204. });
  115205. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  115206. /**
  115207. * Gets the physics time capture status
  115208. */
  115209. get: function () {
  115210. return this._capturePhysicsTime;
  115211. },
  115212. /**
  115213. * Enable or disable the physics time capture
  115214. */
  115215. set: function (value) {
  115216. var _this = this;
  115217. if (value === this._capturePhysicsTime) {
  115218. return;
  115219. }
  115220. if (!this.scene.onBeforePhysicsObservable) {
  115221. return;
  115222. }
  115223. this._capturePhysicsTime = value;
  115224. if (value) {
  115225. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  115226. BABYLON.Tools.StartPerformanceCounter("Physics");
  115227. _this._physicsTime.beginMonitoring();
  115228. });
  115229. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  115230. BABYLON.Tools.EndPerformanceCounter("Physics");
  115231. _this._physicsTime.endMonitoring();
  115232. });
  115233. }
  115234. else {
  115235. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115236. this._onBeforePhysicsObserver = null;
  115237. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115238. this._onAfterPhysicsObserver = null;
  115239. }
  115240. },
  115241. enumerable: true,
  115242. configurable: true
  115243. });
  115244. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115245. /**
  115246. * Gets the perf counter used for animations time
  115247. */
  115248. get: function () {
  115249. return this._animationsTime;
  115250. },
  115251. enumerable: true,
  115252. configurable: true
  115253. });
  115254. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115255. /**
  115256. * Gets the animations time capture status
  115257. */
  115258. get: function () {
  115259. return this._captureAnimationsTime;
  115260. },
  115261. /**
  115262. * Enable or disable the animations time capture
  115263. */
  115264. set: function (value) {
  115265. var _this = this;
  115266. if (value === this._captureAnimationsTime) {
  115267. return;
  115268. }
  115269. this._captureAnimationsTime = value;
  115270. if (value) {
  115271. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115272. _this._animationsTime.endMonitoring();
  115273. });
  115274. }
  115275. else {
  115276. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115277. this._onAfterAnimationsObserver = null;
  115278. }
  115279. },
  115280. enumerable: true,
  115281. configurable: true
  115282. });
  115283. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115284. /**
  115285. * Gets the perf counter used for frame time capture
  115286. */
  115287. get: function () {
  115288. return this._frameTime;
  115289. },
  115290. enumerable: true,
  115291. configurable: true
  115292. });
  115293. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115294. /**
  115295. * Gets the frame time capture status
  115296. */
  115297. get: function () {
  115298. return this._captureFrameTime;
  115299. },
  115300. /**
  115301. * Enable or disable the frame time capture
  115302. */
  115303. set: function (value) {
  115304. this._captureFrameTime = value;
  115305. },
  115306. enumerable: true,
  115307. configurable: true
  115308. });
  115309. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115310. /**
  115311. * Gets the perf counter used for inter-frames time capture
  115312. */
  115313. get: function () {
  115314. return this._interFrameTime;
  115315. },
  115316. enumerable: true,
  115317. configurable: true
  115318. });
  115319. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115320. /**
  115321. * Gets the inter-frames time capture status
  115322. */
  115323. get: function () {
  115324. return this._captureInterFrameTime;
  115325. },
  115326. /**
  115327. * Enable or disable the inter-frames time capture
  115328. */
  115329. set: function (value) {
  115330. this._captureInterFrameTime = value;
  115331. },
  115332. enumerable: true,
  115333. configurable: true
  115334. });
  115335. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115336. /**
  115337. * Gets the perf counter used for render time capture
  115338. */
  115339. get: function () {
  115340. return this._renderTime;
  115341. },
  115342. enumerable: true,
  115343. configurable: true
  115344. });
  115345. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115346. /**
  115347. * Gets the render time capture status
  115348. */
  115349. get: function () {
  115350. return this._captureRenderTime;
  115351. },
  115352. /**
  115353. * Enable or disable the render time capture
  115354. */
  115355. set: function (value) {
  115356. var _this = this;
  115357. if (value === this._captureRenderTime) {
  115358. return;
  115359. }
  115360. this._captureRenderTime = value;
  115361. if (value) {
  115362. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115363. _this._renderTime.beginMonitoring();
  115364. BABYLON.Tools.StartPerformanceCounter("Main render");
  115365. });
  115366. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  115367. _this._renderTime.endMonitoring(false);
  115368. BABYLON.Tools.EndPerformanceCounter("Main render");
  115369. });
  115370. }
  115371. else {
  115372. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115373. this._onBeforeDrawPhaseObserver = null;
  115374. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115375. this._onAfterDrawPhaseObserver = null;
  115376. }
  115377. },
  115378. enumerable: true,
  115379. configurable: true
  115380. });
  115381. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  115382. /**
  115383. * Gets the perf counter used for camera render time capture
  115384. */
  115385. get: function () {
  115386. return this._cameraRenderTime;
  115387. },
  115388. enumerable: true,
  115389. configurable: true
  115390. });
  115391. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  115392. /**
  115393. * Gets the camera render time capture status
  115394. */
  115395. get: function () {
  115396. return this._captureCameraRenderTime;
  115397. },
  115398. /**
  115399. * Enable or disable the camera render time capture
  115400. */
  115401. set: function (value) {
  115402. var _this = this;
  115403. if (value === this._captureCameraRenderTime) {
  115404. return;
  115405. }
  115406. this._captureCameraRenderTime = value;
  115407. if (value) {
  115408. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  115409. _this._cameraRenderTime.beginMonitoring();
  115410. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  115411. });
  115412. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  115413. _this._cameraRenderTime.endMonitoring(false);
  115414. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  115415. });
  115416. }
  115417. else {
  115418. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115419. this._onBeforeCameraRenderObserver = null;
  115420. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115421. this._onAfterCameraRenderObserver = null;
  115422. }
  115423. },
  115424. enumerable: true,
  115425. configurable: true
  115426. });
  115427. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  115428. /**
  115429. * Gets the perf counter used for draw calls
  115430. */
  115431. get: function () {
  115432. return this.scene.getEngine()._drawCalls;
  115433. },
  115434. enumerable: true,
  115435. configurable: true
  115436. });
  115437. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  115438. /**
  115439. * Gets the perf counter used for texture collisions
  115440. */
  115441. get: function () {
  115442. return this.scene.getEngine()._textureCollisions;
  115443. },
  115444. enumerable: true,
  115445. configurable: true
  115446. });
  115447. /**
  115448. * Dispose and release associated resources.
  115449. */
  115450. SceneInstrumentation.prototype.dispose = function () {
  115451. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115452. this._onAfterRenderObserver = null;
  115453. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115454. this._onBeforeActiveMeshesEvaluationObserver = null;
  115455. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115456. this._onAfterActiveMeshesEvaluationObserver = null;
  115457. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115458. this._onBeforeRenderTargetsRenderObserver = null;
  115459. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115460. this._onAfterRenderTargetsRenderObserver = null;
  115461. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  115462. this._onBeforeAnimationsObserver = null;
  115463. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115464. this._onBeforeParticlesRenderingObserver = null;
  115465. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115466. this._onAfterParticlesRenderingObserver = null;
  115467. if (this._onBeforeSpritesRenderingObserver) {
  115468. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115469. this._onBeforeSpritesRenderingObserver = null;
  115470. }
  115471. if (this._onAfterSpritesRenderingObserver) {
  115472. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115473. this._onAfterSpritesRenderingObserver = null;
  115474. }
  115475. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115476. this._onBeforeDrawPhaseObserver = null;
  115477. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115478. this._onAfterDrawPhaseObserver = null;
  115479. if (this._onBeforePhysicsObserver) {
  115480. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115481. this._onBeforePhysicsObserver = null;
  115482. }
  115483. if (this._onAfterPhysicsObserver) {
  115484. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115485. this._onAfterPhysicsObserver = null;
  115486. }
  115487. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115488. this._onAfterAnimationsObserver = null;
  115489. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115490. this._onBeforeCameraRenderObserver = null;
  115491. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115492. this._onAfterCameraRenderObserver = null;
  115493. this.scene = null;
  115494. };
  115495. return SceneInstrumentation;
  115496. }());
  115497. BABYLON.SceneInstrumentation = SceneInstrumentation;
  115498. })(BABYLON || (BABYLON = {}));
  115499. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  115500. var BABYLON;
  115501. (function (BABYLON) {
  115502. /**
  115503. * @hidden
  115504. **/
  115505. var _TimeToken = /** @class */ (function () {
  115506. function _TimeToken() {
  115507. this._timeElapsedQueryEnded = false;
  115508. }
  115509. return _TimeToken;
  115510. }());
  115511. BABYLON._TimeToken = _TimeToken;
  115512. })(BABYLON || (BABYLON = {}));
  115513. //# sourceMappingURL=babylon.timeToken.js.map
  115514. var BABYLON;
  115515. (function (BABYLON) {
  115516. /**
  115517. * Background material defines definition.
  115518. * @hidden Mainly internal Use
  115519. */
  115520. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  115521. __extends(BackgroundMaterialDefines, _super);
  115522. /**
  115523. * Constructor of the defines.
  115524. */
  115525. function BackgroundMaterialDefines() {
  115526. var _this = _super.call(this) || this;
  115527. /**
  115528. * True if the diffuse texture is in use.
  115529. */
  115530. _this.DIFFUSE = false;
  115531. /**
  115532. * The direct UV channel to use.
  115533. */
  115534. _this.DIFFUSEDIRECTUV = 0;
  115535. /**
  115536. * True if the diffuse texture is in gamma space.
  115537. */
  115538. _this.GAMMADIFFUSE = false;
  115539. /**
  115540. * True if the diffuse texture has opacity in the alpha channel.
  115541. */
  115542. _this.DIFFUSEHASALPHA = false;
  115543. /**
  115544. * True if you want the material to fade to transparent at grazing angle.
  115545. */
  115546. _this.OPACITYFRESNEL = false;
  115547. /**
  115548. * True if an extra blur needs to be added in the reflection.
  115549. */
  115550. _this.REFLECTIONBLUR = false;
  115551. /**
  115552. * True if you want the material to fade to reflection at grazing angle.
  115553. */
  115554. _this.REFLECTIONFRESNEL = false;
  115555. /**
  115556. * True if you want the material to falloff as far as you move away from the scene center.
  115557. */
  115558. _this.REFLECTIONFALLOFF = false;
  115559. /**
  115560. * False if the current Webgl implementation does not support the texture lod extension.
  115561. */
  115562. _this.TEXTURELODSUPPORT = false;
  115563. /**
  115564. * True to ensure the data are premultiplied.
  115565. */
  115566. _this.PREMULTIPLYALPHA = false;
  115567. /**
  115568. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  115569. */
  115570. _this.USERGBCOLOR = false;
  115571. /**
  115572. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  115573. * stays aligned with the desired configuration.
  115574. */
  115575. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  115576. /**
  115577. * True to add noise in order to reduce the banding effect.
  115578. */
  115579. _this.NOISE = false;
  115580. /**
  115581. * is the reflection texture in BGR color scheme?
  115582. * Mainly used to solve a bug in ios10 video tag
  115583. */
  115584. _this.REFLECTIONBGR = false;
  115585. _this.IMAGEPROCESSING = false;
  115586. _this.VIGNETTE = false;
  115587. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  115588. _this.VIGNETTEBLENDMODEOPAQUE = false;
  115589. _this.TONEMAPPING = false;
  115590. _this.TONEMAPPING_ACES = false;
  115591. _this.CONTRAST = false;
  115592. _this.COLORCURVES = false;
  115593. _this.COLORGRADING = false;
  115594. _this.COLORGRADING3D = false;
  115595. _this.SAMPLER3DGREENDEPTH = false;
  115596. _this.SAMPLER3DBGRMAP = false;
  115597. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  115598. _this.EXPOSURE = false;
  115599. // Reflection.
  115600. _this.REFLECTION = false;
  115601. _this.REFLECTIONMAP_3D = false;
  115602. _this.REFLECTIONMAP_SPHERICAL = false;
  115603. _this.REFLECTIONMAP_PLANAR = false;
  115604. _this.REFLECTIONMAP_CUBIC = false;
  115605. _this.REFLECTIONMAP_PROJECTION = false;
  115606. _this.REFLECTIONMAP_SKYBOX = false;
  115607. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  115608. _this.REFLECTIONMAP_EXPLICIT = false;
  115609. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  115610. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  115611. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  115612. _this.INVERTCUBICMAP = false;
  115613. _this.REFLECTIONMAP_OPPOSITEZ = false;
  115614. _this.LODINREFLECTIONALPHA = false;
  115615. _this.GAMMAREFLECTION = false;
  115616. _this.RGBDREFLECTION = false;
  115617. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  115618. // Default BJS.
  115619. _this.MAINUV1 = false;
  115620. _this.MAINUV2 = false;
  115621. _this.UV1 = false;
  115622. _this.UV2 = false;
  115623. _this.CLIPPLANE = false;
  115624. _this.CLIPPLANE2 = false;
  115625. _this.CLIPPLANE3 = false;
  115626. _this.CLIPPLANE4 = false;
  115627. _this.POINTSIZE = false;
  115628. _this.FOG = false;
  115629. _this.NORMAL = false;
  115630. _this.NUM_BONE_INFLUENCERS = 0;
  115631. _this.BonesPerMesh = 0;
  115632. _this.INSTANCES = false;
  115633. _this.SHADOWFLOAT = false;
  115634. _this.rebuild();
  115635. return _this;
  115636. }
  115637. return BackgroundMaterialDefines;
  115638. }(BABYLON.MaterialDefines));
  115639. /**
  115640. * Background material used to create an efficient environement around your scene.
  115641. */
  115642. var BackgroundMaterial = /** @class */ (function (_super) {
  115643. __extends(BackgroundMaterial, _super);
  115644. /**
  115645. * Instantiates a Background Material in the given scene
  115646. * @param name The friendly name of the material
  115647. * @param scene The scene to add the material to
  115648. */
  115649. function BackgroundMaterial(name, scene) {
  115650. var _this = _super.call(this, name, scene) || this;
  115651. /**
  115652. * Key light Color (multiply against the environement texture)
  115653. */
  115654. _this.primaryColor = BABYLON.Color3.White();
  115655. _this._primaryColorShadowLevel = 0;
  115656. _this._primaryColorHighlightLevel = 0;
  115657. /**
  115658. * Reflection Texture used in the material.
  115659. * Should be author in a specific way for the best result (refer to the documentation).
  115660. */
  115661. _this.reflectionTexture = null;
  115662. /**
  115663. * Reflection Texture level of blur.
  115664. *
  115665. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115666. * texture twice.
  115667. */
  115668. _this.reflectionBlur = 0;
  115669. /**
  115670. * Diffuse Texture used in the material.
  115671. * Should be author in a specific way for the best result (refer to the documentation).
  115672. */
  115673. _this.diffuseTexture = null;
  115674. _this._shadowLights = null;
  115675. /**
  115676. * Specify the list of lights casting shadow on the material.
  115677. * All scene shadow lights will be included if null.
  115678. */
  115679. _this.shadowLights = null;
  115680. /**
  115681. * Helps adjusting the shadow to a softer level if required.
  115682. * 0 means black shadows and 1 means no shadows.
  115683. */
  115684. _this.shadowLevel = 0;
  115685. /**
  115686. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115687. * It is usually zero but might be interesting to modify according to your setup.
  115688. */
  115689. _this.sceneCenter = BABYLON.Vector3.Zero();
  115690. /**
  115691. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115692. * This helps ensuring a nice transition when the camera goes under the ground.
  115693. */
  115694. _this.opacityFresnel = true;
  115695. /**
  115696. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115697. * This helps adding a mirror texture on the ground.
  115698. */
  115699. _this.reflectionFresnel = false;
  115700. /**
  115701. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115702. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115703. */
  115704. _this.reflectionFalloffDistance = 0.0;
  115705. /**
  115706. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115707. */
  115708. _this.reflectionAmount = 1.0;
  115709. /**
  115710. * This specifies the weight of the reflection at grazing angle.
  115711. */
  115712. _this.reflectionReflectance0 = 0.05;
  115713. /**
  115714. * This specifies the weight of the reflection at a perpendicular point of view.
  115715. */
  115716. _this.reflectionReflectance90 = 0.5;
  115717. /**
  115718. * Helps to directly use the maps channels instead of their level.
  115719. */
  115720. _this.useRGBColor = true;
  115721. /**
  115722. * This helps reducing the banding effect that could occur on the background.
  115723. */
  115724. _this.enableNoise = false;
  115725. _this._fovMultiplier = 1.0;
  115726. /**
  115727. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115728. */
  115729. _this.useEquirectangularFOV = false;
  115730. _this._maxSimultaneousLights = 4;
  115731. /**
  115732. * Number of Simultaneous lights allowed on the material.
  115733. */
  115734. _this.maxSimultaneousLights = 4;
  115735. /**
  115736. * Keep track of the image processing observer to allow dispose and replace.
  115737. */
  115738. _this._imageProcessingObserver = null;
  115739. /**
  115740. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115741. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115742. */
  115743. _this.switchToBGR = false;
  115744. // Temp values kept as cache in the material.
  115745. _this._renderTargets = new BABYLON.SmartArray(16);
  115746. _this._reflectionControls = BABYLON.Vector4.Zero();
  115747. _this._white = BABYLON.Color3.White();
  115748. _this._primaryShadowColor = BABYLON.Color3.Black();
  115749. _this._primaryHighlightColor = BABYLON.Color3.Black();
  115750. // Setup the default processing configuration to the scene.
  115751. _this._attachImageProcessingConfiguration(null);
  115752. _this.getRenderTargetTextures = function () {
  115753. _this._renderTargets.reset();
  115754. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  115755. _this._renderTargets.push(_this._diffuseTexture);
  115756. }
  115757. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  115758. _this._renderTargets.push(_this._reflectionTexture);
  115759. }
  115760. return _this._renderTargets;
  115761. };
  115762. return _this;
  115763. }
  115764. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  115765. /**
  115766. * Experimental Internal Use Only.
  115767. *
  115768. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115769. * This acts as a helper to set the primary color to a more "human friendly" value.
  115770. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115771. * output color as close as possible from the chosen value.
  115772. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115773. * part of lighting setup.)
  115774. */
  115775. get: function () {
  115776. return this.__perceptualColor;
  115777. },
  115778. set: function (value) {
  115779. this.__perceptualColor = value;
  115780. this._computePrimaryColorFromPerceptualColor();
  115781. this._markAllSubMeshesAsLightsDirty();
  115782. },
  115783. enumerable: true,
  115784. configurable: true
  115785. });
  115786. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  115787. /**
  115788. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115789. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115790. */
  115791. get: function () {
  115792. return this._primaryColorShadowLevel;
  115793. },
  115794. set: function (value) {
  115795. this._primaryColorShadowLevel = value;
  115796. this._computePrimaryColors();
  115797. this._markAllSubMeshesAsLightsDirty();
  115798. },
  115799. enumerable: true,
  115800. configurable: true
  115801. });
  115802. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  115803. /**
  115804. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115805. * The primary color is used at the level chosen to define what the white area would look.
  115806. */
  115807. get: function () {
  115808. return this._primaryColorHighlightLevel;
  115809. },
  115810. set: function (value) {
  115811. this._primaryColorHighlightLevel = value;
  115812. this._computePrimaryColors();
  115813. this._markAllSubMeshesAsLightsDirty();
  115814. },
  115815. enumerable: true,
  115816. configurable: true
  115817. });
  115818. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  115819. /**
  115820. * Sets the reflection reflectance fresnel values according to the default standard
  115821. * empirically know to work well :-)
  115822. */
  115823. set: function (value) {
  115824. var reflectionWeight = value;
  115825. if (reflectionWeight < 0.5) {
  115826. reflectionWeight = reflectionWeight * 2.0;
  115827. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  115828. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  115829. }
  115830. else {
  115831. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  115832. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  115833. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  115834. }
  115835. },
  115836. enumerable: true,
  115837. configurable: true
  115838. });
  115839. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  115840. /**
  115841. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115842. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115843. * Recommended to be keep at 1.0 except for special cases.
  115844. */
  115845. get: function () {
  115846. return this._fovMultiplier;
  115847. },
  115848. set: function (value) {
  115849. if (isNaN(value)) {
  115850. value = 1.0;
  115851. }
  115852. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  115853. },
  115854. enumerable: true,
  115855. configurable: true
  115856. });
  115857. /**
  115858. * Attaches a new image processing configuration to the PBR Material.
  115859. * @param configuration (if null the scene configuration will be use)
  115860. */
  115861. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  115862. var _this = this;
  115863. if (configuration === this._imageProcessingConfiguration) {
  115864. return;
  115865. }
  115866. // Detaches observer.
  115867. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  115868. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  115869. }
  115870. // Pick the scene configuration if needed.
  115871. if (!configuration) {
  115872. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  115873. }
  115874. else {
  115875. this._imageProcessingConfiguration = configuration;
  115876. }
  115877. // Attaches observer.
  115878. if (this._imageProcessingConfiguration) {
  115879. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  115880. _this._computePrimaryColorFromPerceptualColor();
  115881. _this._markAllSubMeshesAsImageProcessingDirty();
  115882. });
  115883. }
  115884. };
  115885. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  115886. /**
  115887. * Gets the image processing configuration used either in this material.
  115888. */
  115889. get: function () {
  115890. return this._imageProcessingConfiguration;
  115891. },
  115892. /**
  115893. * Sets the Default image processing configuration used either in the this material.
  115894. *
  115895. * If sets to null, the scene one is in use.
  115896. */
  115897. set: function (value) {
  115898. this._attachImageProcessingConfiguration(value);
  115899. // Ensure the effect will be rebuilt.
  115900. this._markAllSubMeshesAsTexturesDirty();
  115901. },
  115902. enumerable: true,
  115903. configurable: true
  115904. });
  115905. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  115906. /**
  115907. * Gets wether the color curves effect is enabled.
  115908. */
  115909. get: function () {
  115910. return this.imageProcessingConfiguration.colorCurvesEnabled;
  115911. },
  115912. /**
  115913. * Sets wether the color curves effect is enabled.
  115914. */
  115915. set: function (value) {
  115916. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  115917. },
  115918. enumerable: true,
  115919. configurable: true
  115920. });
  115921. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  115922. /**
  115923. * Gets wether the color grading effect is enabled.
  115924. */
  115925. get: function () {
  115926. return this.imageProcessingConfiguration.colorGradingEnabled;
  115927. },
  115928. /**
  115929. * Gets wether the color grading effect is enabled.
  115930. */
  115931. set: function (value) {
  115932. this.imageProcessingConfiguration.colorGradingEnabled = value;
  115933. },
  115934. enumerable: true,
  115935. configurable: true
  115936. });
  115937. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  115938. /**
  115939. * Gets wether tonemapping is enabled or not.
  115940. */
  115941. get: function () {
  115942. return this._imageProcessingConfiguration.toneMappingEnabled;
  115943. },
  115944. /**
  115945. * Sets wether tonemapping is enabled or not
  115946. */
  115947. set: function (value) {
  115948. this._imageProcessingConfiguration.toneMappingEnabled = value;
  115949. },
  115950. enumerable: true,
  115951. configurable: true
  115952. });
  115953. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  115954. /**
  115955. * The camera exposure used on this material.
  115956. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115957. * This corresponds to a photographic exposure.
  115958. */
  115959. get: function () {
  115960. return this._imageProcessingConfiguration.exposure;
  115961. },
  115962. /**
  115963. * The camera exposure used on this material.
  115964. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115965. * This corresponds to a photographic exposure.
  115966. */
  115967. set: function (value) {
  115968. this._imageProcessingConfiguration.exposure = value;
  115969. },
  115970. enumerable: true,
  115971. configurable: true
  115972. });
  115973. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  115974. /**
  115975. * Gets The camera contrast used on this material.
  115976. */
  115977. get: function () {
  115978. return this._imageProcessingConfiguration.contrast;
  115979. },
  115980. /**
  115981. * Sets The camera contrast used on this material.
  115982. */
  115983. set: function (value) {
  115984. this._imageProcessingConfiguration.contrast = value;
  115985. },
  115986. enumerable: true,
  115987. configurable: true
  115988. });
  115989. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  115990. /**
  115991. * Gets the Color Grading 2D Lookup Texture.
  115992. */
  115993. get: function () {
  115994. return this._imageProcessingConfiguration.colorGradingTexture;
  115995. },
  115996. /**
  115997. * Sets the Color Grading 2D Lookup Texture.
  115998. */
  115999. set: function (value) {
  116000. this.imageProcessingConfiguration.colorGradingTexture = value;
  116001. },
  116002. enumerable: true,
  116003. configurable: true
  116004. });
  116005. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  116006. /**
  116007. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116008. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116009. * 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;
  116010. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116011. */
  116012. get: function () {
  116013. return this.imageProcessingConfiguration.colorCurves;
  116014. },
  116015. /**
  116016. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116017. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116018. * 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;
  116019. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116020. */
  116021. set: function (value) {
  116022. this.imageProcessingConfiguration.colorCurves = value;
  116023. },
  116024. enumerable: true,
  116025. configurable: true
  116026. });
  116027. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  116028. /**
  116029. * Gets a boolean indicating that current material needs to register RTT
  116030. */
  116031. get: function () {
  116032. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116033. return true;
  116034. }
  116035. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116036. return true;
  116037. }
  116038. return false;
  116039. },
  116040. enumerable: true,
  116041. configurable: true
  116042. });
  116043. /**
  116044. * The entire material has been created in order to prevent overdraw.
  116045. * @returns false
  116046. */
  116047. BackgroundMaterial.prototype.needAlphaTesting = function () {
  116048. return true;
  116049. };
  116050. /**
  116051. * The entire material has been created in order to prevent overdraw.
  116052. * @returns true if blending is enable
  116053. */
  116054. BackgroundMaterial.prototype.needAlphaBlending = function () {
  116055. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  116056. };
  116057. /**
  116058. * Checks wether the material is ready to be rendered for a given mesh.
  116059. * @param mesh The mesh to render
  116060. * @param subMesh The submesh to check against
  116061. * @param useInstances Specify wether or not the material is used with instances
  116062. * @returns true if all the dependencies are ready (Textures, Effects...)
  116063. */
  116064. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  116065. var _this = this;
  116066. if (useInstances === void 0) { useInstances = false; }
  116067. if (subMesh.effect && this.isFrozen) {
  116068. if (this._wasPreviouslyReady) {
  116069. return true;
  116070. }
  116071. }
  116072. if (!subMesh._materialDefines) {
  116073. subMesh._materialDefines = new BackgroundMaterialDefines();
  116074. }
  116075. var scene = this.getScene();
  116076. var defines = subMesh._materialDefines;
  116077. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  116078. if (defines._renderId === scene.getRenderId()) {
  116079. return true;
  116080. }
  116081. }
  116082. var engine = scene.getEngine();
  116083. // Lights
  116084. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  116085. defines._needNormals = true;
  116086. // Textures
  116087. if (defines._areTexturesDirty) {
  116088. defines._needUVs = false;
  116089. if (scene.texturesEnabled) {
  116090. if (scene.getEngine().getCaps().textureLOD) {
  116091. defines.TEXTURELODSUPPORT = true;
  116092. }
  116093. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116094. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  116095. return false;
  116096. }
  116097. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  116098. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  116099. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  116100. defines.OPACITYFRESNEL = this._opacityFresnel;
  116101. }
  116102. else {
  116103. defines.DIFFUSE = false;
  116104. defines.DIFFUSEHASALPHA = false;
  116105. defines.GAMMADIFFUSE = false;
  116106. defines.OPACITYFRESNEL = false;
  116107. }
  116108. var reflectionTexture = this._reflectionTexture;
  116109. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116110. if (!reflectionTexture.isReadyOrNotBlocking()) {
  116111. return false;
  116112. }
  116113. defines.REFLECTION = true;
  116114. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  116115. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  116116. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  116117. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  116118. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  116119. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  116120. defines.REFLECTIONBGR = this.switchToBGR;
  116121. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  116122. defines.INVERTCUBICMAP = true;
  116123. }
  116124. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  116125. switch (reflectionTexture.coordinatesMode) {
  116126. case BABYLON.Texture.EXPLICIT_MODE:
  116127. defines.REFLECTIONMAP_EXPLICIT = true;
  116128. break;
  116129. case BABYLON.Texture.PLANAR_MODE:
  116130. defines.REFLECTIONMAP_PLANAR = true;
  116131. break;
  116132. case BABYLON.Texture.PROJECTION_MODE:
  116133. defines.REFLECTIONMAP_PROJECTION = true;
  116134. break;
  116135. case BABYLON.Texture.SKYBOX_MODE:
  116136. defines.REFLECTIONMAP_SKYBOX = true;
  116137. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  116138. break;
  116139. case BABYLON.Texture.SPHERICAL_MODE:
  116140. defines.REFLECTIONMAP_SPHERICAL = true;
  116141. break;
  116142. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  116143. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  116144. break;
  116145. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  116146. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  116147. break;
  116148. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  116149. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  116150. break;
  116151. case BABYLON.Texture.CUBIC_MODE:
  116152. case BABYLON.Texture.INVCUBIC_MODE:
  116153. default:
  116154. defines.REFLECTIONMAP_CUBIC = true;
  116155. break;
  116156. }
  116157. if (this.reflectionFresnel) {
  116158. defines.REFLECTIONFRESNEL = true;
  116159. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  116160. this._reflectionControls.x = this.reflectionAmount;
  116161. this._reflectionControls.y = this.reflectionReflectance0;
  116162. this._reflectionControls.z = this.reflectionReflectance90;
  116163. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  116164. }
  116165. else {
  116166. defines.REFLECTIONFRESNEL = false;
  116167. defines.REFLECTIONFALLOFF = false;
  116168. }
  116169. }
  116170. else {
  116171. defines.REFLECTION = false;
  116172. defines.REFLECTIONFRESNEL = false;
  116173. defines.REFLECTIONFALLOFF = false;
  116174. defines.REFLECTIONBLUR = false;
  116175. defines.REFLECTIONMAP_3D = false;
  116176. defines.REFLECTIONMAP_SPHERICAL = false;
  116177. defines.REFLECTIONMAP_PLANAR = false;
  116178. defines.REFLECTIONMAP_CUBIC = false;
  116179. defines.REFLECTIONMAP_PROJECTION = false;
  116180. defines.REFLECTIONMAP_SKYBOX = false;
  116181. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116182. defines.REFLECTIONMAP_EXPLICIT = false;
  116183. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116184. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116185. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116186. defines.INVERTCUBICMAP = false;
  116187. defines.REFLECTIONMAP_OPPOSITEZ = false;
  116188. defines.LODINREFLECTIONALPHA = false;
  116189. defines.GAMMAREFLECTION = false;
  116190. defines.RGBDREFLECTION = false;
  116191. }
  116192. }
  116193. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  116194. defines.USERGBCOLOR = this._useRGBColor;
  116195. defines.NOISE = this._enableNoise;
  116196. }
  116197. if (defines._areLightsDirty) {
  116198. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  116199. }
  116200. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  116201. if (!this._imageProcessingConfiguration.isReady()) {
  116202. return false;
  116203. }
  116204. this._imageProcessingConfiguration.prepareDefines(defines);
  116205. }
  116206. // Misc.
  116207. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  116208. // Values that need to be evaluated on every frame
  116209. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  116210. // Attribs
  116211. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  116212. if (mesh) {
  116213. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  116214. mesh.createNormals(true);
  116215. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  116216. }
  116217. }
  116218. }
  116219. // Get correct effect
  116220. if (defines.isDirty) {
  116221. defines.markAsProcessed();
  116222. scene.resetCachedMaterial();
  116223. // Fallbacks
  116224. var fallbacks = new BABYLON.EffectFallbacks();
  116225. if (defines.FOG) {
  116226. fallbacks.addFallback(0, "FOG");
  116227. }
  116228. if (defines.POINTSIZE) {
  116229. fallbacks.addFallback(1, "POINTSIZE");
  116230. }
  116231. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  116232. if (defines.NUM_BONE_INFLUENCERS > 0) {
  116233. fallbacks.addCPUSkinningFallback(0, mesh);
  116234. }
  116235. //Attributes
  116236. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116237. if (defines.NORMAL) {
  116238. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116239. }
  116240. if (defines.UV1) {
  116241. attribs.push(BABYLON.VertexBuffer.UVKind);
  116242. }
  116243. if (defines.UV2) {
  116244. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116245. }
  116246. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116247. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116248. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116249. "vFogInfos", "vFogColor", "pointSize",
  116250. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116251. "vPrimaryColor", "vPrimaryColorShadow",
  116252. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116253. "shadowLevel", "alpha",
  116254. "vBackgroundCenter", "vReflectionControl",
  116255. "vDiffuseInfos", "diffuseMatrix",
  116256. ];
  116257. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116258. var uniformBuffers = ["Material", "Scene"];
  116259. if (BABYLON.ImageProcessingConfiguration) {
  116260. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116261. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116262. }
  116263. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116264. uniformsNames: uniforms,
  116265. uniformBuffersNames: uniformBuffers,
  116266. samplers: samplers,
  116267. defines: defines,
  116268. maxSimultaneousLights: this._maxSimultaneousLights
  116269. });
  116270. var onCompiled = function (effect) {
  116271. if (_this.onCompiled) {
  116272. _this.onCompiled(effect);
  116273. }
  116274. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116275. };
  116276. var join = defines.toString();
  116277. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116278. attributes: attribs,
  116279. uniformsNames: uniforms,
  116280. uniformBuffersNames: uniformBuffers,
  116281. samplers: samplers,
  116282. defines: join,
  116283. fallbacks: fallbacks,
  116284. onCompiled: onCompiled,
  116285. onError: this.onError,
  116286. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116287. }, engine), defines);
  116288. this.buildUniformLayout();
  116289. }
  116290. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116291. return false;
  116292. }
  116293. defines._renderId = scene.getRenderId();
  116294. this._wasPreviouslyReady = true;
  116295. return true;
  116296. };
  116297. /**
  116298. * Compute the primary color according to the chosen perceptual color.
  116299. */
  116300. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116301. if (!this.__perceptualColor) {
  116302. return;
  116303. }
  116304. this._primaryColor.copyFrom(this.__perceptualColor);
  116305. // Revert gamma space.
  116306. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116307. // Revert image processing configuration.
  116308. if (this._imageProcessingConfiguration) {
  116309. // Revert Exposure.
  116310. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116311. }
  116312. this._computePrimaryColors();
  116313. };
  116314. /**
  116315. * Compute the highlights and shadow colors according to their chosen levels.
  116316. */
  116317. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116318. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116319. return;
  116320. }
  116321. // Find the highlight color based on the configuration.
  116322. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116323. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116324. // Find the shadow color based on the configuration.
  116325. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116326. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116327. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116328. };
  116329. /**
  116330. * Build the uniform buffer used in the material.
  116331. */
  116332. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116333. // Order is important !
  116334. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116335. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116336. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116337. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116338. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116339. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116340. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116341. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116342. this._uniformBuffer.addUniform("pointSize", 1);
  116343. this._uniformBuffer.addUniform("shadowLevel", 1);
  116344. this._uniformBuffer.addUniform("alpha", 1);
  116345. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116346. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116347. this._uniformBuffer.create();
  116348. };
  116349. /**
  116350. * Unbind the material.
  116351. */
  116352. BackgroundMaterial.prototype.unbind = function () {
  116353. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116354. this._uniformBuffer.setTexture("diffuseSampler", null);
  116355. }
  116356. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116357. this._uniformBuffer.setTexture("reflectionSampler", null);
  116358. }
  116359. _super.prototype.unbind.call(this);
  116360. };
  116361. /**
  116362. * Bind only the world matrix to the material.
  116363. * @param world The world matrix to bind.
  116364. */
  116365. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  116366. this._activeEffect.setMatrix("world", world);
  116367. };
  116368. /**
  116369. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  116370. * @param world The world matrix to bind.
  116371. * @param subMesh The submesh to bind for.
  116372. */
  116373. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  116374. var scene = this.getScene();
  116375. var defines = subMesh._materialDefines;
  116376. if (!defines) {
  116377. return;
  116378. }
  116379. var effect = subMesh.effect;
  116380. if (!effect) {
  116381. return;
  116382. }
  116383. this._activeEffect = effect;
  116384. // Matrices
  116385. this.bindOnlyWorldMatrix(world);
  116386. // Bones
  116387. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  116388. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  116389. if (mustRebind) {
  116390. this._uniformBuffer.bindToEffect(effect, "Material");
  116391. this.bindViewProjection(effect);
  116392. var reflectionTexture = this._reflectionTexture;
  116393. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  116394. // Texture uniforms
  116395. if (scene.texturesEnabled) {
  116396. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116397. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  116398. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  116399. }
  116400. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116401. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  116402. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  116403. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  116404. }
  116405. }
  116406. if (this.shadowLevel > 0) {
  116407. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  116408. }
  116409. this._uniformBuffer.updateFloat("alpha", this.alpha);
  116410. // Point size
  116411. if (this.pointsCloud) {
  116412. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  116413. }
  116414. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  116415. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  116416. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  116417. }
  116418. else {
  116419. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  116420. }
  116421. }
  116422. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  116423. // Textures
  116424. if (scene.texturesEnabled) {
  116425. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116426. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  116427. }
  116428. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116429. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  116430. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116431. }
  116432. else if (!defines.REFLECTIONBLUR) {
  116433. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116434. }
  116435. else {
  116436. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  116437. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  116438. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  116439. }
  116440. if (defines.REFLECTIONFRESNEL) {
  116441. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  116442. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  116443. }
  116444. }
  116445. }
  116446. // Clip plane
  116447. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  116448. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  116449. }
  116450. if (mustRebind || !this.isFrozen) {
  116451. if (scene.lightsEnabled) {
  116452. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  116453. }
  116454. // View
  116455. this.bindView(effect);
  116456. // Fog
  116457. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  116458. // image processing
  116459. if (this._imageProcessingConfiguration) {
  116460. this._imageProcessingConfiguration.bind(this._activeEffect);
  116461. }
  116462. }
  116463. this._uniformBuffer.update();
  116464. this._afterBind(mesh, this._activeEffect);
  116465. };
  116466. /**
  116467. * Dispose the material.
  116468. * @param forceDisposeEffect Force disposal of the associated effect.
  116469. * @param forceDisposeTextures Force disposal of the associated textures.
  116470. */
  116471. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  116472. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  116473. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  116474. if (forceDisposeTextures) {
  116475. if (this.diffuseTexture) {
  116476. this.diffuseTexture.dispose();
  116477. }
  116478. if (this.reflectionTexture) {
  116479. this.reflectionTexture.dispose();
  116480. }
  116481. }
  116482. this._renderTargets.dispose();
  116483. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116484. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116485. }
  116486. _super.prototype.dispose.call(this, forceDisposeEffect);
  116487. };
  116488. /**
  116489. * Clones the material.
  116490. * @param name The cloned name.
  116491. * @returns The cloned material.
  116492. */
  116493. BackgroundMaterial.prototype.clone = function (name) {
  116494. var _this = this;
  116495. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  116496. };
  116497. /**
  116498. * Serializes the current material to its JSON representation.
  116499. * @returns The JSON representation.
  116500. */
  116501. BackgroundMaterial.prototype.serialize = function () {
  116502. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  116503. serializationObject.customType = "BABYLON.BackgroundMaterial";
  116504. return serializationObject;
  116505. };
  116506. /**
  116507. * Gets the class name of the material
  116508. * @returns "BackgroundMaterial"
  116509. */
  116510. BackgroundMaterial.prototype.getClassName = function () {
  116511. return "BackgroundMaterial";
  116512. };
  116513. /**
  116514. * Parse a JSON input to create back a background material.
  116515. * @param source The JSON data to parse
  116516. * @param scene The scene to create the parsed material in
  116517. * @param rootUrl The root url of the assets the material depends upon
  116518. * @returns the instantiated BackgroundMaterial.
  116519. */
  116520. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  116521. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  116522. };
  116523. /**
  116524. * Standard reflectance value at parallel view angle.
  116525. */
  116526. BackgroundMaterial.StandardReflectance0 = 0.05;
  116527. /**
  116528. * Standard reflectance value at grazing angle.
  116529. */
  116530. BackgroundMaterial.StandardReflectance90 = 0.5;
  116531. __decorate([
  116532. BABYLON.serializeAsColor3()
  116533. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  116534. __decorate([
  116535. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116536. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  116537. __decorate([
  116538. BABYLON.serializeAsColor3()
  116539. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  116540. __decorate([
  116541. BABYLON.serialize()
  116542. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  116543. __decorate([
  116544. BABYLON.serialize()
  116545. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  116546. __decorate([
  116547. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116548. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  116549. __decorate([
  116550. BABYLON.serializeAsTexture()
  116551. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  116552. __decorate([
  116553. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116554. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  116555. __decorate([
  116556. BABYLON.serialize()
  116557. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  116558. __decorate([
  116559. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116560. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  116561. __decorate([
  116562. BABYLON.serializeAsTexture()
  116563. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  116564. __decorate([
  116565. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116566. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  116567. __decorate([
  116568. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116569. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  116570. __decorate([
  116571. BABYLON.serialize()
  116572. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  116573. __decorate([
  116574. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116575. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  116576. __decorate([
  116577. BABYLON.serializeAsVector3()
  116578. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  116579. __decorate([
  116580. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116581. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  116582. __decorate([
  116583. BABYLON.serialize()
  116584. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  116585. __decorate([
  116586. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116587. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  116588. __decorate([
  116589. BABYLON.serialize()
  116590. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  116591. __decorate([
  116592. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116593. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  116594. __decorate([
  116595. BABYLON.serialize()
  116596. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  116597. __decorate([
  116598. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116599. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  116600. __decorate([
  116601. BABYLON.serialize()
  116602. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  116603. __decorate([
  116604. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116605. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  116606. __decorate([
  116607. BABYLON.serialize()
  116608. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  116609. __decorate([
  116610. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116611. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  116612. __decorate([
  116613. BABYLON.serialize()
  116614. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  116615. __decorate([
  116616. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116617. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  116618. __decorate([
  116619. BABYLON.serialize()
  116620. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  116621. __decorate([
  116622. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116623. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  116624. __decorate([
  116625. BABYLON.serialize()
  116626. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  116627. __decorate([
  116628. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116629. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  116630. __decorate([
  116631. BABYLON.serialize()
  116632. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  116633. __decorate([
  116634. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116635. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  116636. __decorate([
  116637. BABYLON.serializeAsImageProcessingConfiguration()
  116638. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  116639. return BackgroundMaterial;
  116640. }(BABYLON.PushMaterial));
  116641. BABYLON.BackgroundMaterial = BackgroundMaterial;
  116642. })(BABYLON || (BABYLON = {}));
  116643. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  116644. var __assign = (this && this.__assign) || function () {
  116645. __assign = Object.assign || function(t) {
  116646. for (var s, i = 1, n = arguments.length; i < n; i++) {
  116647. s = arguments[i];
  116648. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  116649. t[p] = s[p];
  116650. }
  116651. return t;
  116652. };
  116653. return __assign.apply(this, arguments);
  116654. };
  116655. var BABYLON;
  116656. (function (BABYLON) {
  116657. /**
  116658. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  116659. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  116660. * It also helps with the default setup of your imageProcessing configuration.
  116661. */
  116662. var EnvironmentHelper = /** @class */ (function () {
  116663. /**
  116664. * constructor
  116665. * @param options
  116666. * @param scene The scene to add the material to
  116667. */
  116668. function EnvironmentHelper(options, scene) {
  116669. var _this = this;
  116670. this._errorHandler = function (message, exception) {
  116671. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  116672. };
  116673. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  116674. this._scene = scene;
  116675. this.onErrorObservable = new BABYLON.Observable();
  116676. this._setupBackground();
  116677. this._setupImageProcessing();
  116678. }
  116679. /**
  116680. * Creates the default options for the helper.
  116681. */
  116682. EnvironmentHelper._getDefaultOptions = function () {
  116683. return {
  116684. createGround: true,
  116685. groundSize: 15,
  116686. groundTexture: this._groundTextureCDNUrl,
  116687. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116688. groundOpacity: 0.9,
  116689. enableGroundShadow: true,
  116690. groundShadowLevel: 0.5,
  116691. enableGroundMirror: false,
  116692. groundMirrorSizeRatio: 0.3,
  116693. groundMirrorBlurKernel: 64,
  116694. groundMirrorAmount: 1,
  116695. groundMirrorFresnelWeight: 1,
  116696. groundMirrorFallOffDistance: 0,
  116697. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  116698. groundYBias: 0.00001,
  116699. createSkybox: true,
  116700. skyboxSize: 20,
  116701. skyboxTexture: this._skyboxTextureCDNUrl,
  116702. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  116703. backgroundYRotation: 0,
  116704. sizeAuto: true,
  116705. rootPosition: BABYLON.Vector3.Zero(),
  116706. setupImageProcessing: true,
  116707. environmentTexture: this._environmentTextureCDNUrl,
  116708. cameraExposure: 0.8,
  116709. cameraContrast: 1.2,
  116710. toneMappingEnabled: true,
  116711. };
  116712. };
  116713. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  116714. /**
  116715. * Gets the root mesh created by the helper.
  116716. */
  116717. get: function () {
  116718. return this._rootMesh;
  116719. },
  116720. enumerable: true,
  116721. configurable: true
  116722. });
  116723. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  116724. /**
  116725. * Gets the skybox created by the helper.
  116726. */
  116727. get: function () {
  116728. return this._skybox;
  116729. },
  116730. enumerable: true,
  116731. configurable: true
  116732. });
  116733. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  116734. /**
  116735. * Gets the skybox texture created by the helper.
  116736. */
  116737. get: function () {
  116738. return this._skyboxTexture;
  116739. },
  116740. enumerable: true,
  116741. configurable: true
  116742. });
  116743. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  116744. /**
  116745. * Gets the skybox material created by the helper.
  116746. */
  116747. get: function () {
  116748. return this._skyboxMaterial;
  116749. },
  116750. enumerable: true,
  116751. configurable: true
  116752. });
  116753. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  116754. /**
  116755. * Gets the ground mesh created by the helper.
  116756. */
  116757. get: function () {
  116758. return this._ground;
  116759. },
  116760. enumerable: true,
  116761. configurable: true
  116762. });
  116763. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  116764. /**
  116765. * Gets the ground texture created by the helper.
  116766. */
  116767. get: function () {
  116768. return this._groundTexture;
  116769. },
  116770. enumerable: true,
  116771. configurable: true
  116772. });
  116773. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  116774. /**
  116775. * Gets the ground mirror created by the helper.
  116776. */
  116777. get: function () {
  116778. return this._groundMirror;
  116779. },
  116780. enumerable: true,
  116781. configurable: true
  116782. });
  116783. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  116784. /**
  116785. * Gets the ground mirror render list to helps pushing the meshes
  116786. * you wish in the ground reflection.
  116787. */
  116788. get: function () {
  116789. if (this._groundMirror) {
  116790. return this._groundMirror.renderList;
  116791. }
  116792. return null;
  116793. },
  116794. enumerable: true,
  116795. configurable: true
  116796. });
  116797. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  116798. /**
  116799. * Gets the ground material created by the helper.
  116800. */
  116801. get: function () {
  116802. return this._groundMaterial;
  116803. },
  116804. enumerable: true,
  116805. configurable: true
  116806. });
  116807. /**
  116808. * Updates the background according to the new options
  116809. * @param options
  116810. */
  116811. EnvironmentHelper.prototype.updateOptions = function (options) {
  116812. var newOptions = __assign({}, this._options, options);
  116813. if (this._ground && !newOptions.createGround) {
  116814. this._ground.dispose();
  116815. this._ground = null;
  116816. }
  116817. if (this._groundMaterial && !newOptions.createGround) {
  116818. this._groundMaterial.dispose();
  116819. this._groundMaterial = null;
  116820. }
  116821. if (this._groundTexture) {
  116822. if (this._options.groundTexture != newOptions.groundTexture) {
  116823. this._groundTexture.dispose();
  116824. this._groundTexture = null;
  116825. }
  116826. }
  116827. if (this._skybox && !newOptions.createSkybox) {
  116828. this._skybox.dispose();
  116829. this._skybox = null;
  116830. }
  116831. if (this._skyboxMaterial && !newOptions.createSkybox) {
  116832. this._skyboxMaterial.dispose();
  116833. this._skyboxMaterial = null;
  116834. }
  116835. if (this._skyboxTexture) {
  116836. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  116837. this._skyboxTexture.dispose();
  116838. this._skyboxTexture = null;
  116839. }
  116840. }
  116841. if (this._groundMirror && !newOptions.enableGroundMirror) {
  116842. this._groundMirror.dispose();
  116843. this._groundMirror = null;
  116844. }
  116845. if (this._scene.environmentTexture) {
  116846. if (this._options.environmentTexture != newOptions.environmentTexture) {
  116847. this._scene.environmentTexture.dispose();
  116848. }
  116849. }
  116850. this._options = newOptions;
  116851. this._setupBackground();
  116852. this._setupImageProcessing();
  116853. };
  116854. /**
  116855. * Sets the primary color of all the available elements.
  116856. * @param color the main color to affect to the ground and the background
  116857. */
  116858. EnvironmentHelper.prototype.setMainColor = function (color) {
  116859. if (this.groundMaterial) {
  116860. this.groundMaterial.primaryColor = color;
  116861. }
  116862. if (this.skyboxMaterial) {
  116863. this.skyboxMaterial.primaryColor = color;
  116864. }
  116865. if (this.groundMirror) {
  116866. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  116867. }
  116868. };
  116869. /**
  116870. * Setup the image processing according to the specified options.
  116871. */
  116872. EnvironmentHelper.prototype._setupImageProcessing = function () {
  116873. if (this._options.setupImageProcessing) {
  116874. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  116875. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  116876. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  116877. this._setupEnvironmentTexture();
  116878. }
  116879. };
  116880. /**
  116881. * Setup the environment texture according to the specified options.
  116882. */
  116883. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  116884. if (this._scene.environmentTexture) {
  116885. return;
  116886. }
  116887. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  116888. this._scene.environmentTexture = this._options.environmentTexture;
  116889. return;
  116890. }
  116891. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  116892. this._scene.environmentTexture = environmentTexture;
  116893. };
  116894. /**
  116895. * Setup the background according to the specified options.
  116896. */
  116897. EnvironmentHelper.prototype._setupBackground = function () {
  116898. if (!this._rootMesh) {
  116899. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  116900. }
  116901. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  116902. var sceneSize = this._getSceneSize();
  116903. if (this._options.createGround) {
  116904. this._setupGround(sceneSize);
  116905. this._setupGroundMaterial();
  116906. this._setupGroundDiffuseTexture();
  116907. if (this._options.enableGroundMirror) {
  116908. this._setupGroundMirrorTexture(sceneSize);
  116909. }
  116910. this._setupMirrorInGroundMaterial();
  116911. }
  116912. if (this._options.createSkybox) {
  116913. this._setupSkybox(sceneSize);
  116914. this._setupSkyboxMaterial();
  116915. this._setupSkyboxReflectionTexture();
  116916. }
  116917. this._rootMesh.position.x = sceneSize.rootPosition.x;
  116918. this._rootMesh.position.z = sceneSize.rootPosition.z;
  116919. this._rootMesh.position.y = sceneSize.rootPosition.y;
  116920. };
  116921. /**
  116922. * Get the scene sizes according to the setup.
  116923. */
  116924. EnvironmentHelper.prototype._getSceneSize = function () {
  116925. var _this = this;
  116926. var groundSize = this._options.groundSize;
  116927. var skyboxSize = this._options.skyboxSize;
  116928. var rootPosition = this._options.rootPosition;
  116929. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  116930. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116931. }
  116932. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  116933. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  116934. });
  116935. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  116936. if (this._options.sizeAuto) {
  116937. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  116938. this._scene.activeCamera.upperRadiusLimit) {
  116939. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  116940. skyboxSize = groundSize;
  116941. }
  116942. var sceneDiagonalLenght = sceneDiagonal.length();
  116943. if (sceneDiagonalLenght > groundSize) {
  116944. groundSize = sceneDiagonalLenght * 2;
  116945. skyboxSize = groundSize;
  116946. }
  116947. // 10 % bigger.
  116948. groundSize *= 1.1;
  116949. skyboxSize *= 1.5;
  116950. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  116951. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  116952. }
  116953. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  116954. };
  116955. /**
  116956. * Setup the ground according to the specified options.
  116957. */
  116958. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  116959. var _this = this;
  116960. if (!this._ground || this._ground.isDisposed()) {
  116961. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  116962. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  116963. this._ground.parent = this._rootMesh;
  116964. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  116965. }
  116966. this._ground.receiveShadows = this._options.enableGroundShadow;
  116967. };
  116968. /**
  116969. * Setup the ground material according to the specified options.
  116970. */
  116971. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  116972. if (!this._groundMaterial) {
  116973. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  116974. }
  116975. this._groundMaterial.alpha = this._options.groundOpacity;
  116976. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  116977. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  116978. this._groundMaterial.primaryColor = this._options.groundColor;
  116979. this._groundMaterial.useRGBColor = false;
  116980. this._groundMaterial.enableNoise = true;
  116981. if (this._ground) {
  116982. this._ground.material = this._groundMaterial;
  116983. }
  116984. };
  116985. /**
  116986. * Setup the ground diffuse texture according to the specified options.
  116987. */
  116988. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  116989. if (!this._groundMaterial) {
  116990. return;
  116991. }
  116992. if (this._groundTexture) {
  116993. return;
  116994. }
  116995. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  116996. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  116997. return;
  116998. }
  116999. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117000. diffuseTexture.gammaSpace = false;
  117001. diffuseTexture.hasAlpha = true;
  117002. this._groundMaterial.diffuseTexture = diffuseTexture;
  117003. };
  117004. /**
  117005. * Setup the ground mirror texture according to the specified options.
  117006. */
  117007. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  117008. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117009. if (!this._groundMirror) {
  117010. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  117011. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  117012. this._groundMirror.anisotropicFilteringLevel = 1;
  117013. this._groundMirror.wrapU = wrapping;
  117014. this._groundMirror.wrapV = wrapping;
  117015. this._groundMirror.gammaSpace = false;
  117016. if (this._groundMirror.renderList) {
  117017. for (var i = 0; i < this._scene.meshes.length; i++) {
  117018. var mesh = this._scene.meshes[i];
  117019. if (mesh !== this._ground &&
  117020. mesh !== this._skybox &&
  117021. mesh !== this._rootMesh) {
  117022. this._groundMirror.renderList.push(mesh);
  117023. }
  117024. }
  117025. }
  117026. }
  117027. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  117028. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  117029. };
  117030. /**
  117031. * Setup the ground to receive the mirror texture.
  117032. */
  117033. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  117034. if (this._groundMaterial) {
  117035. this._groundMaterial.reflectionTexture = this._groundMirror;
  117036. this._groundMaterial.reflectionFresnel = true;
  117037. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  117038. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  117039. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  117040. }
  117041. };
  117042. /**
  117043. * Setup the skybox according to the specified options.
  117044. */
  117045. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  117046. var _this = this;
  117047. if (!this._skybox || this._skybox.isDisposed()) {
  117048. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  117049. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  117050. }
  117051. this._skybox.parent = this._rootMesh;
  117052. };
  117053. /**
  117054. * Setup the skybox material according to the specified options.
  117055. */
  117056. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  117057. if (!this._skybox) {
  117058. return;
  117059. }
  117060. if (!this._skyboxMaterial) {
  117061. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  117062. }
  117063. this._skyboxMaterial.useRGBColor = false;
  117064. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  117065. this._skyboxMaterial.enableNoise = true;
  117066. this._skybox.material = this._skyboxMaterial;
  117067. };
  117068. /**
  117069. * Setup the skybox reflection texture according to the specified options.
  117070. */
  117071. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  117072. if (!this._skyboxMaterial) {
  117073. return;
  117074. }
  117075. if (this._skyboxTexture) {
  117076. return;
  117077. }
  117078. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  117079. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  117080. return;
  117081. }
  117082. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117083. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117084. this._skyboxTexture.gammaSpace = false;
  117085. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  117086. };
  117087. /**
  117088. * Dispose all the elements created by the Helper.
  117089. */
  117090. EnvironmentHelper.prototype.dispose = function () {
  117091. if (this._groundMaterial) {
  117092. this._groundMaterial.dispose(true, true);
  117093. }
  117094. if (this._skyboxMaterial) {
  117095. this._skyboxMaterial.dispose(true, true);
  117096. }
  117097. this._rootMesh.dispose(false);
  117098. };
  117099. /**
  117100. * Default ground texture URL.
  117101. */
  117102. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  117103. /**
  117104. * Default skybox texture URL.
  117105. */
  117106. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  117107. /**
  117108. * Default environment texture URL.
  117109. */
  117110. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  117111. return EnvironmentHelper;
  117112. }());
  117113. BABYLON.EnvironmentHelper = EnvironmentHelper;
  117114. })(BABYLON || (BABYLON = {}));
  117115. //# sourceMappingURL=babylon.environmentHelper.js.map
  117116. var BABYLON;
  117117. (function (BABYLON) {
  117118. /** Internal class used to store shapes for emitters */
  117119. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  117120. function ParticleSystemSetEmitterCreationOptions() {
  117121. }
  117122. return ParticleSystemSetEmitterCreationOptions;
  117123. }());
  117124. /**
  117125. * Represents a set of particle systems working together to create a specific effect
  117126. */
  117127. var ParticleSystemSet = /** @class */ (function () {
  117128. function ParticleSystemSet() {
  117129. /**
  117130. * Gets the particle system list
  117131. */
  117132. this.systems = new Array();
  117133. }
  117134. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  117135. /**
  117136. * Gets the emitter node used with this set
  117137. */
  117138. get: function () {
  117139. return this._emitterNode;
  117140. },
  117141. enumerable: true,
  117142. configurable: true
  117143. });
  117144. /**
  117145. * Creates a new emitter mesh as a sphere
  117146. * @param options defines the options used to create the sphere
  117147. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  117148. * @param scene defines the hosting scene
  117149. */
  117150. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  117151. if (this._emitterNode) {
  117152. this._emitterNode.dispose();
  117153. }
  117154. this._emitterCreationOptions = {
  117155. kind: "Sphere",
  117156. options: options,
  117157. renderingGroupId: renderingGroupId
  117158. };
  117159. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  117160. emitterMesh.renderingGroupId = renderingGroupId;
  117161. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  117162. material.emissiveColor = options.color;
  117163. emitterMesh.material = material;
  117164. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117165. var system = _a[_i];
  117166. system.emitter = emitterMesh;
  117167. }
  117168. this._emitterNode = emitterMesh;
  117169. };
  117170. /**
  117171. * Starts all particle systems of the set
  117172. * @param emitter defines an optional mesh to use as emitter for the particle systems
  117173. */
  117174. ParticleSystemSet.prototype.start = function (emitter) {
  117175. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117176. var system = _a[_i];
  117177. if (emitter) {
  117178. system.emitter = emitter;
  117179. }
  117180. system.start();
  117181. }
  117182. };
  117183. /**
  117184. * Release all associated resources
  117185. */
  117186. ParticleSystemSet.prototype.dispose = function () {
  117187. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117188. var system = _a[_i];
  117189. system.dispose();
  117190. }
  117191. this.systems = [];
  117192. if (this._emitterNode) {
  117193. this._emitterNode.dispose();
  117194. this._emitterNode = null;
  117195. }
  117196. };
  117197. /**
  117198. * Serialize the set into a JSON compatible object
  117199. * @returns a JSON compatible representation of the set
  117200. */
  117201. ParticleSystemSet.prototype.serialize = function () {
  117202. var result = {};
  117203. result.systems = [];
  117204. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117205. var system = _a[_i];
  117206. result.systems.push(system.serialize());
  117207. }
  117208. if (this._emitterNode) {
  117209. result.emitter = this._emitterCreationOptions;
  117210. }
  117211. return result;
  117212. };
  117213. /**
  117214. * Parse a new ParticleSystemSet from a serialized source
  117215. * @param data defines a JSON compatible representation of the set
  117216. * @param scene defines the hosting scene
  117217. * @param gpu defines if we want GPU particles or CPU particles
  117218. * @returns a new ParticleSystemSet
  117219. */
  117220. ParticleSystemSet.Parse = function (data, scene, gpu) {
  117221. if (gpu === void 0) { gpu = false; }
  117222. var result = new ParticleSystemSet();
  117223. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  117224. scene = scene || BABYLON.Engine.LastCreatedScene;
  117225. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  117226. var system = _a[_i];
  117227. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  117228. }
  117229. if (data.emitter) {
  117230. var options = data.emitter.options;
  117231. switch (data.emitter.kind) {
  117232. case "Sphere":
  117233. result.setEmitterAsSphere({
  117234. diameter: options.diameter,
  117235. segments: options.segments,
  117236. color: BABYLON.Color3.FromArray(options.color)
  117237. }, data.emitter.renderingGroupId, scene);
  117238. break;
  117239. }
  117240. }
  117241. return result;
  117242. };
  117243. return ParticleSystemSet;
  117244. }());
  117245. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117246. })(BABYLON || (BABYLON = {}));
  117247. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117248. var BABYLON;
  117249. (function (BABYLON) {
  117250. /**
  117251. * This class is made for on one-liner static method to help creating particle system set.
  117252. */
  117253. var ParticleHelper = /** @class */ (function () {
  117254. function ParticleHelper() {
  117255. }
  117256. /**
  117257. * Create a default particle system that you can tweak
  117258. * @param emitter defines the emitter to use
  117259. * @param capacity defines the system capacity (default is 500 particles)
  117260. * @param scene defines the hosting scene
  117261. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117262. * @returns the new Particle system
  117263. */
  117264. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117265. if (capacity === void 0) { capacity = 500; }
  117266. if (useGPU === void 0) { useGPU = false; }
  117267. var system;
  117268. if (useGPU) {
  117269. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117270. }
  117271. else {
  117272. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117273. }
  117274. system.emitter = emitter;
  117275. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117276. system.createConeEmitter(0.1, Math.PI / 4);
  117277. // Particle color
  117278. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117279. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117280. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117281. // Particle Size
  117282. system.minSize = 0.1;
  117283. system.maxSize = 0.1;
  117284. // Emission speed
  117285. system.minEmitPower = 2;
  117286. system.maxEmitPower = 2;
  117287. // Update speed
  117288. system.updateSpeed = 1 / 60;
  117289. system.emitRate = 30;
  117290. return system;
  117291. };
  117292. /**
  117293. * This is the main static method (one-liner) of this helper to create different particle systems
  117294. * @param type This string represents the type to the particle system to create
  117295. * @param scene The scene where the particle system should live
  117296. * @param gpu If the system will use gpu
  117297. * @returns the ParticleSystemSet created
  117298. */
  117299. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117300. if (gpu === void 0) { gpu = false; }
  117301. if (!scene) {
  117302. scene = BABYLON.Engine.LastCreatedScene;
  117303. }
  117304. var token = {};
  117305. scene._addPendingData(token);
  117306. return new Promise(function (resolve, reject) {
  117307. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117308. scene._removePendingData(token);
  117309. return reject("Particle system with GPU is not supported.");
  117310. }
  117311. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117312. scene._removePendingData(token);
  117313. var newData = JSON.parse(data.toString());
  117314. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117315. }, undefined, undefined, undefined, function (req, exception) {
  117316. scene._removePendingData(token);
  117317. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117318. });
  117319. });
  117320. };
  117321. /**
  117322. * Static function used to export a particle system to a ParticleSystemSet variable.
  117323. * Please note that the emitter shape is not exported
  117324. * @param systems defines the particle systems to export
  117325. * @returns the created particle system set
  117326. */
  117327. ParticleHelper.ExportSet = function (systems) {
  117328. var set = new BABYLON.ParticleSystemSet();
  117329. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117330. var system = systems_1[_i];
  117331. set.systems.push(system);
  117332. }
  117333. return set;
  117334. };
  117335. /**
  117336. * Gets or sets base Assets URL
  117337. */
  117338. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117339. return ParticleHelper;
  117340. }());
  117341. BABYLON.ParticleHelper = ParticleHelper;
  117342. })(BABYLON || (BABYLON = {}));
  117343. //# sourceMappingURL=babylon.particleHelper.js.map
  117344. var BABYLON;
  117345. (function (BABYLON) {
  117346. /**
  117347. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117348. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117349. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117350. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117351. */
  117352. var VideoDome = /** @class */ (function (_super) {
  117353. __extends(VideoDome, _super);
  117354. /**
  117355. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117356. * @param name Element's name, child elements will append suffixes for their own names.
  117357. * @param urlsOrVideo defines the url(s) or the video element to use
  117358. * @param options An object containing optional or exposed sub element properties
  117359. */
  117360. function VideoDome(name, urlsOrVideo, options, scene) {
  117361. var _this = _super.call(this, name, scene) || this;
  117362. _this._useDirectMapping = false;
  117363. // set defaults and manage values
  117364. name = name || "videoDome";
  117365. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117366. options.clickToPlay = Boolean(options.clickToPlay);
  117367. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  117368. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  117369. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117370. if (options.useDirectMapping === undefined) {
  117371. _this._useDirectMapping = true;
  117372. }
  117373. else {
  117374. _this._useDirectMapping = options.useDirectMapping;
  117375. }
  117376. _this._setReady(false);
  117377. // create
  117378. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  117379. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117380. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  117381. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117382. texture.onLoadObservable.addOnce(function () {
  117383. _this._setReady(true);
  117384. });
  117385. // configure material
  117386. material.useEquirectangularFOV = true;
  117387. material.fovMultiplier = 1.0;
  117388. material.opacityFresnel = false;
  117389. if (_this._useDirectMapping) {
  117390. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117391. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117392. material.diffuseTexture = texture;
  117393. }
  117394. else {
  117395. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117396. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117397. material.reflectionTexture = texture;
  117398. }
  117399. // configure mesh
  117400. _this._mesh.material = material;
  117401. _this._mesh.parent = _this;
  117402. // optional configuration
  117403. if (options.clickToPlay) {
  117404. scene.onPointerUp = function () {
  117405. _this._videoTexture.video.play();
  117406. };
  117407. }
  117408. return _this;
  117409. }
  117410. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  117411. /**
  117412. * Gets the video texture being displayed on the sphere
  117413. */
  117414. get: function () {
  117415. return this._videoTexture;
  117416. },
  117417. enumerable: true,
  117418. configurable: true
  117419. });
  117420. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  117421. /**
  117422. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117423. * Also see the options.resolution property.
  117424. */
  117425. get: function () {
  117426. return this._material.fovMultiplier;
  117427. },
  117428. set: function (value) {
  117429. this._material.fovMultiplier = value;
  117430. },
  117431. enumerable: true,
  117432. configurable: true
  117433. });
  117434. /**
  117435. * Releases resources associated with this node.
  117436. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117437. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117438. */
  117439. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117440. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117441. this._videoTexture.dispose();
  117442. this._mesh.dispose();
  117443. this._material.dispose();
  117444. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117445. };
  117446. return VideoDome;
  117447. }(BABYLON.TransformNode));
  117448. BABYLON.VideoDome = VideoDome;
  117449. })(BABYLON || (BABYLON = {}));
  117450. //# sourceMappingURL=babylon.videoDome.js.map
  117451. var BABYLON;
  117452. (function (BABYLON) {
  117453. /**
  117454. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  117455. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  117456. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  117457. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117458. */
  117459. var PhotoDome = /** @class */ (function (_super) {
  117460. __extends(PhotoDome, _super);
  117461. /**
  117462. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  117463. * @param name Element's name, child elements will append suffixes for their own names.
  117464. * @param urlsOfPhoto defines the url of the photo to display
  117465. * @param options defines an object containing optional or exposed sub element properties
  117466. * @param onError defines a callback called when an error occured while loading the texture
  117467. */
  117468. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  117469. if (onError === void 0) { onError = null; }
  117470. var _this = _super.call(this, name, scene) || this;
  117471. _this._useDirectMapping = false;
  117472. /**
  117473. * Observable raised when an error occured while loading the 360 image
  117474. */
  117475. _this.onLoadErrorObservable = new BABYLON.Observable();
  117476. // set defaults and manage values
  117477. name = name || "photoDome";
  117478. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117479. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117480. if (options.useDirectMapping === undefined) {
  117481. _this._useDirectMapping = true;
  117482. }
  117483. else {
  117484. _this._useDirectMapping = options.useDirectMapping;
  117485. }
  117486. _this._setReady(false);
  117487. // create
  117488. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117489. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117490. // configure material
  117491. material.opacityFresnel = false;
  117492. material.useEquirectangularFOV = true;
  117493. material.fovMultiplier = 1.0;
  117494. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  117495. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  117496. if (onError) {
  117497. onError(message, exception);
  117498. }
  117499. });
  117500. _this.photoTexture.onLoadObservable.addOnce(function () {
  117501. _this._setReady(true);
  117502. });
  117503. // configure mesh
  117504. _this._mesh.material = material;
  117505. _this._mesh.parent = _this;
  117506. return _this;
  117507. }
  117508. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  117509. /**
  117510. * Gets or sets the texture being displayed on the sphere
  117511. */
  117512. get: function () {
  117513. return this._photoTexture;
  117514. },
  117515. set: function (value) {
  117516. if (this._photoTexture === value) {
  117517. return;
  117518. }
  117519. this._photoTexture = value;
  117520. if (this._useDirectMapping) {
  117521. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117522. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117523. this._material.diffuseTexture = this._photoTexture;
  117524. }
  117525. else {
  117526. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117527. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117528. this._material.reflectionTexture = this._photoTexture;
  117529. }
  117530. },
  117531. enumerable: true,
  117532. configurable: true
  117533. });
  117534. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  117535. /**
  117536. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117537. * Also see the options.resolution property.
  117538. */
  117539. get: function () {
  117540. return this._material.fovMultiplier;
  117541. },
  117542. set: function (value) {
  117543. this._material.fovMultiplier = value;
  117544. },
  117545. enumerable: true,
  117546. configurable: true
  117547. });
  117548. /**
  117549. * Releases resources associated with this node.
  117550. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117551. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117552. */
  117553. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117554. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117555. this._photoTexture.dispose();
  117556. this._mesh.dispose();
  117557. this._material.dispose();
  117558. this.onLoadErrorObservable.clear();
  117559. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117560. };
  117561. return PhotoDome;
  117562. }(BABYLON.TransformNode));
  117563. BABYLON.PhotoDome = PhotoDome;
  117564. })(BABYLON || (BABYLON = {}));
  117565. //# sourceMappingURL=babylon.photoDome.js.map
  117566. var BABYLON;
  117567. (function (BABYLON) {
  117568. /** @hidden */
  117569. var _OcclusionDataStorage = /** @class */ (function () {
  117570. function _OcclusionDataStorage() {
  117571. /** @hidden */
  117572. this.occlusionInternalRetryCounter = 0;
  117573. /** @hidden */
  117574. this.isOcclusionQueryInProgress = false;
  117575. /** @hidden */
  117576. this.isOccluded = false;
  117577. /** @hidden */
  117578. this.occlusionRetryCount = -1;
  117579. /** @hidden */
  117580. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  117581. /** @hidden */
  117582. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  117583. }
  117584. return _OcclusionDataStorage;
  117585. }());
  117586. BABYLON.Engine.prototype.createQuery = function () {
  117587. return this._gl.createQuery();
  117588. };
  117589. BABYLON.Engine.prototype.deleteQuery = function (query) {
  117590. this._gl.deleteQuery(query);
  117591. return this;
  117592. };
  117593. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  117594. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  117595. };
  117596. BABYLON.Engine.prototype.getQueryResult = function (query) {
  117597. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  117598. };
  117599. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  117600. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117601. this._gl.beginQuery(glAlgorithm, query);
  117602. return this;
  117603. };
  117604. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  117605. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  117606. this._gl.endQuery(glAlgorithm);
  117607. return this;
  117608. };
  117609. BABYLON.Engine.prototype._createTimeQuery = function () {
  117610. var timerQuery = this.getCaps().timerQuery;
  117611. if (timerQuery.createQueryEXT) {
  117612. return timerQuery.createQueryEXT();
  117613. }
  117614. return this.createQuery();
  117615. };
  117616. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  117617. var timerQuery = this.getCaps().timerQuery;
  117618. if (timerQuery.deleteQueryEXT) {
  117619. timerQuery.deleteQueryEXT(query);
  117620. return;
  117621. }
  117622. this.deleteQuery(query);
  117623. };
  117624. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  117625. var timerQuery = this.getCaps().timerQuery;
  117626. if (timerQuery.getQueryObjectEXT) {
  117627. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  117628. }
  117629. return this.getQueryResult(query);
  117630. };
  117631. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  117632. var timerQuery = this.getCaps().timerQuery;
  117633. if (timerQuery.getQueryObjectEXT) {
  117634. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  117635. }
  117636. return this.isQueryResultAvailable(query);
  117637. };
  117638. BABYLON.Engine.prototype.startTimeQuery = function () {
  117639. var caps = this.getCaps();
  117640. var timerQuery = caps.timerQuery;
  117641. if (!timerQuery) {
  117642. return null;
  117643. }
  117644. var token = new BABYLON._TimeToken();
  117645. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117646. if (caps.canUseTimestampForTimerQuery) {
  117647. token._startTimeQuery = this._createTimeQuery();
  117648. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  117649. }
  117650. else {
  117651. if (this._currentNonTimestampToken) {
  117652. return this._currentNonTimestampToken;
  117653. }
  117654. token._timeElapsedQuery = this._createTimeQuery();
  117655. if (timerQuery.beginQueryEXT) {
  117656. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117657. }
  117658. else {
  117659. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  117660. }
  117661. this._currentNonTimestampToken = token;
  117662. }
  117663. return token;
  117664. };
  117665. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  117666. var caps = this.getCaps();
  117667. var timerQuery = caps.timerQuery;
  117668. if (!timerQuery || !token) {
  117669. return -1;
  117670. }
  117671. if (caps.canUseTimestampForTimerQuery) {
  117672. if (!token._startTimeQuery) {
  117673. return -1;
  117674. }
  117675. if (!token._endTimeQuery) {
  117676. token._endTimeQuery = this._createTimeQuery();
  117677. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  117678. }
  117679. }
  117680. else if (!token._timeElapsedQueryEnded) {
  117681. if (!token._timeElapsedQuery) {
  117682. return -1;
  117683. }
  117684. if (timerQuery.endQueryEXT) {
  117685. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  117686. }
  117687. else {
  117688. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  117689. }
  117690. token._timeElapsedQueryEnded = true;
  117691. }
  117692. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  117693. var available = false;
  117694. if (token._endTimeQuery) {
  117695. available = this._getTimeQueryAvailability(token._endTimeQuery);
  117696. }
  117697. else if (token._timeElapsedQuery) {
  117698. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  117699. }
  117700. if (available && !disjoint) {
  117701. var result = 0;
  117702. if (caps.canUseTimestampForTimerQuery) {
  117703. if (!token._startTimeQuery || !token._endTimeQuery) {
  117704. return -1;
  117705. }
  117706. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  117707. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  117708. result = timeEnd - timeStart;
  117709. this._deleteTimeQuery(token._startTimeQuery);
  117710. this._deleteTimeQuery(token._endTimeQuery);
  117711. token._startTimeQuery = null;
  117712. token._endTimeQuery = null;
  117713. }
  117714. else {
  117715. if (!token._timeElapsedQuery) {
  117716. return -1;
  117717. }
  117718. result = this._getTimeQueryResult(token._timeElapsedQuery);
  117719. this._deleteTimeQuery(token._timeElapsedQuery);
  117720. token._timeElapsedQuery = null;
  117721. token._timeElapsedQueryEnded = false;
  117722. this._currentNonTimestampToken = null;
  117723. }
  117724. return result;
  117725. }
  117726. return -1;
  117727. };
  117728. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  117729. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  117730. };
  117731. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  117732. get: function () {
  117733. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  117734. },
  117735. enumerable: false,
  117736. configurable: true
  117737. });
  117738. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  117739. get: function () {
  117740. if (!this.__occlusionDataStorage) {
  117741. this.__occlusionDataStorage = new _OcclusionDataStorage();
  117742. }
  117743. return this.__occlusionDataStorage;
  117744. },
  117745. enumerable: false,
  117746. configurable: true
  117747. });
  117748. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  117749. get: function () {
  117750. return this._occlusionDataStorage.isOccluded;
  117751. },
  117752. set: function (value) {
  117753. this._occlusionDataStorage.isOccluded = value;
  117754. },
  117755. enumerable: true,
  117756. configurable: true
  117757. });
  117758. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  117759. get: function () {
  117760. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  117761. },
  117762. set: function (value) {
  117763. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  117764. },
  117765. enumerable: true,
  117766. configurable: true
  117767. });
  117768. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  117769. get: function () {
  117770. return this._occlusionDataStorage.occlusionType;
  117771. },
  117772. set: function (value) {
  117773. this._occlusionDataStorage.occlusionType = value;
  117774. },
  117775. enumerable: true,
  117776. configurable: true
  117777. });
  117778. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  117779. get: function () {
  117780. return this._occlusionDataStorage.occlusionRetryCount;
  117781. },
  117782. set: function (value) {
  117783. this._occlusionDataStorage.occlusionRetryCount = value;
  117784. },
  117785. enumerable: true,
  117786. configurable: true
  117787. });
  117788. // We also need to update AbstractMesh as there is a portion of the code there
  117789. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  117790. var dataStorage = this._occlusionDataStorage;
  117791. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  117792. dataStorage.isOccluded = false;
  117793. return false;
  117794. }
  117795. var engine = this.getEngine();
  117796. if (engine.webGLVersion < 2) {
  117797. dataStorage.isOccluded = false;
  117798. return false;
  117799. }
  117800. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  117801. dataStorage.isOccluded = false;
  117802. return false;
  117803. }
  117804. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  117805. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  117806. if (isOcclusionQueryAvailable) {
  117807. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  117808. dataStorage.isOcclusionQueryInProgress = false;
  117809. dataStorage.occlusionInternalRetryCounter = 0;
  117810. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  117811. }
  117812. else {
  117813. dataStorage.occlusionInternalRetryCounter++;
  117814. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  117815. dataStorage.isOcclusionQueryInProgress = false;
  117816. dataStorage.occlusionInternalRetryCounter = 0;
  117817. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  117818. // if strict continue the last state of the object.
  117819. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  117820. }
  117821. else {
  117822. return false;
  117823. }
  117824. }
  117825. }
  117826. var scene = this.getScene();
  117827. if (scene.getBoundingBoxRenderer) {
  117828. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  117829. if (!this._occlusionQuery) {
  117830. this._occlusionQuery = engine.createQuery();
  117831. }
  117832. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  117833. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  117834. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  117835. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  117836. }
  117837. return dataStorage.isOccluded;
  117838. };
  117839. })(BABYLON || (BABYLON = {}));
  117840. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  117841. var BABYLON;
  117842. (function (BABYLON) {
  117843. /**
  117844. * Class used to generate noise procedural textures
  117845. */
  117846. var NoiseProceduralTexture = /** @class */ (function (_super) {
  117847. __extends(NoiseProceduralTexture, _super);
  117848. /**
  117849. * Creates a new NoiseProceduralTexture
  117850. * @param name defines the name fo the texture
  117851. * @param size defines the size of the texture (default is 256)
  117852. * @param scene defines the hosting scene
  117853. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117854. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117855. */
  117856. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  117857. if (size === void 0) { size = 256; }
  117858. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  117859. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  117860. _this._time = 0;
  117861. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117862. _this.brightness = 0.2;
  117863. /** Defines the number of octaves to process */
  117864. _this.octaves = 3;
  117865. /** Defines the level of persistence (0.8 by default) */
  117866. _this.persistence = 0.8;
  117867. /** Gets or sets animation speed factor (default is 1) */
  117868. _this.animationSpeedFactor = 1;
  117869. _this.autoClear = false;
  117870. _this._updateShaderUniforms();
  117871. return _this;
  117872. }
  117873. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  117874. var scene = this.getScene();
  117875. if (!scene) {
  117876. return;
  117877. }
  117878. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  117879. this.setFloat("brightness", this.brightness);
  117880. this.setFloat("persistence", this.persistence);
  117881. this.setFloat("timeScale", this._time);
  117882. };
  117883. NoiseProceduralTexture.prototype._getDefines = function () {
  117884. return "#define OCTAVES " + (this.octaves | 0);
  117885. };
  117886. /** Generate the current state of the procedural texture */
  117887. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  117888. this._updateShaderUniforms();
  117889. _super.prototype.render.call(this, useCameraPostProcess);
  117890. };
  117891. /**
  117892. * Serializes this noise procedural texture
  117893. * @returns a serialized noise procedural texture object
  117894. */
  117895. NoiseProceduralTexture.prototype.serialize = function () {
  117896. var serializationObject = {};
  117897. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  117898. serializationObject.brightness = this.brightness;
  117899. serializationObject.octaves = this.octaves;
  117900. serializationObject.persistence = this.persistence;
  117901. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  117902. serializationObject.size = this.getSize().width;
  117903. serializationObject.generateMipMaps = this._generateMipMaps;
  117904. return serializationObject;
  117905. };
  117906. /**
  117907. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117908. * @param parsedTexture defines parsed texture data
  117909. * @param scene defines the current scene
  117910. * @param rootUrl defines the root URL containing noise procedural texture information
  117911. * @returns a parsed NoiseProceduralTexture
  117912. */
  117913. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  117914. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  117915. texture.brightness = parsedTexture.brightness;
  117916. texture.octaves = parsedTexture.octaves;
  117917. texture.persistence = parsedTexture.persistence;
  117918. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  117919. return texture;
  117920. };
  117921. return NoiseProceduralTexture;
  117922. }(BABYLON.ProceduralTexture));
  117923. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  117924. })(BABYLON || (BABYLON = {}));
  117925. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  117926. var __assign = (this && this.__assign) || function () {
  117927. __assign = Object.assign || function(t) {
  117928. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117929. s = arguments[i];
  117930. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117931. t[p] = s[p];
  117932. }
  117933. return t;
  117934. };
  117935. return __assign.apply(this, arguments);
  117936. };
  117937. var BABYLON;
  117938. (function (BABYLON) {
  117939. /**
  117940. * This can helps recording videos from BabylonJS.
  117941. * This is based on the available WebRTC functionalities of the browser.
  117942. *
  117943. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  117944. */
  117945. var VideoRecorder = /** @class */ (function () {
  117946. /**
  117947. * Create a new VideoCapture object which can help converting what you see in Babylon to
  117948. * a video file.
  117949. * @param engine Defines the BabylonJS Engine you wish to record
  117950. * @param options Defines options that can be used to customized the capture
  117951. */
  117952. function VideoRecorder(engine, options) {
  117953. if (options === void 0) { options = null; }
  117954. if (!VideoRecorder.IsSupported(engine)) {
  117955. throw "Your browser does not support recording so far.";
  117956. }
  117957. var canvas = engine.getRenderingCanvas();
  117958. if (!canvas) {
  117959. throw "The babylon engine must have a canvas to be recorded";
  117960. }
  117961. this._canvas = canvas;
  117962. this._canvas.isRecording = false;
  117963. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  117964. var stream = this._canvas.captureStream(this._options.fps);
  117965. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  117966. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  117967. this._mediaRecorder.onerror = this._handleError.bind(this);
  117968. this._mediaRecorder.onstop = this._handleStop.bind(this);
  117969. }
  117970. /**
  117971. * Returns wehther or not the VideoRecorder is available in your browser.
  117972. * @param engine Defines the Babylon Engine to check the support for
  117973. * @returns true if supported otherwise false
  117974. */
  117975. VideoRecorder.IsSupported = function (engine) {
  117976. var canvas = engine.getRenderingCanvas();
  117977. return (!!canvas && typeof canvas.captureStream === "function");
  117978. };
  117979. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  117980. /**
  117981. * True wether a recording is already in progress.
  117982. */
  117983. get: function () {
  117984. return !!this._canvas && this._canvas.isRecording;
  117985. },
  117986. enumerable: true,
  117987. configurable: true
  117988. });
  117989. /**
  117990. * Stops the current recording before the default capture timeout passed in the startRecording
  117991. * functions.
  117992. */
  117993. VideoRecorder.prototype.stopRecording = function () {
  117994. if (!this._canvas || !this._mediaRecorder) {
  117995. return;
  117996. }
  117997. if (!this.isRecording) {
  117998. return;
  117999. }
  118000. this._canvas.isRecording = false;
  118001. this._mediaRecorder.stop();
  118002. };
  118003. /**
  118004. * Starts recording the canvas for a max duration specified in parameters.
  118005. * @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.
  118006. * @param maxDuration Defines the maximum recording time in seconds.
  118007. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  118008. * @return a promise callback at the end of the recording with the video data in Blob.
  118009. */
  118010. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  118011. var _this = this;
  118012. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  118013. if (maxDuration === void 0) { maxDuration = 7; }
  118014. if (!this._canvas || !this._mediaRecorder) {
  118015. throw "Recorder has already been disposed";
  118016. }
  118017. if (this.isRecording) {
  118018. throw "Recording already in progress";
  118019. }
  118020. if (maxDuration > 0) {
  118021. setTimeout(function () {
  118022. _this.stopRecording();
  118023. }, maxDuration * 1000);
  118024. }
  118025. this._fileName = fileName;
  118026. this._recordedChunks = [];
  118027. this._resolve = null;
  118028. this._reject = null;
  118029. this._canvas.isRecording = true;
  118030. this._mediaRecorder.start(this._options.recordChunckSize);
  118031. return new Promise(function (resolve, reject) {
  118032. _this._resolve = resolve;
  118033. _this._reject = reject;
  118034. });
  118035. };
  118036. /**
  118037. * Releases internal resources used during the recording.
  118038. */
  118039. VideoRecorder.prototype.dispose = function () {
  118040. this._canvas = null;
  118041. this._mediaRecorder = null;
  118042. this._recordedChunks = [];
  118043. this._fileName = null;
  118044. this._resolve = null;
  118045. this._reject = null;
  118046. };
  118047. VideoRecorder.prototype._handleDataAvailable = function (event) {
  118048. if (event.data.size > 0) {
  118049. this._recordedChunks.push(event.data);
  118050. }
  118051. };
  118052. VideoRecorder.prototype._handleError = function (event) {
  118053. this.stopRecording();
  118054. if (this._reject) {
  118055. this._reject(event.error);
  118056. }
  118057. else {
  118058. throw new event.error();
  118059. }
  118060. };
  118061. VideoRecorder.prototype._handleStop = function () {
  118062. this.stopRecording();
  118063. var superBuffer = new Blob(this._recordedChunks);
  118064. if (this._resolve) {
  118065. this._resolve(superBuffer);
  118066. }
  118067. window.URL.createObjectURL(superBuffer);
  118068. if (this._fileName) {
  118069. BABYLON.Tools.Download(superBuffer, this._fileName);
  118070. }
  118071. };
  118072. VideoRecorder._defaultOptions = {
  118073. mimeType: "video/webm",
  118074. fps: 25,
  118075. recordChunckSize: 3000
  118076. };
  118077. return VideoRecorder;
  118078. }());
  118079. BABYLON.VideoRecorder = VideoRecorder;
  118080. })(BABYLON || (BABYLON = {}));
  118081. //# sourceMappingURL=babylon.videoRecorder.js.map
  118082. var BABYLON;
  118083. (function (BABYLON) {
  118084. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  118085. if (replace === void 0) { replace = false; }
  118086. // Dispose existing light in replace mode.
  118087. if (replace) {
  118088. if (this.lights) {
  118089. for (var i = 0; i < this.lights.length; i++) {
  118090. this.lights[i].dispose();
  118091. }
  118092. }
  118093. }
  118094. // Light
  118095. if (this.lights.length === 0) {
  118096. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  118097. }
  118098. };
  118099. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  118100. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118101. if (replace === void 0) { replace = false; }
  118102. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118103. // Dispose existing camera in replace mode.
  118104. if (replace) {
  118105. if (this.activeCamera) {
  118106. this.activeCamera.dispose();
  118107. this.activeCamera = null;
  118108. }
  118109. }
  118110. // Camera
  118111. if (!this.activeCamera) {
  118112. var worldExtends = this.getWorldExtends();
  118113. var worldSize = worldExtends.max.subtract(worldExtends.min);
  118114. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  118115. var camera;
  118116. var radius = worldSize.length() * 1.5;
  118117. // empty scene scenario!
  118118. if (!isFinite(radius)) {
  118119. radius = 1;
  118120. worldCenter.copyFromFloats(0, 0, 0);
  118121. }
  118122. if (createArcRotateCamera) {
  118123. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  118124. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  118125. arcRotateCamera.wheelPrecision = 100 / radius;
  118126. camera = arcRotateCamera;
  118127. }
  118128. else {
  118129. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  118130. freeCamera.setTarget(worldCenter);
  118131. camera = freeCamera;
  118132. }
  118133. camera.minZ = radius * 0.01;
  118134. camera.maxZ = radius * 1000;
  118135. camera.speed = radius * 0.2;
  118136. this.activeCamera = camera;
  118137. var canvas = this.getEngine().getRenderingCanvas();
  118138. if (attachCameraControls && canvas) {
  118139. camera.attachControl(canvas);
  118140. }
  118141. }
  118142. };
  118143. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  118144. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118145. if (replace === void 0) { replace = false; }
  118146. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118147. this.createDefaultLight(replace);
  118148. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  118149. };
  118150. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  118151. if (pbr === void 0) { pbr = false; }
  118152. if (scale === void 0) { scale = 1000; }
  118153. if (blur === void 0) { blur = 0; }
  118154. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  118155. if (!environmentTexture) {
  118156. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  118157. return null;
  118158. }
  118159. if (setGlobalEnvTexture) {
  118160. if (environmentTexture) {
  118161. this.environmentTexture = environmentTexture;
  118162. }
  118163. }
  118164. // Skybox
  118165. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  118166. if (pbr) {
  118167. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  118168. hdrSkyboxMaterial.backFaceCulling = false;
  118169. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  118170. if (hdrSkyboxMaterial.reflectionTexture) {
  118171. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118172. }
  118173. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  118174. hdrSkyboxMaterial.disableLighting = true;
  118175. hdrSkyboxMaterial.twoSidedLighting = true;
  118176. hdrSkybox.infiniteDistance = true;
  118177. hdrSkybox.material = hdrSkyboxMaterial;
  118178. }
  118179. else {
  118180. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  118181. skyboxMaterial.backFaceCulling = false;
  118182. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  118183. if (skyboxMaterial.reflectionTexture) {
  118184. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118185. }
  118186. skyboxMaterial.disableLighting = true;
  118187. hdrSkybox.infiniteDistance = true;
  118188. hdrSkybox.material = skyboxMaterial;
  118189. }
  118190. return hdrSkybox;
  118191. };
  118192. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  118193. if (BABYLON.EnvironmentHelper) {
  118194. return new BABYLON.EnvironmentHelper(options, this);
  118195. }
  118196. return null;
  118197. };
  118198. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  118199. if (webVROptions === void 0) { webVROptions = {}; }
  118200. return new BABYLON.VRExperienceHelper(this, webVROptions);
  118201. };
  118202. })(BABYLON || (BABYLON = {}));
  118203. //# sourceMappingURL=babylon.sceneHelpers.js.map
  118204. 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(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\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\n\ngl_FragColor=result/float(samplesCount);\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#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"};
  118205. 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};"};
  118206. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  118207. globalObject["BABYLON"] = BABYLON;
  118208. //backwards compatibility
  118209. if(typeof earcut !== 'undefined') {
  118210. globalObject["Earcut"] = {
  118211. earcut: earcut
  118212. };
  118213. }
  118214. return BABYLON;
  118215. });